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Sangmin Kim

Publications and source records attributed to Sangmin Kim.

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4D Human-Scene Reconstruction from Low-Overlap Captures

Existing volumetric capture of dynamic human performance achieves high fidelity with dense camera arrays. However, in real-world scenarios, only a handful of low-overlap cameras are available, which degrades the output quality and leaves large areas unobserved. Recent 4D reconstruction methods have focused on low-overlap settings, yet they still produce noticeable artifacts in under-observed regions. Video diffusion models have emerged as another option, but they show geometrically inconsistent results for humans. To address these limitations, we propose StudioRecon, a pipeline that reconstructs 4D human scenes from sparse, low-overlap cameras by decoupling background and humans. We densify background supervision by synthesizing hundreds of camera-controlled novel views with a video diffusion model. We also robustly initialize deformable Gaussian humans with cross-view identity association and triangulated multi-view keypoint fitting. Finally, our recursive enhancement module with motion-adaptive consistency injection harmonizes the composed output, thereby further avoiding remaining artifacts. We achieve state-of-the-art novel view synthesis across four real-world datasets and demonstrate applications such as novel trajectory rendering and human replacement.

cs.CV

GAIT: Legged Robot Proprioceptive State Estimation with Attention over Inertial-Leg Tokens

In this paper, we propose a method that applies Inertial-Leg (IL) tokenization to an attention-based network for proprioceptive state estimation in legged robots. Unlike existing learning-based state estimators that concatenate all sensor measurements into a single flat vector, the proposed architecture represents inertial measurements and leg-wise measurements as individual tokens and uses an attention mechanism to learn the relative importance of each measurement.This design allows the network to reweight each measurement according to the current contact condition, reflecting the fact that the reliability of forward kinematic measurements depends on whether the corresponding foot is in contact. Unlike conventional contact-aided estimators, however, the proposed method learns this behavior without relying on an explicit contact estimator or on explicit measurement updates based on a stationary contact assumption. To validate the proposed method, we conducted experiments on a Unitree Go1 robot, including debris terrain not modeled in simulation and gait patterns not seen during training. Experimental results show that the proposed method achieves better estimation performance than existing learning-based state estimators under unseen gait patterns and also improves performance over contact-aided model-based methods.

cs.RO

Deep Reinforcement Learning for Adaptive Power Allocation in ISAC Systems with Mobile Target

In this paper, we study the power allocation for an integrated sensing and communication (ISAC) system which tracks a mobile target. We first model the problem as a Markov decision process, and then tackle it with a soft actor-critic (SAC) based deep reinforcement learning (DRL) approach. We also combine a Dirichlet policy, which naturally produces normalized continuous actions under random target motion. To exploit different features of sensing and communication operations, we carefully design a reward function such that the system can dynamically control power allocation to conserve resources. The simulation results demonstrate that the proposed scheme enhances tracking performance compared to other baselines while sustaining communication performance.

eess.SP

FreeTimeGS++: Secrets of Dynamic Gaussian Splatting and Their Principles

Recent progress in 4D Gaussian Splatting (4DGS) has achieved impressive dynamic scene reconstruction results. While these methods demonstrate remarkable performance, the specific factors behind their gains remain underexplored, making a systematic understanding of the underlying principles challenging. In this paper, we perform a comprehensive analysis of these hidden factors to provide a clearer perspective on the 4DGS framework. We first establish a controlled baseline, FreeTimeGS_ours, by formalizing and reproducing the heuristics of the state-of-the-art FreeTimeGS. Using this framework, we examine 4DGS along its fundamental axes and identify practical secrets, including the emergent temporal partitioning driven by Gaussian durations and the decoupling between photometric fidelity and motion behavior. Based on these insights, we propose FreeTimeGS++, a principled method that employs gated marginalization, UFM-guided initialization, and color correction to improve stability and reproducibility. Our approach yields reproducible results with reduced run-to-run variance.

cs.CV

TRiGS: Temporal Rigid-Body Motion for Scalable 4D Gaussian Splatting

Recent 4D Gaussian Splatting (4DGS) methods achieve impressive dynamic scene reconstruction but often rely on piecewise linear velocity approximations and short temporal windows. This disjointed modeling leads to severe temporal fragmentation, forcing primitives to be repeatedly eliminated and regenerated to track complex nonlinear dynamics. This makeshift approximation eliminates the long-term temporal identity of objects and causes an inevitable proliferation of Gaussians, hindering scalability to extended video sequences. To address this, we propose TRiGS, a novel 4D representation that utilizes unified, continuous geometric transformations. By integrating $SE(3)$ transformations, hierarchical Bezier residuals, and learnable local anchors, TRiGS models geometrically consistent rigid motions for individual primitives. This continuous formulation preserves temporal identity and effectively mitigates unbounded memory growth. Extensive experiments demonstrate that TRiGS achieves high fidelity rendering on standard benchmarks while uniquely scaling to extended video sequences (e.g., 600 to 1200 frames) without severe memory bottlenecks, significantly outperforming prior works in temporal stability.

cs.CV

Coherent Human-Scene Reconstruction from Multi-Person Multi-View Video in a Single Pass

Recent advances in 3D foundation models have led to growing interest in reconstructing humans and their surrounding environments. However, most existing approaches focus on monocular inputs, and extending them to multi-view settings requires additional overhead modules or preprocessed data. To this end, we present CHROMM, a unified framework that jointly estimates cameras, scene point clouds, and human meshes from multi-person multi-view videos without relying on external modules or preprocessing. We integrate strong geometric and human priors from Pi3X and Multi-HMR into a single trainable neural network architecture, and introduce a scale adjustment module to solve the scale discrepancy between humans and the scene. We also introduce a multi-view fusion strategy to aggregate per-view estimates into a single representation at test-time. Finally, we propose a geometry-based multi-person association method, which is more robust than appearance-based approaches. Experiments on EMDB, RICH, EgoHumans, and EgoExo4D show that CHROMM achieves competitive performance in global human motion and multi-view pose estimation while running over 8x faster than prior optimization-based multi-view approaches. Project page: https://nstar1125.github.io/chromm.

cs.CV

SEAL-pose: Enhancing 3D Human Pose Estimation via a Learned Loss for Structural Consistency

3D human pose estimation (HPE) is characterized by intricate local and global dependencies among joints. Conventional supervised losses are limited in capturing these correlations because they treat each joint independently. Previous studies have attempted to promote structural consistency through manually designed priors or rule-based constraints; however, these approaches typically require manual specification and are often non-differentiable, limiting their use as end-to-end training objectives. We propose SEAL-pose, a data-driven framework in which a learnable loss-net trains a pose-net by evaluating structural plausibility. Rather than relying on hand-crafted priors, our joint-graph-based design enables the loss-net to learn complex structural dependencies directly from data. Extensive experiments on three 3D HPE benchmarks with eight backbones show that SEAL-pose reduces per-joint errors and improves pose plausibility compared with the corresponding backbones across all settings. Beyond improving each backbone, SEAL-pose also outperforms models with explicit structural constraints, despite not enforcing any such constraints. Finally, we analyze the relationship between the loss-net and structural consistency, and evaluate SEAL-pose in cross-dataset and in-the-wild settings.

cs.CV

Mitigating Long-Tailed Anomaly Score Distributions with Importance-Weighted Loss

Anomaly detection is crucial in industrial applications for identifying rare and unseen patterns to ensure system reliability. Traditional models, trained on a single class of normal data, struggle with real-world distributions where normal data exhibit diverse patterns, leading to class imbalance and long-tailed anomaly score distributions (LTD). This imbalance skews model training and degrades detection performance, especially for minority instances. To address this issue, we propose a novel importance-weighted loss designed specifically for anomaly detection. Compared to the previous method for LTD in classification, our method does not require prior knowledge of normal data classes. Instead, we introduce a weighted loss function that incorporates importance sampling to align the distribution of anomaly scores with a target Gaussian, ensuring a balanced representation of normal data. Extensive experiments on three benchmark image datasets and three real-world hyperspectral imaging datasets demonstrate the robustness of our approach in mitigating LTD-induced bias. Our method improves anomaly detection performance by 0.043, highlighting its effectiveness in real-world applications.

stat.ML

Dynamically-Consistent Trajectory Optimization for Legged Robots via Contact Point Decomposition

To generate reliable motion for legged robots through trajectory optimization, it is crucial to simultaneously compute the robot's path and contact sequence, as well as accurately consider the dynamics in the problem formulation. In this paper, we present a phase-based trajectory optimization that ensures the feasibility of translational dynamics and friction cone constraints throughout the entire trajectory. Specifically, our approach leverages the superposition properties of linear differential equations to decouple the translational dynamics for each contact point, which operates under different phase sequences. Furthermore, we utilize the differentiation matrix of B{\'e}zier polynomials to derive an analytical relationship between the robot's position and force, thereby ensuring the consistent satisfaction of translational dynamics. Additionally, by exploiting the convex closure property of B{\'e}zier polynomials, our method ensures compliance with friction cone constraints. Using the aforementioned approach, the proposed trajectory optimization framework can generate dynamically reliable motions with various gait sequences for legged robots. We validate our framework using a quadruped robot model, focusing on the feasibility of dynamics and motion generation. The source code and additional materials are publicly available at our project page: https://sangmin11.github.io/Analytical_Dynamics_TO_Project/.

cs.RO

NeuroDOB: A Deep Neural Observer-Based Controller for Vehicle Lateral Dynamics

This paper proposes NeuroDOB, a deep neural network based observer controller for vehicle lateral dynamics, which replaces the conventional disturbance observer (DOB) with a deep neural network (DNN) to enhance personalized lateral control. Unlike conventional DOBs that compensate for general disturbances such as road friction variation and crosswind, NeuroDOB explicitly addresses unmodeled vehicle dynamics and driver-specific behaviors by learning the steering compensation signal from driver-in-the-loop simulations using CarSim's embedded controller as a surrogate driver. The proposed architecture integrates NeuroDOB with a linear quadratic regulator (LQR), where the DNN outputs a delta error correction added to the baseline LQR steering input to produce the final control command. Input features to the DNN include lateral position and yaw angle errors, and the LQR control input. Experimental validation using a lateral dynamic bicycle model within CarSim demonstrates that NeuroDOB effectively adapts to individual driving habits, improving lateral control performance beyond what conventional LQR controllers achieve. The results indicate the potential of deep neural network based observer to enable personalized and adaptive autonomous vehicle control. In cognitive terms, the proposed architecture can be viewed as a dual-system control structure. The baseline LQR corresponds to System 1, a model-based, fast, and analytic reasoning layer ensuring stability. The NeuroDOB acts as System 2, a reflective, data-driven layer that learns compensation from experience and corrects the analytical bias of System 1. Together, they form an integrated decision process analogous to human intuition-reflection interaction, enabling both stability and adaptability in lateral control.

eess.SY

Optimized Minimal 4D Gaussian Splatting

4D Gaussian Splatting has emerged as a new paradigm for dynamic scene representation, enabling real-time rendering of scenes with complex motions. However, it faces a major challenge of storage overhead, as millions of Gaussians are required for high-fidelity reconstruction. While several studies have attempted to alleviate this memory burden, they still face limitations in compression ratio or visual quality. In this work, we present OMG4 (Optimized Minimal 4D Gaussian Splatting), a framework that constructs a compact set of salient Gaussians capable of faithfully representing 4D Gaussian models. Our method progressively prunes Gaussians in three stages: (1) Gaussian Sampling to identify primitives critical to reconstruction fidelity, (2) Gaussian Pruning to remove redundancies, and (3) Gaussian Merging to fuse primitives with similar characteristics. In addition, we integrate implicit appearance compression and generalize Sub-Vector Quantization (SVQ) to 4D representations, further reducing storage while preserving quality. Extensive experiments on standard benchmark datasets demonstrate that OMG4 significantly outperforms recent state-of-the-art methods, reducing model sizes by over 60% while maintaining reconstruction quality. These results position OMG4 as a significant step forward in compact 4D scene representation, opening new possibilities for a wide range of applications. Our source code is available at https://minshirley.github.io/OMG4/.

cs.CV

EL-AGHF: Extended Lagrangian Affine Geometric Heat Flow

We propose a constrained Affine Geometric Heat Flow (AGHF) method that evolves so as to suppress the dynamics gaps associated with inadmissible control directions. AGHF provides a unified framework applicable to a wide range of motion planning problems, including both holonomic and non-holonomic systems. However, to generate admissible trajectories, it requires assigning infinite penalties to inadmissible control directions. This design choice, while theoretically valid, often leads to high computational cost or numerical instability when the penalty becomes excessively large. To overcome this limitation, we extend AGHF in an Augmented Lagrangian method approach by introducing a dual trajectory related to dynamics gaps in inadmissible control directions. This method solves the constrained variational problem as an extended parabolic partial differential equation defined over both the state and dual trajectorys, ensuring the admissibility of the resulting trajectory. We demonstrate the effectiveness of our algorithm through simulation examples.

cs.RO

ShowMak3r: Compositional TV Show Reconstruction

Reconstructing dynamic radiance fields from video clips is challenging, especially when entertainment videos like TV shows are given. Many challenges make the reconstruction difficult due to (1) actors occluding with each other and having diverse facial expressions, (2) cluttered stages, and (3) small baseline views or sudden shot changes. To address these issues, we present ShowMak3r, a comprehensive reconstruction pipeline that allows the editing of scenes like how video clips are made in a production control room. In ShowMak3r, a 3DLocator module locates recovered actors on the stage using depth prior and estimates unseen human poses via interpolation. The proposed ShotMatcher module then tracks the actors under shot changes. Furthermore, ShowMak3r introduces a face-fitting network that dynamically recovers the actors' expressions. Experiments on Sitcoms3D dataset show that our pipeline can reassemble TV show scenes with new cameras at different timestamps. We also demonstrate that ShowMak3r enables interesting applications such as synthetic shot-making, actor relocation, insertion, deletion, and pose manipulation. Project page : https://nstar1125.github.io/showmak3r

cs.CV

EditSplat: Multi-View Fusion and Attention-Guided Optimization for View-Consistent 3D Scene Editing with 3D Gaussian Splatting

Recent advancements in 3D editing have highlighted the potential of text-driven methods in real-time, user-friendly AR/VR applications. However, current methods rely on 2D diffusion models without adequately considering multi-view information, resulting in multi-view inconsistency. While 3D Gaussian Splatting (3DGS) significantly improves rendering quality and speed, its 3D editing process encounters difficulties with inefficient optimization, as pre-trained Gaussians retain excessive source information, hindering optimization. To address these limitations, we propose EditSplat, a novel text-driven 3D scene editing framework that integrates Multi-view Fusion Guidance (MFG) and Attention-Guided Trimming (AGT). Our MFG ensures multi-view consistency by incorporating essential multi-view information into the diffusion process, leveraging classifier-free guidance from the text-to-image diffusion model and the geometric structure inherent to 3DGS. Additionally, our AGT utilizes the explicit representation of 3DGS to selectively prune and optimize 3D Gaussians, enhancing optimization efficiency and enabling precise, semantically rich local editing. Through extensive qualitative and quantitative evaluations, EditSplat achieves state-of-the-art performance, establishing a new benchmark for text-driven 3D scene editing.

cs.CV

X-LLaVA: Optimizing Bilingual Large Vision-Language Alignment

The impressive development of large language models (LLMs) is expanding into the realm of large multimodal models (LMMs), which incorporate multiple types of data beyond text. However, the nature of multimodal models leads to significant expenses in the creation of training data. Furthermore, constructing multilingual data for LMMs presents its own set of challenges due to language diversity and complexity. Therefore, in this study, we propose two cost-effective methods to solve this problem: (1) vocabulary expansion and pretraining of multilingual LLM for specific languages, and (2) automatic and elaborate construction of multimodal datasets using GPT4-V. Based on015 these methods, we constructed a 91K English-Korean-Chinese multilingual, multimodal training dataset. Additionally, we developed a bilingual multimodal model that exhibits excellent performance in both Korean and English, surpassing existing approaches.

cs.CL

NTIRE 2020 Challenge on Image Demoireing: Methods and Results

This paper reviews the Challenge on Image Demoireing that was part of the New Trends in Image Restoration and Enhancement (NTIRE) workshop, held in conjunction with CVPR 2020. Demoireing is a difficult task of removing moire patterns from an image to reveal an underlying clean image. The challenge was divided into two tracks. Track 1 targeted the single image demoireing problem, which seeks to remove moire patterns from a single image. Track 2 focused on the burst demoireing problem, where a set of degraded moire images of the same scene were provided as input, with the goal of producing a single demoired image as output. The methods were ranked in terms of their fidelity, measured using the peak signal-to-noise ratio (PSNR) between the ground truth clean images and the restored images produced by the participants' methods. The tracks had 142 and 99 registered participants, respectively, with a total of 14 and 6 submissions in the final testing stage. The entries span the current state-of-the-art in image and burst image demoireing problems.

cs.CV