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Seunghyun Shin

Publications and source records attributed to Seunghyun Shin.

10 recordsLinked to original sources

Bridging Online and Offline Handwriting via Differentiable Physical Rendering

Realistic handwritten text generation plays an important role in numerous applications, such as font design, biometric authentication, and robotic calligraphy. Existing methods are typically divided into two independent paradigms: online approaches that estimate handwriting trajectories and offline approaches that synthesize realistic handwriting images. While online models capture structural and temporal dynamics, they often lack fine-grained textures, whereas offline models reproduce realistic appearance but discard stroke order. However, unifying online and offline models remains challenging due to (1) the lack of an explicit physical model linking stroke kinematics to pixel-level appearance and (2) the absence of paired trajectory-image datasets. Moreover, enabling end-to-end learning requires a differentiable rendering process across motion and appearance domains. To address these challenges, we propose a compact physical brush model that bridges stroke dynamics and visual appearance, together with a differentiable rendering module that converts stroke trajectories into stylized images. By integrating these components, we propose a unified online-offline handwriting generation framework via differentiable brush rendering. The proposed framework consists of four core modules: 1) a text-to-stroke generator that predicts the target stroke conditioned on the given text and style image, 2) a brush parameter observer that extracts brush model parameters from style references, 3) a differentiable brush renderer that maps a stroke sequence and physical brush parameters into a handwritten image, and 4) a zero-shot image refiner that refines rendered images via diffusion models. Extensive experiments and real-world robotic calligraphy demonstrations validate our approach, achieving both structural and visual fidelity.

cs.CV

Universal Image Immunization against Diffusion-based Image Editing via Semantic Injection

Diffusion model advances have enabled powerful text-guided image editing, but also raise ethical and legal risks such as deepfakes and unauthorized use. To prevent these risks, adversarial attack-based image immunization has emerged as a promising defense against AI-driven semantic manipulation. Yet, most existing approaches require image-specific optimization or additional neural networks at inference time, hindering scalability and practicality. In this paper, we propose the first universal adversarial perturbation-based image immunization framework that generates a single, image-agnostic adversarial perturbation specifically designed for diffusion-based editing pipelines. Inspired by UAP used in targeted attacks, our method aims to generate a UAP that induces diffusion models to misinterpret the input image as a specific semantic target. Simultaneously, it suppresses original content to misdirect the model's attention during editing, thereby effectively blocking unauthorized edits by overwriting the image's original semantics via the UAP. Extensive experiments show that our method, as the first universal immunization approach, significantly outperforms several baselines in the UAP setting. Notably, despite the inherent difficulty of universal perturbations, our method achieves competitive or superior performance compared to image-specific methods under a more restricted perturbation budget, while also exhibiting strong black-box transferability across diverse diffusion models.

cs.CV

PIAvatar: Physically Interactive Avatars via Deformation Gradient Decoupling

3D human avatars have shown impressive visual fidelity driven by pose-conditioned models, yet they still lack the physical ability required for interactions with each other and environments. Although recent studies have made various attempts to incorporate physical characteristics into 3D avatars, they only exhibit limited physical deformations, often leading to constrained interaction behaviors. To resolve this issue, we present PIAvatar, a framework to simultaneously enable physically aware interactions between avatar-avatar and avatar-environment, and a non-rigid deformable human body simulation. In this work, our key insight is to decouple kinematic velocity from deformation gradient. When external forces act on avatars, the kinematic velocity induces stress which hinders the avatar's ability to achieve a desired pose. In addition, we integrate a skeletal framework within the avatar. It allows estimating its poses and real-time tracking in a closed form, even during non-rigid physical interactions. Our approach is implemented within a conventional Material Point Method framework to ensure physically consistent dynamics. We lastly evaluate the method on both human-object and human-human interaction scenarios to assess its behavior under diverse interaction settings.

cs.GR

TriMotion: Modality-Agnostic Camera Control for Video Generation

Camera motion control is essential for directing viewpoint changes in generative systems. However, existing methods typically condition the generation process on a single specific modality, such as explicit pose trajectories or reference videos, limiting their ability to support heterogeneous user inputs. To address this limitation, we present TriMotion, a modality-agnostic framework for camera-controlled video generation that maps video, pose, and text inputs, describing the same camera trajectory into a shared motion embedding space. Learning such a space requires synchronized supervision across modalities. Therefore, we build the Motion Triplet Dataset by extending a Multi-Cam Video Dataset with geometry-grounded motion descriptions derived from camera extrinsics. We further introduce a latent motion consistency objective that leverages the motion embedding space to encourage the generated video to follow the target camera trajectory directly in latent space, avoiding the cost of pixel-space decoding. Extensive experiments show that TriMotion generates high-quality videos that accurately follow the target camera trajectories across all three modalities. Beyond standard generation, the shared motion embedding space also enables flexible applications such as sequential motion composition and cross-modal motion interpolation.

cs.CV

Rebalancing Reference Frame Dominance to Improve Motion in Image-to-Video Models

Image-to-video models often generate videos that remain overly static, compared to text-to-video models. While prior approaches mitigate this issue by weakening or modifying the image-conditioning signal, they often require additional training or sacrifice fidelity to the reference image. In this work, we identify reference-frame dominance as a key mechanism behind motion suppression. We observe that non-reference frames in I2V models allocate excessive self-attention to reference-frame key tokens, causing reference information to be over-propagated across time and suppressing inter-frame dynamics. Based on this finding, we propose DyMoS (Dynamic Motion Slider), a training-free and model-agnostic method that rebalances the attention pathway from generated frames to the reference frame during initial denoising steps. DyMoS leaves both the input image and model weights unchanged and introduces a single scalar parameter for continuous control over motion strength. Experiments across multiple state-of-the-art I2V backbones demonstrate that DyMoS consistently improves motion dynamics while maintaining visual quality and fidelity to the reference image.

cs.CV

Motion Prior Distillation in Time Reversal Sampling for Generative Inbetweening

Recent progress in image-to-video (I2V) diffusion models has significantly advanced the field of generative inbetweening, which aims to generate semantically plausible frames between two keyframes. In particular, inference-time sampling strategies, which leverage the generative priors of large-scale pre-trained I2V models without additional training, have become increasingly popular. However, existing inference-time sampling, either fusing forward and backward paths in parallel or alternating them sequentially, often suffers from temporal discontinuities and undesirable visual artifacts due to the misalignment between the two generated paths. This is because each path follows the motion prior induced by its own conditioning frame. In this work, we propose Motion Prior Distillation (MPD), a simple yet effective inference-time distillation technique that suppresses bidirectional mismatch by distilling the motion residual of the forward path into the backward path. Our method can deliberately avoid denoising the end-conditioned path which causes the ambiguity of the path, and yield more temporally coherent inbetweening results with the forward motion prior. We not only perform quantitative evaluations on standard benchmarks, but also conduct extensive user studies to demonstrate the effectiveness of our approach in practical scenarios.

cs.CV

CHROMA: Consistent Harmonization of Multi-View Appearance via Bilateral Grid Prediction

Modern camera pipelines apply extensive on-device processing, such as exposure adjustment, white balance, and color correction, which, while beneficial individually, often introduce photometric inconsistencies across views. These appearance variations violate multi-view consistency and degrade novel view synthesis. Joint optimization of scene-specific representations and per-image appearance embeddings has been proposed to address this issue, but with increased computational complexity and slower training. In this work, we propose a generalizable, feed-forward approach that predicts spatially adaptive bilateral grids to correct photometric variations in a multi-view consistent manner. Our model processes hundreds of frames in a single step, enabling efficient large-scale harmonization, and seamlessly integrates into downstream 3D reconstruction models, providing cross-scene generalization without requiring scene-specific retraining. To overcome the lack of paired data, we employ a hybrid self-supervised rendering loss leveraging 3D foundation models, improving generalization to real-world variations. Extensive experiments show that our approach outperforms or matches the reconstruction quality of existing scene-specific optimization methods with appearance modeling, without significantly affecting the training time of baseline 3D models.

cs.CV

Video Color Grading via Look-Up Table Generation

Different from color correction and transfer, color grading involves adjusting colors for artistic or storytelling purposes in a video, which is used to establish a specific look or mood. However, due to the complexity of the process and the need for specialized editing skills, video color grading remains primarily the domain of professional colorists. In this paper, we present a reference-based video color grading framework. Our key idea is explicitly generating a look-up table (LUT) for color attribute alignment between reference scenes and input video via a diffusion model. As a training objective, we enforce that high-level features of the reference scenes like look, mood, and emotion should be similar to that of the input video. Our LUT-based approach allows for color grading without any loss of structural details in the whole video frames as well as achieving fast inference. We further build a pipeline to incorporate a user-preference via text prompts for low-level feature enhancement such as contrast and brightness, etc. Experimental results, including extensive user studies, demonstrate the effectiveness of our approach for video color grading. Codes are publicly available at https://github.com/seunghyuns98/VideoColorGrading.

cs.CV

Scene Structure Guidance Network: Unfolding Graph Partitioning into Pixel-Wise Feature Learning

Understanding the informative structures of scenes is essential for low-level vision tasks. Unfortunately, it is difficult to obtain a concrete visual definition of the informative structures because influences of visual features are task-specific. In this paper, we propose a single general neural network architecture for extracting task-specific structure guidance for scenes. To do this, we first analyze traditional spectral clustering methods, which computes a set of eigenvectors to model a segmented graph forming small compact structures on image domains. We then unfold the traditional graph-partitioning problem into a learnable network, named \textit{Scene Structure Guidance Network (SSGNet)}, to represent the task-specific informative structures. The SSGNet yields a set of coefficients of eigenvectors that produces explicit feature representations of image structures. In addition, our SSGNet is light-weight ($\sim$ 56K parameters), and can be used as a plug-and-play module for off-the-shelf architectures. We optimize the SSGNet without any supervision by proposing two novel training losses that enforce task-specific scene structure generation during training. Our main contribution is to show that such a simple network can achieve state-of-the-art results for several low-level vision applications. We also demonstrate that our network generalizes well on unseen datasets, compared to existing methods which use structural embedding frameworks. We further propose a lighter version of SSGNet ($\sim$ 29K parameters) for depth computation, SSGNet-D, and successfully execute it on edge computing devices like Jetson AGX Orin, improving the performance of baseline network, even in the wild, with little computational delay.

cs.CV

Kinetic Typography Diffusion Model

This paper introduces a method for realistic kinetic typography that generates user-preferred animatable 'text content'. We draw on recent advances in guided video diffusion models to achieve visually-pleasing text appearances. To do this, we first construct a kinetic typography dataset, comprising about 600K videos. Our dataset is made from a variety of combinations in 584 templates designed by professional motion graphics designers and involves changing each letter's position, glyph, and size (i.e., flying, glitches, chromatic aberration, reflecting effects, etc.). Next, we propose a video diffusion model for kinetic typography. For this, there are three requirements: aesthetic appearances, motion effects, and readable letters. This paper identifies the requirements. For this, we present static and dynamic captions used as spatial and temporal guidance of a video diffusion model, respectively. The static caption describes the overall appearance of the video, such as colors, texture and glyph which represent a shape of each letter. The dynamic caption accounts for the movements of letters and backgrounds. We add one more guidance with zero convolution to determine which text content should be visible in the video. We apply the zero convolution to the text content, and impose it on the diffusion model. Lastly, our glyph loss, only minimizing a difference between the predicted word and its ground-truth, is proposed to make the prediction letters readable. Experiments show that our model generates kinetic typography videos with legible and artistic letter motions based on text prompts.

cs.CV