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Sunwoo Park

Publications and source records attributed to Sunwoo Park.

5 recordsLinked to original sources

Multi-THuMBS: Multi-person Tracking of 3D Human Meshes Beyond Video Shots

Tracking multi-person 3D human meshes from in-the-wild videos is a highly challenging problem due to complex interactions, frequent occlusions, and severe truncation inherent in unconstrained environments. While recent approaches have improved robustness against these issues, they largely overlook the critical challenge prevalent in real-world footage: frequent shot changes. These abrupt transitions in camera viewpoints often cause existing methods to lose track of human identities and fail in reconstructing temporally coherent trajectories. Although several recent works have explored 3D human mesh tracking under shot changes, they are still limited to single-person scenarios, making them inadequate for real-world videos where multiple people interact and appear simultaneously. To address this limitation, we propose Multi-THuMBS (Multi-person Tracking of 3D Human Meshes Beyond Video Shots) that leverages a state-of-the-art 3D scene prior to reconstruct the two boundary frames in a single shared 3D space. Human meshes are then registered within the shared 3D space, maintaining per-person identity and motion consistency across shot changes. Extensive experiments demonstrate that our approach yields significant improvements in 3D human mesh recovery, camera pose estimation, and identity tracking, thereby ensuring high-fidelity motion reconstruction with consistent identity preservation across shots compared to previous state-of-the-art methods.

cs.CV

CRePE: Curved Ray Expectation Positional Encoding for Unified-Camera-Controlled Video Generation

Video world models should predict future appearance in a way that remains consistent with 3D scene structure, camera motion, and lens geometry. Existing attention-level camera encodings, however, either describe each token only by its viewing ray---without locating scene content along that ray---or assume pinhole projection, limiting camera control under wide-angle and fisheye lenses. We introduce Curved Ray Expectation Positional Encoding (CRePE), which represents each image token as a depth-aware distribution along its Unified Camera Model (UCM) ray and integrates the expected rotary positional phasor along the curved path this distribution traces when projected into each query view. CRePE is realized through a lightweight Geometric Attention Adapter on a frozen video diffusion transformer, with pseudo radial-distance supervision from a monocular geometry foundation model serving as a stabilizing anchor rather than an inference-time input. CRePE improves camera-control, lens, and orientation fidelity across pinhole, wide-angle, and fisheye settings, and transfers zero-shot to unseen real fisheye and diverse pinhole videos. Through Radial MixForcing, the same positional pathway further accepts externally supplied radial maps, enabling scene-geometry-conditioned generation and source-video motion transfer that follow the supplied geometry more faithfully than dedicated depth-conditioned baselines. CRePE thus offers a compact interface that unifies camera control, implicit 3D scene state, and external geometry control for video world models.

cs.CV

Geometric 4D Stitching for Grounded 4D Generation

Recent 4D generation methods complete scene-level missing information using generative models and reconstruct the scene into radiance-based representations. However, these pipelines often present geometric inconsistencies in the generated content, and the radiance-based reconstruction requires expensive optimization. Furthermore, radiance-based representations often absorb these geometric inconsistencies into their view-dependent nature, failing to enforce the grounded geometric consistency. To address these issues, we propose Geometric 4D Stitching, an efficient framework that explicitly identifies missing geometric regions and complements them with geometrically grounded 4D stitches. As a result, our method constructs 4D scene representations in under 10 minutes on a single NVIDIA RTX 5090 GPU per one-step scene expansion, while improving geometric consistency. Moreover, we demonstrate that our explicit 4D stitching supports interative expansion of 4D mesh as well as 4D scene editing.

cs.CV

Evolution of UE in Massive MIMO Systems for 6G: From Passive to Active

As wireless networks continue to evolve, stringent latency and reliability requirements and highly dynamic channels expose fundamental limitations of gNB-centric massive multiple-input multiple-output (mMIMO) architectures, motivating a rethinking of the user equipment (UE) role. In response, the UE is transitioning from a passive transceiver into an active entity that directly contributes to system-level performance. In this context, this article examines the evolving role of the UE in mMIMO systems during the transition from fifth-generation (5G) to sixth-generation (6G), bridging third generation partnership project (3GPP) standardization, device implementation, and architectural innovation. Through a chronological review of 3GPP Releases 15 to 19, we highlight the progression of UE functionalities from basic channel state information (CSI) reporting to artificial intelligence (AI) and machine learning (ML)-based CSI enhancement and UE-initiated beam management. We further examine key implementation challenges, including multi-panel UE (MPUE) architectures, on-device intelligent processing, and energy-efficient operation, and then discuss corresponding architectural innovations under practical constraints. Using digital-twin-based evaluations, we validate the impact of emerging UE-centric functionalities, illustrating that UE-initiated beam reporting improves throughput in realistic mobility scenarios, while a multi-panel architecture enhances link robustness compared with a single-panel UE.

cs.IT

Delay Time Characterization on FPGA: A Low Nonlinearity, Picosecond Resolution Time-to-Digital Converter on 16-nm FPGA using Bin Sequence Calibration

We present a Time-to-Digital Converter (TDC) implemented on a 16 nm Xilinx UltraScale Plus FPGA that achieves a resolution of 1.15 ps, RMS precision of 3.38 ps, a differential nonlinearity (DNL) of [-0.43, 0.24] LSB, and an integral nonlinearity (INL) of [-2.67, 0.15] LSB. This work introduces two novel hardware-independent post-processing techniques - Partial Order Reconstruction (POR) and Iterative Time-bin Interleaving (ITI) - that significantly enhance the performance of FPGA-based TDCs. POR addresses the missing code problem by inferring the partial order of each time bin through code density test data and directed acyclic graph (DAG) analysis, enabling near-complete recovery of usable bins. ITI further improves fine time resolution by merging multiple calibrated tapped delay lines (TDLs) into a single unified delay chain, achieving scalable resolution without resorting to averaging. Compared to state-of-the-art FPGA-based TDC architectures, the proposed methods deliver competitive or superior performance with reduced hardware overhead. These techniques are broadly applicable to high-resolution time measurement and precise delay calibration in programmable logic platforms.

cs.AR