Learning from Negative Samples in Biomedical Generative Entity LinkingChanhwi Kim, Hyunjae Kim, Sihyeon Park et al.
Generative models have become widely used in biomedical entity linking (BioEL) due to their excellent performance and efficient memory usage. However, these models are usually trained only with positive samples, i.e., entities that match the input mention's identifier, and do not explicitly learn from hard negative samples, which are entities that look similar but have different meanings. To address this limitation, we introduce ANGEL (Learning from Negative Samples in Biomedical Generative Entity Linking), the first framework that trains generative BioEL models using negative samples. Specifically, a generative model is initially trained to generate positive entity names from the knowledge base for given input entities. Subsequently, both correct and incorrect outputs are gathered from the model's top-k predictions. Finally, the model is updated to prioritize the correct predictions through preference optimization. Our models outperform the previous best baseline models by up to an average top-1 accuracy of 1.4% on five benchmarks. When incorporating our framework into pre-training, the performance improvement increases further to 1.7%, demonstrating its effectiveness in both the pre-training and fine-tuning stages. The code and model weights are available at https://github.com/dmis-lab/ANGEL.
11.4CVJun 28
Scenes as Objects, Not Primitives: Instance-Structured 3D Tokenization from Unposed ViewsMijin Yoo, In Cho, Subin Jeon et al.
A 3D scene is understood through its objects, not the primitives that compose them. Yet feed-forward reconstruction methods output dense, unstructured sets of points or Gaussians, leaving object-level structure to be recovered after the fact. We propose a feed-forward framework that decomposes a scene into instance-structured 3D token groups directly from unposed multi-view images -- compact object-centric units from which reconstruction, segmentation, and manipulation all follow. Each token group pairs an instance token capturing entity-level identity with anchor tokens that encode local geometry and appearance, which are decoded into a set of 3D Gaussians. This two-level factorization decouples object identity from local appearance, making object instances a native interface of the representation rather than a derived product. The token groups are learned through differentiable rendering with joint reconstruction and segmentation supervision, requiring no 3D annotations. Our feed-forward model surpasses per-scene optimization baselines in class-agnostic instance segmentation while remaining competitive in novel view synthesis. Beyond these metrics, the same token groups directly unlock instance-level scene editing -- removing, translating, or inserting objects by operating on their groups -- as well as efficient open-vocabulary 3D instance retrieval, where retrieval complexity scales with the number of instances rather than primitives.
3.6CVDec 14, 2025
Spinal Line Detection for Posture Evaluation through Train-ing-free 3D Human Body Reconstruction with 2D Depth ImagesSehyun Kim, Hye Jun Lee, Jiwoo Lee et al.
The spinal angle is an important indicator of body balance. It is important to restore the 3D shape of the human body and estimate the spine center line. Existing mul-ti-image-based body restoration methods require expensive equipment and complex pro-cedures, and single image-based body restoration methods have limitations in that it is difficult to accurately estimate the internal structure such as the spine center line due to occlusion and viewpoint limitation. This study proposes a method to compensate for the shortcomings of the multi-image-based method and to solve the limitations of the sin-gle-image method. We propose a 3D body posture analysis system that integrates depth images from four directions to restore a 3D human model and automatically estimate the spine center line. Through hierarchical matching of global and fine registration, restora-tion to noise and occlusion is performed. Also, the Adaptive Vertex Reduction is applied to maintain the resolution and shape reliability of the mesh, and the accuracy and stabil-ity of spinal angle estimation are simultaneously secured by using the Level of Detail en-semble. The proposed method achieves high-precision 3D spine registration estimation without relying on training data or complex neural network models, and the verification confirms the improvement of matching quality.
3.6CVSep 22, 2025
Clothing agnostic Pre-inpainting Virtual Try-ONSehyun Kim, Hye Jun Lee, Jiwoo Lee et al.
With the development of deep learning technology, virtual try-on technology has devel-oped important application value in the fields of e-commerce, fashion, and entertainment. The recently proposed Leffa technology has addressed the texture distortion problem of diffusion-based models, but there are limitations in that the bottom detection inaccuracy and the existing clothing silhouette persist in the synthesis results. To solve this problem, this study proposes CaP-VTON (Clothing Agnostic Pre-Inpainting Virtual Try-On). CaP-VTON integrates DressCode-based multi-category masking and Stable Diffu-sion-based skin inflation preprocessing; in particular, a generated skin module was in-troduced to solve skin restoration problems that occur when long-sleeved images are con-verted to short-sleeved or sleeveless ones, introducing a preprocessing structure that im-proves the naturalness and consistency of full-body clothing synthesis, and allowing the implementation of high-quality restoration considering human posture and color. As a result, CaP-VTON achieved 92.5%, which is 15.4% better than Leffa, in short-sleeved syn-thesis accuracy, and consistently reproduced the style and shape of the reference clothing in visual evaluation. These structures maintain model-agnostic properties and are appli-cable to various diffusion-based virtual inspection systems; they can also contribute to applications that require high-precision virtual wearing, such as e-commerce, custom styling, and avatar creation.