Seokhyeon Hong

GR
h-index4
5papers
36citations
Novelty64%
AI Score54

5 Papers

GRMay 19
Skinned Motion Retargeting with Spatially Adaptive Interaction Guidance

Soojin Choi, Seokhyeon Hong, Chaelin Kim et al.

Retargeting motion across characters with varying body shapes while preserving interaction semantics, such as self-contact and near-body proximity, remains a challenging problem. While recent geometry-aware approaches address this by maintaining spatial relationships between predefined corresponding regions, their reliance on static correspondences often struggles when the target character exhibits exaggerated body proportions. In this paper, we present a geometry-aware motion retargeting framework that preserves interaction semantics by performing proximity matching over spatially adaptive anchors. Unlike prior methods with static anchor definitions, the proposed method dynamically repositions anchors to reachable regions on the target character. This is achieved via a Transformer-based anchor refinement strategy that predicts anchor displacements and constrains the translated anchors to remain on the target character geometry through differentiable soft projection. By incorporating pose-dependent spatial structures from the source character, the adapted anchors provide structurally coherent guidance for interaction-aware retargeting. Conditioned on these anchors, a graph-based autoencoder predicts target skeletal motion that preserves the spatial configuration of the source. To encourage task-aligned optimization between anchor adaptation and motion retargeting, we adopt an alternating training scheme in which each module is optimized in turn. Through extensive evaluations, we demonstrate that our method outperforms state-of-the-art approaches in preserving interaction fidelity across diverse character geometries.

CVMar 18, 2025Code
SALAD: Skeleton-aware Latent Diffusion for Text-driven Motion Generation and Editing

Seokhyeon Hong, Chaelin Kim, Serin Yoon et al.

Text-driven motion generation has advanced significantly with the rise of denoising diffusion models. However, previous methods often oversimplify representations for the skeletal joints, temporal frames, and textual words, limiting their ability to fully capture the information within each modality and their interactions. Moreover, when using pre-trained models for downstream tasks, such as editing, they typically require additional efforts, including manual interventions, optimization, or fine-tuning. In this paper, we introduce a skeleton-aware latent diffusion (SALAD), a model that explicitly captures the intricate inter-relationships between joints, frames, and words. Furthermore, by leveraging cross-attention maps produced during the generation process, we enable attention-based zero-shot text-driven motion editing using a pre-trained SALAD model, requiring no additional user input beyond text prompts. Our approach significantly outperforms previous methods in terms of text-motion alignment without compromising generation quality, and demonstrates practical versatility by providing diverse editing capabilities beyond generation. Code is available at project page.

CVMay 13
Stylized Text-to-Motion Generation via Hypernetwork-Driven Low-Rank Adaptation

Junhyuk Jeon, Seokhyeon Hong, Junyong Noh

Text-driven motion diffusion models are capable of generating realistic human motions, but text alone often struggles to express fine-level nuances of motion, commonly referred to as style. Recent approaches have tackled this challenge by attaching a style injection mechanism to a pretrained text-driven diffusion model. Existing stylization methods, however, either require style-specific fine-tuning of existing models or rely on heavy ControlNet-based architectures, limiting efficiency and generalization to unseen styles. We propose a lightweight style conditioning framework that dynamically modulates a pretrained diffusion model through hypernetwork-generated LoRA parameters. A style reference motion is encoded into a global style embedding, which is mapped by a hypernetwork to low-rank updates applied at each denoising step of the diffusion model. By structuring the style latent space with a supervised contrastive loss, our framework reliably captures diverse stylistic attributes, improves generalization to unseen styles, and supports optimization-based guidance without requiring predefined style categories. Experiments on the HumanML3D and 100STYLE datasets show state-of-the-art stylization results, while achieving improved stylization for unseen styles.

GRMar 11, 2025
AnyMoLe: Any Character Motion In-betweening Leveraging Video Diffusion Models

Kwan Yun, Seokhyeon Hong, Chaelin Kim et al.

Despite recent advancements in learning-based motion in-betweening, a key limitation has been overlooked: the requirement for character-specific datasets. In this work, we introduce AnyMoLe, a novel method that addresses this limitation by leveraging video diffusion models to generate motion in-between frames for arbitrary characters without external data. Our approach employs a two-stage frame generation process to enhance contextual understanding. Furthermore, to bridge the domain gap between real-world and rendered character animations, we introduce ICAdapt, a fine-tuning technique for video diffusion models. Additionally, we propose a ``motion-video mimicking'' optimization technique, enabling seamless motion generation for characters with arbitrary joint structures using 2D and 3D-aware features. AnyMoLe significantly reduces data dependency while generating smooth and realistic transitions, making it applicable to a wide range of motion in-betweening tasks.

GRMar 17, 2025
ASMR: Adaptive Skeleton-Mesh Rigging and Skinning via 2D Generative Prior

Seokhyeon Hong, Soojin Choi, Chaelin Kim et al.

Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the skeleton should be adjusted in accordance with the size and proportions of the mesh, ensuring that all joints are accurately positioned within the character mesh. Furthermore, defining skinning weights is complicated by variations in skeletal configurations, such as the number of joints and their hierarchy, as well as differences in mesh configurations, including their connectivity and shapes. While existing approaches have made efforts to automate this process, they hardly address the variations in both skeletal and mesh configurations. In this paper, we present a novel method for the automatic rigging and skinning of character meshes using skeletal motion data, accommodating arbitrary configurations of both meshes and skeletons. The proposed method predicts the optimal skeleton aligned with the size and proportion of the mesh as well as defines skinning weights for various mesh-skeleton configurations, without requiring explicit supervision tailored to each of them. By incorporating Diffusion 3D Features (Diff3F) as semantic descriptors of character meshes, our method achieves robust generalization across different configurations. To assess the performance of our method in comparison to existing approaches, we conducted comprehensive evaluations encompassing both quantitative and qualitative analyses, specifically examining the predicted skeletons, skinning weights, and deformation quality.