JoungBin Lee

CV
h-index15
8papers
62citations
Novelty58%
AI Score54

8 Papers

CVMar 16
Grounding World Simulation Models in a Real-World Metropolis

Junyoung Seo, Hyunwook Choi, Minkyung Kwon et al.

What if a world simulation model could render not an imagined environment but a city that actually exists? Prior generative world models synthesize visually plausible yet artificial environments by imagining all content. We present Seoul World Model (SWM), a city-scale world model grounded in the real city of Seoul. SWM anchors autoregressive video generation through retrieval-augmented conditioning on nearby street-view images. However, this design introduces several challenges, including temporal misalignment between retrieved references and the dynamic target scene, limited trajectory diversity and data sparsity from vehicle-mounted captures at sparse intervals. We address these challenges through cross-temporal pairing, a large-scale synthetic dataset enabling diverse camera trajectories, and a view interpolation pipeline that synthesizes coherent training videos from sparse street-view images. We further introduce a Virtual Lookahead Sink to stabilize long-horizon generation by continuously re-grounding each chunk to a retrieved image at a future location. We evaluate SWM against recent video world models across three cities: Seoul, Busan, and Ann Arbor. SWM outperforms existing methods in generating spatially faithful, temporally consistent, long-horizon videos grounded in actual urban environments over trajectories reaching hundreds of meters, while supporting diverse camera movements and text-prompted scenario variations.

CVApr 24, 2024Code
GaussianTalker: Real-Time High-Fidelity Talking Head Synthesis with Audio-Driven 3D Gaussian Splatting

Kyusun Cho, Joungbin Lee, Heeji Yoon et al.

We propose GaussianTalker, a novel framework for real-time generation of pose-controllable talking heads. It leverages the fast rendering capabilities of 3D Gaussian Splatting (3DGS) while addressing the challenges of directly controlling 3DGS with speech audio. GaussianTalker constructs a canonical 3DGS representation of the head and deforms it in sync with the audio. A key insight is to encode the 3D Gaussian attributes into a shared implicit feature representation, where it is merged with audio features to manipulate each Gaussian attribute. This design exploits the spatial-aware features and enforces interactions between neighboring points. The feature embeddings are then fed to a spatial-audio attention module, which predicts frame-wise offsets for the attributes of each Gaussian. It is more stable than previous concatenation or multiplication approaches for manipulating the numerous Gaussians and their intricate parameters. Experimental results showcase GaussianTalker's superiority in facial fidelity, lip synchronization accuracy, and rendering speed compared to previous methods. Specifically, GaussianTalker achieves a remarkable rendering speed up to 120 FPS, surpassing previous benchmarks. Our code is made available at https://github.com/KU-CVLAB/GaussianTalker/ .

CVMar 17
WorldCam: Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric Representation

Jisu Nam, Yicong Hong, Chun-Hao Paul Huang et al.

Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and long-horizon 3D consistency. Most prior works treat user actions as abstract conditioning signals, overlooking the fundamental geometric coupling between actions and the 3D world, whereby actions induce relative camera motions that accumulate into a global camera pose within a 3D world. In this paper, we establish camera pose as a unifying geometric representation to jointly ground immediate action control and long-term 3D consistency. First, we define a physics-based continuous action space and represent user inputs in the Lie algebra to derive precise 6-DoF camera poses, which are injected into the generative model via a camera embedder to ensure accurate action alignment. Second, we use global camera poses as spatial indices to retrieve relevant past observations, enabling geometrically consistent revisiting of locations during long-horizon navigation. To support this research, we introduce a large-scale dataset comprising 3,000 minutes of authentic human gameplay annotated with camera trajectories and textual descriptions. Extensive experiments show that our approach substantially outperforms state-of-the-art interactive gaming world models in action controllability, long-horizon visual quality, and 3D spatial consistency.

CVJan 21
APPLE: Attribute-Preserving Pseudo-Labeling for Diffusion-Based Face Swapping

Jiwon Kang, Yeji Choi, JoungBin Lee et al.

Face swapping aims to transfer the identity of a source face onto a target face while preserving target-specific attributes such as pose, expression, lighting, skin tone, and makeup. However, since real ground truth for face swapping is unavailable, achieving both accurate identity transfer and high-quality attribute preservation remains challenging. In addition, recent diffusion-based approaches attempt to improve visual fidelity through conditional inpainting on masked target images, but the masked condition removes crucial appearance cues of target, resulting in plausible yet misaligned attributes. To address these limitations, we propose APPLE (Attribute-Preserving Pseudo-Labeling), a diffusion-based teacher-student framework that enhances attribute fidelity through attribute-aware pseudo-label supervision. We reformulate face swapping as a conditional deblurring task to more faithfully preserve target-specific attributes such as lighting, skin tone, and makeup. In addition, we introduce an attribute-aware inversion scheme to further improve detailed attribute preservation. Through an elaborate attribute-preserving design for teacher learning, APPLE produces high-quality pseudo triplets that explicitly provide the student with direct face-swapping supervision. Overall, APPLE achieves state-of-the-art performance in terms of attribute preservation and identity transfer, producing more photorealistic and target-faithful results.

CVMar 29, 2024
Talk3D: High-Fidelity Talking Portrait Synthesis via Personalized 3D Generative Prior

Jaehoon Ko, Kyusun Cho, Joungbin Lee et al.

Recent methods for audio-driven talking head synthesis often optimize neural radiance fields (NeRF) on a monocular talking portrait video, leveraging its capability to render high-fidelity and 3D-consistent novel-view frames. However, they often struggle to reconstruct complete face geometry due to the absence of comprehensive 3D information in the input monocular videos. In this paper, we introduce a novel audio-driven talking head synthesis framework, called Talk3D, that can faithfully reconstruct its plausible facial geometries by effectively adopting the pre-trained 3D-aware generative prior. Given the personalized 3D generative model, we present a novel audio-guided attention U-Net architecture that predicts the dynamic face variations in the NeRF space driven by audio. Furthermore, our model is further modulated by audio-unrelated conditioning tokens which effectively disentangle variations unrelated to audio features. Compared to existing methods, our method excels in generating realistic facial geometries even under extreme head poses. We also conduct extensive experiments showing our approach surpasses state-of-the-art benchmarks in terms of both quantitative and qualitative evaluations.

CVJun 16, 2025
Vid-CamEdit: Video Camera Trajectory Editing with Generative Rendering from Estimated Geometry

Junyoung Seo, Jisang Han, Jaewoo Jung et al.

We introduce Vid-CamEdit, a novel framework for video camera trajectory editing, enabling the re-synthesis of monocular videos along user-defined camera paths. This task is challenging due to its ill-posed nature and the limited multi-view video data for training. Traditional reconstruction methods struggle with extreme trajectory changes, and existing generative models for dynamic novel view synthesis cannot handle in-the-wild videos. Our approach consists of two steps: estimating temporally consistent geometry, and generative rendering guided by this geometry. By integrating geometric priors, the generative model focuses on synthesizing realistic details where the estimated geometry is uncertain. We eliminate the need for extensive 4D training data through a factorized fine-tuning framework that separately trains spatial and temporal components using multi-view image and video data. Our method outperforms baselines in producing plausible videos from novel camera trajectories, especially in extreme extrapolation scenarios on real-world footage.

CVOct 16, 2025
3D Scene Prompting for Scene-Consistent Camera-Controllable Video Generation

JoungBin Lee, Jaewoo Jung, Jisang Han et al.

We present 3DScenePrompt, a framework that generates the next video chunk from arbitrary-length input while enabling precise camera control and preserving scene consistency. Unlike methods conditioned on a single image or a short clip, we employ dual spatio-temporal conditioning that reformulates context-view referencing across the input video. Our approach conditions on both temporally adjacent frames for motion continuity and spatially adjacent content for scene consistency. However, when generating beyond temporal boundaries, directly using spatially adjacent frames would incorrectly preserve dynamic elements from the past. We address this by introducing a 3D scene memory that represents exclusively the static geometry extracted from the entire input video. To construct this memory, we leverage dynamic SLAM with our newly introduced dynamic masking strategy that explicitly separates static scene geometry from moving elements. The static scene representation can then be projected to any target viewpoint, providing geometrically consistent warped views that serve as strong 3D spatial prompts while allowing dynamic regions to evolve naturally from temporal context. This enables our model to maintain long-range spatial coherence and precise camera control without sacrificing computational efficiency or motion realism. Extensive experiments demonstrate that our framework significantly outperforms existing methods in scene consistency, camera controllability, and generation quality. Project page : https://cvlab-kaist.github.io/3DScenePrompt/

CVJun 23, 2024
Pose-dIVE: Pose-Diversified Augmentation with Diffusion Model for Person Re-Identification

Inès Hyeonsu Kim, JoungBin Lee, Woojeong Jin et al.

Person re-identification (Re-ID) often faces challenges due to variations in human poses and camera viewpoints, which significantly affect the appearance of individuals across images. Existing datasets frequently lack diversity and scalability in these aspects, hindering the generalization of Re-ID models to new camera systems. We propose Pose-dIVE, a novel data augmentation approach that incorporates sparse and underrepresented human pose and camera viewpoint examples into the training data, addressing the limited diversity in the original training data distribution. Our objective is to augment the training dataset to enable existing Re-ID models to learn features unbiased by human pose and camera viewpoint variations. To achieve this, we leverage the knowledge of pre-trained large-scale diffusion models. By conditioning the diffusion model on both the human pose and camera viewpoint concurrently through the SMPL model, we generate training data with diverse human poses and camera viewpoints. Experimental results demonstrate the effectiveness of our method in addressing human pose bias and enhancing the generalizability of Re-ID models compared to other data augmentation-based Re-ID approaches.