CVDec 19, 2022
Interactive Cartoonization with Controllable Perceptual FactorsNamhyuk Ahn, Patrick Kwon, Jihye Back et al.
Cartoonization is a task that renders natural photos into cartoon styles. Previous deep cartoonization methods only have focused on end-to-end translation, which may hinder editability. Instead, we propose a novel solution with editing features of texture and color based on the cartoon creation process. To do that, we design a model architecture to have separate decoders, texture and color, to decouple these attributes. In the texture decoder, we propose a texture controller, which enables a user to control stroke style and abstraction to generate diverse cartoon textures. We also introduce an HSV color augmentation to induce the networks to generate diverse and controllable color translation. To the best of our knowledge, our work is the first deep approach to control the cartoonization at inference while showing profound quality improvement over to baselines.
CVApr 13
Fall Risk and Gait Analysis in Community-Dwelling Older Adults using World-Spaced 3D Human Mesh RecoveryChitra Banarjee, Patrick Kwon, Ania Lipat et al.
Gait assessment is a key clinical indicator of fall risk and overall health in older adults. However, standard clinical practice is largely limited to stopwatch-measured gait speed. We present a pipeline that leverages a 3D Human Mesh Recovery (HMR) model to extract gait parameters from recordings of older adults completing the Timed Up and Go (TUG) test. From videos recorded across different community centers, we extract and analyze spatiotemporal gait parameters, including step time, sit-to-stand duration, and step length. We found that video-derived step time was significantly correlated with IMU-based insole measurements. Using linear mixed effects models, we confirmed that shorter, more variable step lengths and longer sit-to-stand durations were predicted by higher self-rated fall risk and fear of falling. These findings demonstrate that our pipeline can enable accessible and ecologically valid gait analysis in community settings.
CVMay 14
FactorizedHMR: A Hybrid Framework for Video Human Mesh RecoveryPatrick Kwon, Chen Chen
Human Mesh Recovery (HMR) is fundamentally ambiguous: under occlusion or weak depth cues, multiple 3D bodies can explain the same image evidence. This ambiguity is not uniform across the body, as torso pose and root structure are often relatively well constrained, whereas distal articulations such as the arms and legs are more uncertain. Building on this observation, we propose FactorizedHMR, a two-stage framework that treats these two regimes differently. A deterministic regression module first recovers a stable torso-root anchor, and a probabilistic flow-matching module then completes the remaining non-torso articulation. To make this completion reliable, we combine a composite target representation with geometry-aware supervision and feature-aware classifier-free guidance, preserving the torso-root anchor while improving single-reference recovery of ambiguity-prone articulation. We also introduce a synthetic data pipeline that provides the paired image-camera-motion supervision under diverse viewpoints. Across camera-space and world-space benchmarks, FactorizedHMR remains competitive with strong baselines, with the clearest gains in occlusion-heavy recovery and drift-sensitive world-space metrics.
CVJan 23, 2024
Beyond the Contact: Discovering Comprehensive Affordance for 3D Objects from Pre-trained 2D Diffusion ModelsHyeonwoo Kim, Sookwan Han, Patrick Kwon et al.
Understanding the inherent human knowledge in interacting with a given environment (e.g., affordance) is essential for improving AI to better assist humans. While existing approaches primarily focus on human-object contacts during interactions, such affordance representation cannot fully address other important aspects of human-object interactions (HOIs), i.e., patterns of relative positions and orientations. In this paper, we introduce a novel affordance representation, named Comprehensive Affordance (ComA). Given a 3D object mesh, ComA models the distribution of relative orientation and proximity of vertices in interacting human meshes, capturing plausible patterns of contact, relative orientations, and spatial relationships. To construct the distribution, we present a novel pipeline that synthesizes diverse and realistic 3D HOI samples given any 3D object mesh. The pipeline leverages a pre-trained 2D inpainting diffusion model to generate HOI images from object renderings and lifts them into 3D. To avoid the generation of false affordances, we propose a new inpainting framework, Adaptive Mask Inpainting. Since ComA is built on synthetic samples, it can extend to any object in an unbounded manner. Through extensive experiments, we demonstrate that ComA outperforms competitors that rely on human annotations in modeling contact-based affordance. Importantly, we also showcase the potential of ComA to reconstruct human-object interactions in 3D through an optimization framework, highlighting its advantage in incorporating both contact and non-contact properties.
CVDec 1, 2025
DreamingComics: A Story Visualization Pipeline via Subject and Layout Customized Generation using Video ModelsPatrick Kwon, Chen Chen
Current story visualization methods tend to position subjects solely by text and face challenges in maintaining artistic consistency. To address these limitations, we introduce DreamingComics, a layout-aware story visualization framework. We build upon a pretrained video diffusion-transformer (DiT) model, leveraging its spatiotemporal priors to enhance identity and style consistency. For layout-based position control, we propose RegionalRoPE, a region-aware positional encoding scheme that re-indexes embeddings based on the target layout. Additionally, we introduce a masked condition loss to further constrain each subject's visual features to their designated region. To infer layouts from natural language scripts, we integrate an LLM-based layout generator trained to produce comic-style layouts, enabling flexible and controllable layout conditioning. We present a comprehensive evaluation of our approach, showing a 29.2% increase in character consistency and a 36.2% increase in style similarity compared to previous methods, while displaying high spatial accuracy. Our project page is available at https://yj7082126.github.io/dreamingcomics/
CVOct 17, 2024
GraspDiffusion: Synthesizing Realistic Whole-body Hand-Object InteractionPatrick Kwon, Chen Chen, Hanbyul Joo
Recent generative models can synthesize high-quality images but often fail to generate humans interacting with objects using their hands. This arises mostly from the model's misunderstanding of such interactions, and the hardships of synthesizing intricate regions of the body. In this paper, we propose GraspDiffusion, a novel generative method that creates realistic scenes of human-object interaction. Given a 3D object mesh, GraspDiffusion first constructs life-like whole-body poses with control over the object's location relative to the human body. This is achieved by separately leveraging the generative priors for 3D body and hand poses, optimizing them into a joint grasping pose. The resulting pose guides the image synthesis to correctly reflect the intended interaction, allowing the creation of realistic and diverse human-object interaction scenes. We demonstrate that GraspDiffusion can successfully tackle the relatively uninvestigated problem of generating full-bodied human-object interactions while outperforming previous methods. Code and models will be available at https://webtoon.github.io/GraspDiffusion
CVMay 19, 2023
Chupa: Carving 3D Clothed Humans from Skinned Shape Priors using 2D Diffusion Probabilistic ModelsByungjun Kim, Patrick Kwon, Kwangho Lee et al.
We propose a 3D generation pipeline that uses diffusion models to generate realistic human digital avatars. Due to the wide variety of human identities, poses, and stochastic details, the generation of 3D human meshes has been a challenging problem. To address this, we decompose the problem into 2D normal map generation and normal map-based 3D reconstruction. Specifically, we first simultaneously generate realistic normal maps for the front and backside of a clothed human, dubbed dual normal maps, using a pose-conditional diffusion model. For 3D reconstruction, we "carve" the prior SMPL-X mesh to a detailed 3D mesh according to the normal maps through mesh optimization. To further enhance the high-frequency details, we present a diffusion resampling scheme on both body and facial regions, thus encouraging the generation of realistic digital avatars. We also seamlessly incorporate a recent text-to-image diffusion model to support text-based human identity control. Our method, namely, Chupa, is capable of generating realistic 3D clothed humans with better perceptual quality and identity variety.
CVMay 17, 2023
LPMM: Intuitive Pose Control for Neural Talking-Head Model via Landmark-Parameter Morphable ModelKwangho Lee, Patrick Kwon, Myung Ki Lee et al.
While current talking head models are capable of generating photorealistic talking head videos, they provide limited pose controllability. Most methods require specific video sequences that should exactly contain the head pose desired, being far from user-friendly pose control. Three-dimensional morphable models (3DMM) offer semantic pose control, but they fail to capture certain expressions. We present a novel method that utilizes parametric control of head orientation and facial expression over a pre-trained neural-talking head model. To enable this, we introduce a landmark-parameter morphable model (LPMM), which offers control over the facial landmark domain through a set of semantic parameters. Using LPMM, it is possible to adjust specific head pose factors, without distorting other facial attributes. The results show our approach provides intuitive rig-like control over neural talking head models, allowing both parameter and image-based inputs.
CVMar 18, 2021
KoDF: A Large-scale Korean DeepFake Detection DatasetPatrick Kwon, Jaeseong You, Gyuhyeon Nam et al.
A variety of effective face-swap and face-reenactment methods have been publicized in recent years, democratizing the face synthesis technology to a great extent. Videos generated as such have come to be called deepfakes with a negative connotation, for various social problems they have caused. Facing the emerging threat of deepfakes, we have built the Korean DeepFake Detection Dataset (KoDF), a large-scale collection of synthesized and real videos focused on Korean subjects. In this paper, we provide a detailed description of methods used to construct the dataset, experimentally show the discrepancy between the distributions of KoDF and existing deepfake detection datasets, and underline the importance of using multiple datasets for real-world generalization. KoDF is publicly available at https://moneybrain-research.github.io/kodf in its entirety (i.e. real clips, synthesized clips, clips with adversarial attack, and metadata).