Yongjun Cho

AI
h-index2
3papers
2citations
Novelty40%
AI Score43

3 Papers

CVApr 11
EditCrafter: Tuning-free High-Resolution Image Editing via Pretrained Diffusion Model

Kunho Kim, Sumin Seo, Yongjun Cho et al.

We propose EditCrafter, a high-resolution image editing method that operates without tuning, leveraging pretrained text-to-image (T2I) diffusion models to process images at resolutions significantly exceeding those used during training. Leveraging the generative priors of large-scale T2I diffusion models enables the development of a wide array of novel generation and editing applications. Although numerous image editing methods have been proposed based on diffusion models and exhibit high-quality editing results, they are difficult to apply to images with arbitrary aspect ratios or higher resolutions since they only work at the training resolutions (512x512 or 1024x1024). Naively applying patch-wise editing fails with unrealistic object structures and repetition. To address these challenges, we introduce EditCrafter, a simple yet effective editing pipeline. EditCrafter operates by first performing tiled inversion, which preserves the original identity of the input high-resolution image. We further propose a noise-damped manifold-constrained classifier-free guidance (NDCFG++) that is tailored for high resolution image editing from the inverted latent. Our experiments show that the our EditCrafter can achieve impressive editing results across various resolutions without fine-tuning and optimization.

AINov 25, 2025Code
CostNav: A Navigation Benchmark for Real-World Economic-Cost Evaluation of Physical AI Agents

Haebin Seong, Sungmin Kim, Yongjun Cho et al.

While current navigation benchmarks prioritize task success in simplified settings, they neglect the multidimensional economic constraints essential for the real-world commercialization of autonomous delivery systems. We introduce CostNav, an Economic Navigation Benchmark that evaluates physical AI agents through comprehensive economic cost-revenue analysis aligned with real-world business operations. By integrating industry-standard data - such as SEC filings and AIS injury reports - with Isaac Sim's detailed collision and cargo dynamics, CostNav transcends simple task completion to accurately evaluate business value in complex, real-world scenarios. To our knowledge, CostNav is the first work to quantitatively expose the gap between navigation research metrics and commercial viability, revealing that optimizing for task success on a simplified task fundamentally differs from optimizing for real-world economic deployment. Our evaluation of rule-based Nav2 navigation shows that current approaches are not economically viable: the contribution margin is -22.81/run (AMCL) and -12.87/run (GPS), resulting in no break-even point. We challenge the community to develop navigation policies that achieve economic viability on CostNav. We remain method-agnostic, evaluating success solely on the metric of cost rather than the underlying architecture. All resources are available at https://github.com/worv-ai/CostNav.

AIOct 7, 2025
D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AI

Suwhan Choi, Jaeyoon Jung, Haebin Seong et al.

Large language models leverage internet-scale text data, yet embodied AI remains constrained by the prohibitive costs of physical trajectory collection. Desktop environments -- particularly gaming -- offer a compelling alternative: they provide rich sensorimotor interactions at scale while maintaining the structured observation-action coupling essential for embodied learning. We present D2E (Desktop to Embodied AI), a framework that demonstrates desktop interactions can serve as an effective pretraining substrate for robotics embodied AI tasks. Unlike prior work that remained domain-specific (e.g., VPT for Minecraft) or kept data proprietary (e.g., SIMA), D2E establishes a complete pipeline from scalable desktop data collection to verified transfer in embodied domains. Our framework comprises three components: (1) the OWA Toolkit that unifies diverse desktop interactions into a standardized format with 152x compression, (2) the Generalist-IDM that achieves strong zero-shot generalization across unseen games through timestamp-based event prediction, enabling internet-scale pseudo-labeling, and (3) VAPT that transfers desktop-pretrained representations to physical manipulation and navigation. Using 1.3K+ hours of data (259 hours of human demonstrations, and 1K+ hours of pseudo-labeled gameplay), we achieve a total of 96.6% success rate on LIBERO manipulation and 83.3% on CANVAS navigation benchmarks. This validates that sensorimotor primitives in digital interactions exhibit sufficient invariance to transfer meaningfully to physical embodied tasks, establishing desktop pretraining as a practical paradigm for robotics. We will make all our work public, including the OWA toolkit, datasets of human-collected and pseudo-labeled, and VAPT-trained models available at https://worv-ai.github.io/d2e/