Adam Lee

CV
h-index12
8papers
72citations
Novelty47%
AI Score53

8 Papers

CLJul 17, 2024
MERLIN: Multimodal Embedding Refinement via LLM-based Iterative Navigation for Text-Video Retrieval-Rerank Pipeline

Donghoon Han, Eunhwan Park, Gisang Lee et al.

The rapid expansion of multimedia content has made accurately retrieving relevant videos from large collections increasingly challenging. Recent advancements in text-video retrieval have focused on cross-modal interactions, large-scale foundation model training, and probabilistic modeling, yet often neglect the crucial user perspective, leading to discrepancies between user queries and the content retrieved. To address this, we introduce MERLIN (Multimodal Embedding Refinement via LLM-based Iterative Navigation), a novel, training-free pipeline that leverages Large Language Models (LLMs) for iterative feedback learning. MERLIN refines query embeddings from a user perspective, enhancing alignment between queries and video content through a dynamic question answering process. Experimental results on datasets like MSR-VTT, MSVD, and ActivityNet demonstrate that MERLIN substantially improves Recall@1, outperforming existing systems and confirming the benefits of integrating LLMs into multimodal retrieval systems for more responsive and context-aware multimedia retrieval.

47.5CVMay 23
DexSIM: Real-time Dexterous Simulation with Unified Causal Video Diffusion

Adam Lee

Recent progress of video diffusion models have enabled extensive simulation of the physical world. While simulation with hand object interaction has been less explored. We propose DexSIM, a dexterous simulation framework for simulating dexterous manipulation in real-time. While previous works utilizing video diffusion and 3D reconstruction focus on navigation, dexterous manipulation has been limited while it has extensive applications for creating interactive experiences with the simulated world and for generating synthetic data for robotics. Existing methods lack real-time interactivity and long-term spatial consistency and memory. We propose a 2-stage training framework for DexSIM. First we train a bi-directional video diffusion model by jointly embedding the hand action trajectory and video in a unified feature space. We utilize gaussian heatmap hand encoding for more accurate hand representation. Then we conduct a roll-out based autoregressive training with updated spatial cache as attention sink for spatial memory, which improves long-term consistency and 3D aware dexterous manipulation simulation. DexSIM outperforms the baseline on pixel and semantic similarity, motion fidelity, and hand projection accuracy. It also allows new applications such as hand motion transfer and runs at 15.24 FPS real-time interactivity.

CLOct 12, 2024Code
Towards Efficient Visual-Language Alignment of the Q-Former for Visual Reasoning Tasks

Sungkyung Kim, Adam Lee, Junyoung Park et al.

Recent advancements in large language models have demonstrated enhanced capabilities in visual reasoning tasks by employing additional encoders for aligning different modalities. While the Q-Former has been widely used as a general encoder for aligning several modalities including image, video, audio, and 3D with large language models, previous works on its efficient training and the analysis of its individual components have been limited. In this work, we investigate the effectiveness of parameter efficient fine-tuning (PEFT) the Q-Former using InstructBLIP with visual reasoning benchmarks ScienceQA and IconQA. We observe that applying PEFT to the Q-Former achieves comparable performance to full fine-tuning using under 2% of the trainable parameters. Additionally, we employ AdaLoRA for dynamic parameter budget reallocation to examine the relative importance of the Q-Former's sublayers with 4 different benchmarks. Our findings reveal that the self-attention layers are noticeably more important in perceptual visual-language reasoning tasks, and relative importance of FFN layers depends on the complexity of visual-language patterns involved in tasks. The code is available at https://github.com/AttentionX/InstructBLIP_PEFT.

CRMay 12, 2017Code
Leveraging Intel SGX to Create a Nondisclosure Cryptographic library

Mohammad Hasanzadeh Mofrad, Adam Lee

Enforcing integrity and confidentiality of users' application code and data is a challenging mission that any software developer working on an online production grade service is facing. Since cryptology is not a widely understood subject, people on the cutting edge of research and industry are always seeking for new technologies to naturally expand the security of their programs and systems. Intel Software Guard Extension (Intel SGX) is an Intel technology for developers who are looking to protect their software binaries from plausible attacks using hardware instructions. The Intel SGX puts sensitive code and data into CPU-hardened protected regions called enclaves. In this project we leverage the Intel SGX to produce a secure cryptographic library which keeps the generated keys inside an enclave restricting use and dissemination of confidential cryptographic keys. Using enclaves to store the keys we maintain a small Trusted Computing Base (TCB) where we also perform computation on temporary buffers to and from untrusted application code. As a proof of concept, we implemented hashes and symmetric encryption algorithms inside the enclave where we stored hashes, Initialization Vectors (IVs) and random keys and open sourced the code (https://github.com/hmofrad/CryptoEnclave).

CVNov 6, 2022
Contrastive Weighted Learning for Near-Infrared Gaze Estimation

Adam Lee

Appearance-based gaze estimation has been very successful with the use of deep learning. Many following works improved domain generalization for gaze estimation. However, even though there has been much progress in domain generalization for gaze estimation, most of the recent work have been focused on cross-dataset performance -- accounting for different distributions in illuminations, head pose, and lighting. Although improving gaze estimation in different distributions of RGB images is important, near-infrared image based gaze estimation is also critical for gaze estimation in dark settings. Also there are inherent limitations relying solely on supervised learning for regression tasks. This paper contributes to solving these problems and proposes GazeCWL, a novel framework for gaze estimation with near-infrared images using contrastive learning. This leverages adversarial attack techniques for data augmentation and a novel contrastive loss function specifically for regression tasks that effectively clusters the features of different samples in the latent space. Our model outperforms previous domain generalization models in infrared image based gaze estimation and outperforms the baseline by 45.6\% while improving the state-of-the-art by 8.6\%, we demonstrate the efficacy of our method.

CVNov 28, 2025
GOATex: Geometry & Occlusion-Aware Texturing

Hyunjin Kim, Kunho Kim, Adam Lee et al.

We present GOATex, a diffusion-based method for 3D mesh texturing that generates high-quality textures for both exterior and interior surfaces. While existing methods perform well on visible regions, they inherently lack mechanisms to handle occluded interiors, resulting in incomplete textures and visible seams. To address this, we introduce an occlusion-aware texturing framework based on the concept of hit levels, which quantify the relative depth of mesh faces via multi-view ray casting. This allows us to partition mesh faces into ordered visibility layers, from outermost to innermost. We then apply a two-stage visibility control strategy that progressively reveals interior regions with structural coherence, followed by texturing each layer using a pretrained diffusion model. To seamlessly merge textures obtained across layers, we propose a soft UV-space blending technique that weighs each texture's contribution based on view-dependent visibility confidence. Empirical results demonstrate that GOATex consistently outperforms existing methods, producing seamless, high-fidelity textures across both visible and occluded surfaces. Unlike prior works, GOATex operates entirely without costly fine-tuning of a pretrained diffusion model and allows separate prompting for exterior and interior mesh regions, enabling fine-grained control over layered appearances. For more qualitative results, please visit our project page: https://goatex3d.github.io/.

NCNov 25, 2025
MIMIC-MJX: Neuromechanical Emulation of Animal Behavior

Charles Y. Zhang, Yuanjia Yang, Aidan Sirbu et al.

The primary output of the nervous system is movement and behavior. While recent advances have democratized pose tracking during complex behavior, kinematic trajectories alone provide only indirect access to the underlying control processes. Here we present MIMIC-MJX, a framework for learning biologically-plausible neural control policies from kinematics. MIMIC-MJX models the generative process of motor control by training neural controllers that learn to actuate biomechanically-realistic body models in physics simulation to reproduce real kinematic trajectories. We demonstrate that our implementation is accurate, fast, data-efficient, and generalizable to diverse animal body models. Policies trained with MIMIC-MJX can be utilized to both analyze neural control strategies and simulate behavioral experiments, illustrating its potential as an integrative modeling framework for neuroscience.

ROOct 2, 2025
SIMSplat: Predictive Driving Scene Editing with Language-aligned 4D Gaussian Splatting

Sung-Yeon Park, Adam Lee, Juanwu Lu et al.

Driving scene manipulation with sensor data is emerging as a promising alternative to traditional virtual driving simulators. However, existing frameworks struggle to generate realistic scenarios efficiently due to limited editing capabilities. To address these challenges, we present SIMSplat, a predictive driving scene editor with language-aligned Gaussian splatting. As a language-controlled editor, SIMSplat enables intuitive manipulation using natural language prompts. By aligning language with Gaussian-reconstructed scenes, it further supports direct querying of road objects, allowing precise and flexible editing. Our method provides detailed object-level editing, including adding new objects and modifying the trajectories of both vehicles and pedestrians, while also incorporating predictive path refinement through multi-agent motion prediction to generate realistic interactions among all agents in the scene. Experiments on the Waymo dataset demonstrate SIMSplat's extensive editing capabilities and adaptability across a wide range of scenarios. Project page: https://sungyeonparkk.github.io/simsplat/