EDBT 2026 Demo / reviewers in the wild / expert
Kim Youwang
dblp:325/4399
· DBLP profile ↗
10ranked-venue papers
4as first author
10since 2021 · last 2026
0000-0002-7508-9260ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 9 · 4 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 8 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | FPGS: Feed-Forward Semantic-aware Photorealistic Style Transfer of Large-Scale Gaussian SplattingabstractAbstract We present FPGS, a feed-forward photorealistic style transfer method of large-scale radiance fields represented by Gaussian Splatting. FPGS stylizes large-scale 3D scenes with arbitrary, multiple style reference images without additional optimization while preserving multi-view consistency and real-time rendering speed of 3D Gaussians. Prior arts required tedious per-style optimization or time-consuming per-scene training stage and were limited to small-scale 3D scenes. FPGS efficiently stylizes large-scale 3D scenes by introducing a style-decomposed 3D feature field, which inherits AdaIN’s feed-forward stylization machinery, supporting arbitrary style reference images. Furthermore, FPGS supports multi-reference stylization with the semantic correspondence matching and local AdaIN, which adds diverse user control for 3D scene styles. FPGS also preserves multi-view consistency by applying semantic matching and style transfer processes directly onto queried features in 3D space. In experiments, we demonstrate that FPGS achieves favorable photorealistic quality scene stylization for large-scale static and dynamic 3D scenes with diverse reference images. GeonU Kim, Kim Youwang, Lee Hyoseok, Tae-Hyun Oh |
Int. J. Comput. Vis. | 2 |
| 2026 | CLIP-Actor-X: Text-Driven 4D Human Avatar Generation via Cross-Modal Synthesis-Through-OptimizationabstractWe propose CLIP-Actor-X, a text-driven motion generation and neural mesh stylization system for 4D human avatar generation. CLIP-Actor-X generates a detailed 3D human mesh, motion animation, and texture to conform to a given text prompt input from a user. CLIP- Actor-X system mainly consists of two modules. First, for generating realistic human motion, we build a text-driven human motion synthesis module modeled by a retrieval-augmented generative model, powered by a text-to-motion diffusion model. Second, our novel zero-shot neural style optimization module detailizes and texturizes the sampled sequence of a neutral human mesh template, such that the resulting mesh and appearance comply with the input text prompt in a temporally-consistent and pose-agnostic manner. In contrast to the prior arts that use an artist-designed, non-animatable mesh as an input, our output representation is animatable and better aligned between an input text and the generated avatar without additional post-processes, e.g., re-alignment, retargeting, or rigging. We further propose the ways to stabilize the optimization process: spatio-temporal view augmentation and visibility-aware embedding attention, which deals with poorly rendered views. We demonstrate that CLIP-Actor-X produces perceptually plausible and human-recognizable human avatar in motion with detailed geometry and texture solely from a natural language prompt. Kim Youwang, Taehyun Byun, Kim Ji-Yeon, Tae-Hyun Oh |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2025 | Robust 3D Shape Reconstruction in Zero-Shot from a Single Image in the WildabstractRecent monocular 3D shape reconstruction methods have shown promising zero-shot results on object-segmented images without any occlusions. However, their effectiveness is significantly compromised in real-world conditions, due to imperfect object segmentation by off-the-shelf models and the prevalence of occlusions. To effectively address these issues, we propose a unified regression model that integrates segmentation and reconstruction, specifically designed for occlusion-aware 3D shape reconstruction. To facilitate its reconstruction in the wild, we also introduce a scalable data synthesis pipeline that simulates a wide range of variations in objects, occluders, and backgrounds. Training on our synthetic data enables the proposed model to achieve state-of-the-art zero-shot results on real-world images, using significantly fewer parameters than competing approaches. Junhyeong Cho, Kim Youwang, Hunmin Yang, Tae-Hyun Oh |
CVPR | 2 |
| 2024 | FPRF: Feed-Forward Photorealistic Style Transfer of Large-Scale 3D Neural Radiance FieldsabstractWe present FPRF, a feed-forward photorealistic style transfer method for large-scale 3D neural radiance fields. FPRF stylizes large-scale 3D scenes with arbitrary, multiple style reference images without additional optimization while preserving multi-view appearance consistency. Prior arts required tedious per-style/-scene optimization and were limited to small-scale 3D scenes. FPRF efficiently stylizes large-scale 3D scenes by introducing a style-decomposed 3D neural radiance field, which inherits AdaIN’s feed-forward stylization machinery, supporting arbitrary style reference images. Furthermore, FPRF supports multi-reference stylization with the semantic correspondence matching and local AdaIN, which adds diverse user control for 3D scene styles. FPRF also preserves multi-view consistency by applying semantic matching and style transfer processes directly onto queried features in 3D space. In experiments, we demonstrate that FPRF achieves favorable photorealistic quality 3D scene stylization for large-scale scenes with diverse reference images. GeonU Kim, Kim Youwang, Tae-Hyun Oh |
AAAI | 2 |
| 2024 | MeTTA: Single-View to 3D Textured Mesh Reconstruction with Test-Time Adaptation
Kim Yu-Ji, Hyunwoo Ha, Kim Youwang, Jaeheung Surh, Hyowon Ha, Tae-Hyun Oh |
BMVC | 3 |
| 2024 | Paint-it: Text-to-Texture Synthesis via Deep Convolutional Texture Map Optimization and Physically-Based RenderingabstractWe present Paint-it, a text-driven high-fidelity texture map synthesis method for 3D meshes via neural re-parameterized texture optimization. Paint-it synthesizes texture maps from a text description by synthesis-through-optimization, exploiting the Score-Distillation Sampling (SDS). We observe that directly applying SDS yields undesirable texture quality due to its noisy gradients. We reveal the importance of texture parameterization when using SDS. Specifically, we propose Deep Convolutional Physically-Based Rendering (DC-PBR) parameterization, which re-parameterizes the physically-based rendering (PBR) texture maps with randomly initialized convolution-based neural kernels, instead of a standard pixel-based parameterization. We show that DC-PBR inherently schedules the optimization curriculum according to texture frequency and naturally filters out the noisy signals from SDS. In experiments, Paint-it obtains remarkable quality PBR texture maps within 15 min., given only a text description. We demonstrate the generalizability and practicality of Paint-it by synthesizing high-quality texture maps for large-scale mesh datasets and showing test-time applications such as relighting and material control using a popular graphics engine. Project page: https://kim-youwang.github.io/paint-it. Kim Youwang, Tae-Hyun Oh, Gerard Pons-Moll |
CVPR | 1 |
| 2024 | Multi-stage adaptive rank statistic pruning for lightweight human 3D mesh recovery model
Donghun Ryou, Kim Youwang, Tae-Hyun Oh |
Vis. Comput. | 2 |
| 2022 | Cross-Attention of Disentangled Modalities for 3D Human Mesh Recovery with Transformers
Junhyeong Cho, Kim Youwang, Tae-Hyun Oh |
ECCV (1) | 2 |
| 2022 | CLIP-Actor: Text-Driven Recommendation and Stylization for Animating Human Meshes
Kim Youwang, Tae-Hyun Oh |
ECCV (3) | 1 |
| 2021 | Unified 3D Mesh Recovery of Humans and Animals by Learning Animal Exercise
Kim Youwang, Kyungdon Joo, Tae-Hyun Oh |
BMVC | 1 |