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Hansung Kim

Hansung Kim contributes to research discovery and scholarly infrastructure.

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Published work

8 published item(s)

preprint2026arXiv

AnchorRoute: Human Motion Synthesis with Interval-Routed Sparse Contro

Sparse anchors provide a compact interface for human motion authoring: users specify a few root positions, planar trajectory samples, or body-point targets, while the system synthesizes the full-body motion that completes the under-specified intent. We present AnchorRoute, a sparse-anchor motion synthesis framework that uses anchors as a shared scaffold for both generation and refinement. Before generation, AnchorRoute converts sparse anchors into anchor-condition features and injects the resulting condition memory into a frozen Transition Masked Diffusion prior through AnchorKV and dual-context conditioning. This preserves the generation quality of the pretrained text-to-motion prior while learning sparse spatial control. After generation, the same anchors are evaluated as residuals: their timestamps define refinement intervals, and their residuals determine where correction should be concentrated. RouteSolver then refines the motion by projecting soft-token updates onto anchor-defined piecewise-affine interval bases. This couples generation-time anchor conditioning with residual-routed refinement under one anchor scaffold. AnchorRoute supports root-3D, planar-root, and body-point control within the same formulation. In benchmark evaluations, AnchorRoute outperforms prior sparse-control methods under the sparse keyjoint protocol and consistently improves anchor adherence across control families. The results show that the learned anchor-conditioned generator and RouteSolver refinement are complementary: the generator preserves text-motion quality, while RouteSolver provides a controllable path toward stronger anchor adherence.

preprint2026arXiv

Rethinking Network Topologies for Cost-Effective Mixture-of-Experts LLM Serving

Mixture-of-experts (MoE) architectures have turned LLM serving into a cluster-scale workload in which communication consumes a considerable portion of LLM serving runtime. This has prompted industry to invest heavily in expensive high-bandwidth scale-up networks. We question whether such costly infrastructure is strictly necessary. We present the first systematic cross-layer analysis of network cost-effectiveness for MoE LLM serving, comparing four representative XPU (e.g., GPU/TPU) topologies (scale-up, scale-out, 3D torus, and 3D full-mesh). We find that lower-cost switchless topologies are more cost-effective than the scale-up topology across all serving scenarios explored, improving cost-effectiveness by 20.6-56.2%. In particular, the 3D full-mesh topology is Pareto-optimal in terms of the performance-cost tradeoff. We also find that current scale-up link bandwidths are over-provisioned: reducing the link bandwidth improves throughput per cost by up to 27%. A forward-looking analysis of upcoming GPU generations indicates that the cost-performance advantage of switchless networks will likely persist.

preprint2026arXiv

UMo: Unified Sparse Motion Modeling for Real-Time Co-Speech Avatars

Speech-driven gestures and facial animations are fundamental to expressive digital avatars in games, virtual production, and interactive media. However, existing methods are either limited to a single modality for audio motion alignment, failing to fully utilize the potential of massive human motion data, or are constrained by the representation ability and throughput of multimodal models, which makes it difficult to achieve high-quality motion generation or real-time performance. We present UMo, a unified sparse motion modeling architecture for real-time co-speech avatars, which processes text, audio, and motion tokens within a unified formulation. Leveraging a spatially sparse Mixture-of-Experts framework and a temporally sparse, keyframe-centric design, UMo efficiently performs real-time dense reconstruction, enabling temporally coherent and high-fidelity animation generation for both facial expressions and gestures. Furthermore, we implement a multi-stage training strategy with targeted audio augmentation to enhance acoustic diversity and semantic consistency. Consequently, UMo preserves fine-grained speech-motion alignment even under strict latency constraints. Extensive quantitative and qualitative evaluations show that UMo achieves better output quality under low latency and real-time performance constraints, offering a practical solution for high-fidelity real-time co-speech avatars.

preprint2022arXiv

"Teaching Independent Parts Separately" (TIPSy-GAN) : Improving Accuracy and Stability in Unsupervised Adversarial 2D to 3D Pose Estimation

We present TIPSy-GAN, a new approach to improve the accuracy and stability in unsupervised adversarial 2D to 3D human pose estimation. In our work we demonstrate that the human kinematic skeleton should not be assumed as a single spatially codependent structure; in fact, we posit when a full 2D pose is provided during training, there is an inherent bias learned where the 3D coordinate of a keypoint is spatially codependent on the 2D coordinates of all other keypoints. To investigate our hypothesis we follow previous adversarial approaches but train two generators on spatially independent parts of the kinematic skeleton, the torso and the legs. We find that improving the self-consistency cycle is key to lowering the evaluation error and therefore introduce new consistency constraints during training. A TIPSy model is produced via knowledge distillation from these generators which can predict the 3D ordinates for the entire 2D pose with improved results. Furthermore, we address an unanswered question in prior work of how long to train in a truly unsupervised scenario. We show that for two independent generators training adversarially has improved stability than that of a solo generator which collapses. TIPSy decreases the average error by 17\% when compared to that of a baseline solo generator on the Human3.6M dataset. TIPSy improves upon other unsupervised approaches while also performing strongly against supervised and weakly-supervised approaches during evaluation on both the Human3.6M and MPI-INF-3DHP datasets.

preprint2022arXiv

Don't read, just look: Main content extraction from web pages using visual features

Extracting main content from web pages provides primary informative blocks that remove a web page's minor areas like navigation menu, ads, and site templates. The main content extraction has various applications: information retrieval, search engine optimization, and browser reader mode. We assessed the existing four main content extraction methods (Readability.js, Chrome DOM Distiller, Web2Text, and Boilernet) with the web pages of two English datasets from global websites of 2017 and 2020 and seven non-English datasets by languages of 2020. Its result showed that performance was lower by up to 40% in non-English datasets than in English datasets. Thus, this paper proposes a multilingual main content extraction method using visual features: the elements' positions, size, and distances from three centers. These centers were derived from the browser window, web document, and the first browsing area. We propose this first browsing area, which is the top side of a web document for simulating situations where a user first encountered a web page. Because web page authors placed their main contents in the central area for the web page's usability, we can assume the center of this area is close to the main content. Our grid-centering-expanding (GCE) method suggests the three centroids as hypothetical user foci. Traversing the DOM tree from each of the leaf nodes closest to these centroids, our method inspects which the ancestor node can be the main content candidate. Finally, it extracts the main content by selecting the best among the three main content candidates. Our method performed 14% better than the existing method on average in Longest Common Subsequence F1 score. In particular, it improved performance by up to 25% in the English dataset and 16% in the non-English dataset. Therefore, our method showed the visual and basic HTML features are effective in extracting the main content.

preprint2022arXiv

Optimising 2D Pose Representation: Improve Accuracy, Stability and Generalisability Within Unsupervised 2D-3D Human Pose Estimation

This paper addresses the problem of 2D pose representation during unsupervised 2D to 3D pose lifting to improve the accuracy, stability and generalisability of 3D human pose estimation (HPE) models. All unsupervised 2D-3D HPE approaches provide the entire 2D kinematic skeleton to a model during training. We argue that this is sub-optimal and disruptive as long-range correlations are induced between independent 2D key points and predicted 3D ordinates during training. To this end, we conduct the following study. With a maximum architecture capacity of 6 residual blocks, we evaluate the performance of 5 models which each represent a 2D pose differently during the adversarial unsupervised 2D-3D HPE process. Additionally, we show the correlations between 2D key points which are learned during the training process, highlighting the unintuitive correlations induced when an entire 2D pose is provided to a lifting model. Our results show that the most optimal representation of a 2D pose is that of two independent segments, the torso and legs, with no shared features between each lifting network. This approach decreased the average error by 20\% on the Human3.6M dataset when compared to a model with a near identical parameter count trained on the entire 2D kinematic skeleton. Furthermore, due to the complex nature of adversarial learning, we show how this representation can also improve convergence during training allowing for an optimum result to be obtained more often.

preprint2021arXiv

Can Super Resolution be used to improve Human Pose Estimation in Low Resolution Scenarios?

The results obtained from state of the art human pose estimation (HPE) models degrade rapidly when evaluating people of a low resolution, but can super resolution (SR) be used to help mitigate this effect? By using various SR approaches we enhanced two low resolution datasets and evaluated the change in performance of both an object and keypoint detector as well as end-to-end HPE results. We remark the following observations. First we find that for people who were originally depicted at a low resolution (segmentation area in pixels), their keypoint detection performance would improve once SR was applied. Second, the keypoint detection performance gained is dependent on that persons pixel count in the original image prior to any application of SR; keypoint detection performance was improved when SR was applied to people with a small initial segmentation area, but degrades as this becomes larger. To address this we introduced a novel Mask-RCNN approach, utilising a segmentation area threshold to decide when to use SR during the keypoint detection step. This approach achieved the best results on our low resolution datasets for each HPE performance metrics.

preprint2020arXiv

Temporally Coherent General Dynamic Scene Reconstruction

Existing techniques for dynamic scene reconstruction from multiple wide-baseline cameras primarily focus on reconstruction in controlled environments, with fixed calibrated cameras and strong prior constraints. This paper introduces a general approach to obtain a 4D representation of complex dynamic scenes from multi-view wide-baseline static or moving cameras without prior knowledge of the scene structure, appearance, or illumination. Contributions of the work are: An automatic method for initial coarse reconstruction to initialize joint estimation; Sparse-to-dense temporal correspondence integrated with joint multi-view segmentation and reconstruction to introduce temporal coherence; and a general robust approach for joint segmentation refinement and dense reconstruction of dynamic scenes by introducing shape constraint. Comparison with state-of-the-art approaches on a variety of complex indoor and outdoor scenes, demonstrates improved accuracy in both multi-view segmentation and dense reconstruction. This paper demonstrates unsupervised reconstruction of complete temporally coherent 4D scene models with improved non-rigid object segmentation and shape reconstruction and its application to free-viewpoint rendering and virtual reality.