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Woojong Koh

dblp:132/3920 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2015
0000-0002-1272-5987ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 72% Geometric modeling and processing · 22% Rendering · 7%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
cloth simulation
0.422015
View-Dependent Adaptive Cloth Simulation with Buckling Compensation · IEEE Trans. Vis. Comput. Graph. 2015
Near-exhaustive precomputation of secondary cloth effects · ACM Trans. Graph. 2013
Geometric modeling and processing › mesh processing › mesh adaptation › mesh refinement
adaptive mesh refinement
0.212015
View-Dependent Adaptive Cloth Simulation with Buckling Compensation · IEEE Trans. Vis. Comput. Graph. 2015
Computer animation and physical simulation
data-driven simulation
0.212013
Near-exhaustive precomputation of secondary cloth effects · ACM Trans. Graph. 2013
Computer animation and physical simulation › motion synthesis
motion graph
0.212013
Near-exhaustive precomputation of secondary cloth effects · ACM Trans. Graph. 2013
Rendering
view-dependent rendering
0.112015
View-Dependent Adaptive Cloth Simulation with Buckling Compensation · IEEE Trans. Vis. Comput. Graph. 2015

Methods — techniques the papers use, named apart from their topics

buckling compensation · 0.2adaptive mesh refinement · 0.2phase space exploration · 0.2motion graph construction · 0.2mesh compression · 0.2
YearPublicationVenuePosition
2015 View-Dependent Adaptive Cloth Simulation with Buckling Compensation
abstract
This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for visibility and apparent size in the camera's view. Objectionable dynamic artifacts are avoided by anticipative refinement and smoothed coarsening, while locking in extremely coarsened regions is inhibited by modifying the material model to compensate for unresolved sub-element buckling. This approach preserves the appearance of detailed cloth throughout the animation while avoiding the wasted effort of simulating details that would not be discernible to the viewer. The computational savings realized by this method increase as scene complexity grows. The approach produces a 2× speed-up for a single character and more than 4× for a small group as compared to view-independent adaptive simulations, and respectively 5× and 9× speed-ups as compared to non-adaptive simulations.
Woojong Koh, Rahul Narain, James F. O'Brien
IEEE Trans. Vis. Comput. Graph.1
2013 Near-exhaustive precomputation of secondary cloth effects
abstract
The central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute "everything" about a complex space. In this paper, we challenge that assumption by using several thousand CPU-hours to perform a massive exploration of the space of secondary clothing effects on a character animated through a large motion graph. Our system continually explores the phase space of cloth dynamics, incrementally constructing a secondary cloth motion graph that captures the dynamics of the system. We find that it is possible to sample the dynamical space to a low visual error tolerance and that secondary motion graphs containing tens of gigabytes of raw mesh data can be compressed down to only tens of megabytes. These results allow us to capture the effect of high-resolution, off-line cloth simulation for a rich space of character motion and deliver it efficiently as part of an interactive application.
Doyub Kim, Woojong Koh, Rahul Narain, Kayvon Fatahalian, Adrien Treuille, James F. O'Brien
ACM Trans. Graph.2