VLDB 2026 Research / reviewers in the wild / expert
Donggun Kim 0002
dblp:30/10801-2
· DBLP profile ↗
6ranked-venue papers
1as first author
6since 2021 · last 2025
0000-0002-6670-6263ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 6 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Splat-Based 3D Scene Reconstruction with Extreme Motion-BlurabstractWe propose a splat-based 3D scene reconstruction method from RGB-D input that effectively handles extreme motion blur, a frequent challenge in low-light environments. Under dim illumination, RGB frames often suffer from severe motion blur due to extended exposure times, causing traditional camera pose estimation methods, such as COLMAP, to fail. This results in inaccurate camera pose and blurry color input, compromising the quality of 3D reconstructions. Although recent 3D reconstruction techniques like Neural Radiance Fields and Gaussian Splatting have demonstrated impressive results, they rely on accurate camera trajectory estimation, which becomes challenging under fast motion or poor lighting conditions. Furthermore, rapid camera movement and the limited field of view of depth sensors reduce point cloud overlap, limiting the effectiveness of pose estimation with the ICP algorithm. To address these issues, we introduce a method that combines camera pose estimation and image deblurring using a Gaussian Splatting framework, leveraging both 3D Gaussian splats and depth inputs for enhanced scene representation. Our method first aligns consecutive RGB-D frames through optical flow and ICP, then refines camera poses and 3D geometry by adjusting Gaussian positions for optimal depth alignment. To handle motion blur, we model camera movement during exposure and deblur images by comparing the input with a series of sharp, rendered frames. Experiments on a new RGB-D dataset with extreme motion blur show that our method outperforms existing approaches, enabling high-quality reconstructions even in challenging conditions. This approach has broad implications for 3D mapping applications in robotics, autonomous navigation, and augmented reality. Both code and dataset are publicly available on https://github.com/KAIST-VCLAB/gs-extreme-motion-blur. Hyeonjoong Jang, Dongyoung Choi, Donggun Kim 0002, Woohyun Kang, Min H. Kim 0001 |
ICCV | 3 |
| 2024 | Polarimetric BSSRDF Acquisition of Dynamic FacesabstractAcquisition and modeling of polarized light reflection and scattering help reveal the shape, structure, and physical characteristics of an object, which is increasingly important in computer graphics. However, current polarimetric acquisition systems are limited to static and opaque objects. Human faces, on the other hand, present a particularly difficult challenge, given their complex structure and reflectance properties, the strong presence of spatially-varying subsurface scattering, and their dynamic nature. We present a new polarimetric acquisition method for dynamic human faces, which focuses on capturing spatially varying appearance and precise geometry, across a wide spectrum of skin tones and facial expressions. It includes both single and heterogeneous subsurface scattering, index of refraction, and specular roughness and intensity, among other parameters, while revealing biophysically-based components such as inner- and outer-layer hemoglobin, eumelanin and pheomelanin. Our method leverages such components' unique multispectral absorption profiles to quantify their concentrations, which in turn inform our model about the complex interactions occurring within the skin layers. To our knowledge, our work is the first to simultaneously acquire polarimetric and spectral reflectance information alongside biophysically-based skin parameters and geometry of dynamic human faces. Moreover, our polarimetric skin model integrates seamlessly into various rendering pipelines. Hyunho Ha, Inseung Hwang, Néstor Monzón, Donggun Kim 0002, Seung-Hwan Baek, Adolfo Muñoz 0001, Diego Gutierrez, Min H. Kim 0001 |
ACM Trans. Graph. | 5 |
| 2024 | Spin-Weighted Spherical Harmonics for Polarized Light TransportabstractThe objective of polarization rendering is to simulate the interaction of light with materials exhibiting polarization-dependent behavior. However, integrating polarization into rendering is challenging and increases computational costs significantly. The primary difficulty lies in efficiently modeling and computing the complex reflection phenomena associated with polarized light. Specifically, frequency-domain analysis, essential for efficient environment lighting and storage of complex light interactions, is lacking. To efficiently simulate and reproduce polarized light interactions using frequency-domain techniques, we address the challenge of maintaining continuity in polarized light transport represented by Stokes vectors within angular domains. The conventional spherical harmonics method cannot effectively handle continuity and rotation invariance for Stokes vectors. To overcome this, we develop a new method called polarized spherical harmonics (PSH) based on the spin-weighted spherical harmonics theory. Our method provides a rotation-invariant representation of Stokes vector fields. Furthermore, we introduce frequency domain formulations of polarized rendering equations and spherical convolution based on PSH. We first define spherical convolution on Stokes vector fields in the angular domain, and it also provides efficient computation of polarized light transport, nearly on an entry-wise product in the frequency domain. Our frequency domain formulation, including spherical convolution, led to the development of the first real-time polarization rendering technique under polarized environmental illumination, named precomputed polarized radiance transfer, using our polarized spherical harmonics. Results demonstrate that our method can effectively and accurately simulate and reproduce polarized light interactions in complex reflection phenomena, including polarized environmental illumination and soft shadows. Shinyoung Yi 0001, Donggun Kim 0002, Jiwoong Na, Xin Tong 0001, Min H. Kim 0001 |
ACM Trans. Graph. | 2 |
| 2023 | Spatio-Focal Bidirectional Disparity Estimation from a Dual-Pixel ImageabstractDual-pixel photography is monocular RGB-D photography with an ultra-high resolution, enabling many applications in computational photography. However, there are still several challenges to fully utilizing dual-pixel photography. Unlike the conventional stereo pair, the dual pixel exhibits a bidirectional disparity that includes positive and negative values, depending on the focus plane depth in an image. Furthermore, capturing a wide range of dual-pixel disparity requires a shallow depth of field, resulting in a severely blurred image, degrading depth estimation performance. Recently, several data-driven approaches have been proposed to mitigate these two challenges. However, due to the lack of the ground-truth dataset of the dual-pixel disparity, existing data-driven methods estimate either inverse depth or blurriness map. In this work, we propose a self-supervised learning method that learns bidirectional disparity by utilizing the nature of anisotropic blur kernels in dual-pixel photography. We observe that the dual-pixel left/right images have reflective-symmetric anisotropic kernels, so their sum is equivalent to that of a conventional image. We take a self-supervised training approach with the novel kernel-split symmetry loss accounting for the phenomenon. Our method does not rely on a training dataset of dual-pixel disparity that does not exist yet. Our method can estimate a complete disparity map with respect to the focus-plane depth from a dual-pixel image, outperforming the baseline dual-pixel methods. Donggun Kim 0002, Hyeonjoong Jang, Inchul Kim 0001, Min H. Kim 0001 |
CVPR | 1 |
| 2022 | Egocentric scene reconstruction from an omnidirectional videoabstractOmnidirectional videos capture environmental scenes effectively, but they have rarely been used for geometry reconstruction. In this work, we propose an egocentric 3D reconstruction method that can acquire scene geometry with high accuracy from a short egocentric omnidirectional video. To this end, we first estimate per-frame depth using a spherical disparity network. We then fuse per-frame depth estimates into a novel spherical binoctree data structure that is specifically designed to tolerate spherical depth estimation errors. By subdividing the spherical space into binary tree and octree nodes that represent spherical frustums adaptively, the spherical binoctree effectively enables egocentric surface geometry reconstruction for environmental scenes while simultaneously assigning high-resolution nodes for closely observed surfaces. This allows to reconstruct an entire scene from a short video captured with a small camera trajectory. Experimental results validate the effectiveness and accuracy of our approach for reconstructing the 3D geometry of environmental scenes from short egocentric omnidirectional video inputs. We further demonstrate various applications using a conventional omnidirectional camera, including novel-view synthesis, object insertion, and relighting of scenes using reconstructed 3D models with texture. Hyeonjoong Jang, Andreas Meuleman, Dahyun Kang, Donggun Kim 0002, Christian Richardt, Min H. Kim 0001 |
ACM Trans. Graph. | 4 |
| 2021 | Differentiable transient renderingabstractRecent differentiable rendering techniques have become key tools to tackle many inverse problems in graphics and vision. Existing models, however, assume steady-state light transport, i.e., infinite speed of light. While this is a safe assumption for many applications, recent advances in ultrafast imaging leverage the wealth of information that can be extracted from the exact time of flight of light. In this context, physically-based transient rendering allows to efficiently simulate and analyze light transport considering that the speed of light is indeed finite. In this paper, we introduce a novel differentiable transient rendering framework, to help bring the potential of differentiable approaches into the transient regime. To differentiate the transient path integral we need to take into account that scattering events at path vertices are no longer independent; instead, tracking the time of flight of light requires treating such scattering events at path vertices jointly as a multidimensional, evolving manifold. We thus turn to the generalized transport theorem, and introduce a novel correlated importance term, which links the time-integrated contribution of a path to its light throughput, and allows us to handle discontinuities in the light and sensor functions. Last, we present results in several challenging scenarios where the time of flight of light plays an important role such as optimizing indices of refraction, non-line-of-sight tracking with nonplanar relay walls, and non-line-of-sight tracking around two corners. Shinyoung Yi 0001, Donggun Kim 0002, Adrián Jarabo, Diego Gutierrez, Min H. Kim 0001 |
ACM Trans. Graph. | 2 |