VLDB 2026 Research / reviewers in the wild / expert
Eun-Seok Ryu
dblp:34/2551
· DBLP profile ↗
21ranked-venue papers
4as first author
9since 2021 · last 2024
0000-0003-4894-6105ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 16 · 4 first-author · 6 since 2021Computer networks · 5 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | FRC-GIF: Frame Ranking-Based Personalized Artistic Media Generation Method for Resource Constrained DevicesabstractGenerating video highlights in the form of animated graphics interchange formats (GIFs) has significantly simplified the process of video browsing. Animated GIFs have paved the way for applications concerning streaming platforms and emerging technologies. Existing studies have led to large computational complexity without considering user personalization. This paper proposes lightweight method to attract users and increase views of videos through personalized artistic media, i.e., static thumbnails and animated GIF generation. The proposed method analyzes lightweight thumbnail containers (LTC) using the computational resources of the client device to recognize personalized events from feature-length sports videos. Next, the thumbnails are then ranked through the frame rank pooling method for their selection. Subsequently, the proposed method processes small video segments rather than considering the whole video for generating artistic media. This makes our approach more computationally efficient compared to existing methods that use the entire video data; thus, the proposed method complies with sustainable development goals. Furthermore, the proposed method retrieves and uses thumbnail containers and video segments, which reduces the required transmission bandwidth as well as the amount of locally stored data. Experiments reveal that the computational complexity of our method is 3.73 times lower than that of the state-of-the-art method. Ghulam Mujtaba 0003, Sunder Ali Khowaja, Muhammad Aslam Jarwar, Jaehyuk Choi 0002, Eun-Seok Ryu |
IEEE Trans. Big Data | 5 |
| 2024 | DATRA-MIV: Decoder-Adaptive Tiling and Rate Allocation for MPEG Immersive VideoabstractThe emerging immersive video coding standard moving picture experts group (MPEG) immersive video (MIV), which is ongoing standardization by MPEG-Immersive (MPEG-I) group, enables six degrees of freedom in a virtual reality environment that represents both natural and computer-generated scenes using multi-view video compression. The MIV eliminates the redundancy between multi-view videos and merges the residuals into multiple pictures, called an atlas. Thus, bitstreams with encoded atlases are generated and corresponding number of decoders are needed, which is challenging for the lightweight device with a single decoder. This article proposes a decoder-adaptive tiling and rate allocation method for MIV to overcome the challenge. First, the proposed method divides atlases into subpictures considering two aspects: (i) subpicture bitstream extracting and merging into one bitstream to use a single decoder and (ii) separation of each source view from the atlases for rate allocation. Second, the atlases are encoded by versatile video coding (VVC), using an extractable subpicture to divide the atlases into subpictures. Third, each subpicture bitstream is extracted, and asymmetric quality allocation for each subpictures is conducted by considering the residuals in the subpicture. Fourth, mixed-quality subpictures were merged by using the proposed bitstream merger. Fifth, the merged bitstream is decoded by using a single decoder. Finally, the viewing area of the user is synthesized by using the reconstructed atlases. Experimental results with the VVC test model (VTM) show that the proposed method achieves a 21.37% Bjøntegaard delta rate saving for immersive video peak signal-to-noise ratio and a 26.76% decoding runtime saving compared to the VTM anchor configuration. Moreover, it supports bitstreams for multiple decoders and single decoder without re-encoding, transcoding, or a substantial increase of the server-side storage. JongBeom Jeong, Soonbin Lee, Eun-Seok Ryu |
ACM Trans. Multim. Comput. Commun. Appl. | 3 |
| 2023 | Implementing Partial Atlas Selector for Viewport-dependent MPEG Immersive Video StreamingabstractThe ISO/IEC 23090-12 MPEG Immersive Video (MIV) standard technology, which provides immersive volumetric scenes with six degrees of freedom (6DoF), has recently been the subject of research and development efforts. The key concept of MIV technology is to generate an atlas that is a minimal representation of the multiple source view, with a low pixel rate to limit the number of existing video decoder instantiations. However, this atlas generation process produces dependencies between views in the reconstruction. This inability of conventional MIV to independently transmit and decode portions of the source view is a major challenge for 6DoF viewport-dependent streaming. This paper proposes a framework that can independently select and transmit only the atlas of the required area when rendering immersive content. This paper also presents a visibility calculation method to determine the importance of each atlas for viewport rendering. Experiments with a limited pixel rate under experimental conditions have shown that a highly efficient 6DoF viewport-dependent streaming system is achievable. The proposed method has been implemented with high-level syntax conformance in the MIV test model software, so this framework can be deployed with various adaptive streaming systems along with MIV bitstream in the future. Soonbin Lee, JongBeom Jeong, Eun-Seok Ryu |
NOSSDAV | 3 |
| 2023 | A Deep Learning-based 6DoF Video Synthesizing Method Using Instant-NGPsabstractThis paper introduces a new method for synthesizing six degree of freedom (6DoF) videos using neural radiance fields, which allows training from plain 2D images to render 3D scene at arbitrary viewports. Neural network model representing a previous timepoint is fine-tuned to train models for subsequent timepoints. Additionally, instant neural graphics primitives (Instant-NGP) is applied for speed improvement. The proposed method achieved both improved objective quality for same number of training iterations and enhanced consistency between frames. Furthermore, it shows superiority over other methods for generating 6DoF videos, in terms of quality and time efficiency. Jaeyeol Choi, JongBeom Jeong, Jun-Hyeong Park, Eun-Seok Ryu |
VCIP | 4 |
| 2023 | Fine-grained Single-layer Tiling for Viewport-Adaptive 360-degree Video StreamingabstractTile-based streaming is widely adopted for viewport-adaptive 360-degree video streaming due to its potential for bitrate reduction. However, for legacy devices equipped with a single decoder, managing multiple tile bitstreams poses a challenge, particularly with regards to synchronizing multiple decoders. This paper introduces Butterfly360, a fine-grained single-layer tiling method that advances two main ideas: (i) an optimal tiling scheme decision method for single-layer merging of tiles using various tile sizes, and (ii) a simple rate adaptation method for viewport tiles. Experimental results demonstrate that the proposed method offers advantages in terms of bitrate savings and reduction in decoding runtime. Furthermore, the proposed method facilitates the use of either multiple tile bitstreams or a single-layer merged bitstream. JongBeom Jeong, Jun-Hyeong Park, Soonbin Lee, Eun-Seok Ryu |
VCIP | 4 |
| 2023 | Entropy-Constrained Implicit Neural Representations for Deep Image CompressionabstractImplicit neural representations (INRs) for various data types have gained popularity in the field of deep learning owing to their effectiveness. However, previous studies on INRs have only focused on recovering original representations. This paper investigated an image compression model based on INRs using a model compression technique for entropy-constrained neural networks. Specifically, the proposed model trains a multilayer perceptron (MLP) to overfit a single image and then uses its weights to optimize its compressed representation using additive uniform noise. Accordingly, the proposed model efficiently minimizes the size of the model weight in an end-to-end manner. This training optimization process is fairly desirable for adjusting the rate of distortion for image compression. In contrast to other model compression techniques, the proposed model is implemented without additional training process or memory cost. By introducing entropy loss, this paper demonstrated that the proposed model can be used to preserve high image quality while maintaining smaller model size. The experimental results demonstrated that the proposed model achieved comparable performance to conventional image compression models without incurring high storage costs. Soonbin Lee, JongBeom Jeong, Eun-Seok Ryu |
IEEE Signal Process. Lett. | 3 |
| 2022 | Atlas level rate distortion optimization for 6DoF immersive video compressionabstractThe Moving Picture Experts Group (MPEG) has started an immersive media standard project to enable multi-view video and depth representation in three-dimensional (3D) scenes. The MPEG immersive video (MIV) standard explores the six degree of freedom (6DoF) technologies of immersive content to support motion parallax. Despite the standard being designed to compress multi-view immersive media, MIV coding has not been investigated from the perspective of bit allocation. This paper presents an efficient bit allocation scheme for atlas level compression. The proposed model establishes a model of view synthesis distortion and analyzes the impact of distortion on complete views and patches. This paper also introduces packing alignment to separate two types of patches and characterize the distortion for each MIV atlas. By considering these characteristics, the proposed model derives a bitrate ratio between texture and geometry for model-based view-rendering optimization. Experimental results showed that the proposed method achieved a more accurate reconstruction of sequences under common test conditions (CTCs). Soonbin Lee, JongBeom Jeong, Eun-Seok Ryu |
NOSSDAV | 3 |
| 2021 | DWS-BEAM: Decoder-Wise Subpicture Bitstream Extracting and Merging for MPEG Immersive VideoabstractWith the new immersive video coding standard MPEG immersive video (MIV) and versatile video coding (VVC), six degrees of freedom (6DoF) virtual reality (VR) streaming technology is emerging for both computer-generated and natural content videos. This paper addresses the decoder-wise subpicture bitstream extracting and merging (DWS-BEAM) method for MIV and proposes two main ideas: (i) a selective streaming-aware subpicture allocation method using a motion-constrained tile set (MCTS), (ii) a decoder-wise subpicture extracting and merging method for single-pass decoding. In the experiments using the VVC test model (VTM), the proposed method shows 1.23% BD-rate saving for immersive video PSNR (IV-PSNR) and 15.78% decoding runtime saving compared to the VTM anchor. Moreover, while the MIV test model requires four decoders, the proposed method only requires one decoder. JongBeom Jeong, Soonbin Lee, Eun-Seok Ryu |
VCIP | 3 |
| 2021 | Client-driven animated GIF generation framework using an acoustic featureabstractAbstract This paper proposes a novel, lightweight method to generate animated graphical interchange format images (GIFs) using the computational resources of a client device. The method analyzes an acoustic feature from the climax section of an audio file to estimate the timestamp corresponding to the maximum pitch. Further, it processes a small video segment to generate the GIF instead of processing the entire video. This makes the proposed method computationally efficient, unlike baseline approaches that use entire videos to create GIFs. The proposed method retrieves and uses the audio file and video segment so that communication and storage efficiencies are improved in the GIF generation process. Experiments on a set of 16 videos show that the proposed approach is 3.76 times more computationally efficient than a baseline method on an Nvidia Jetson TX2. Additionally, in a qualitative evaluation, the GIFs generated using the proposed method received higher overall ratings compared to those generated by the baseline method. To the best of our knowledge, this is the first technique that uses an acoustic feature in the GIF generation process. Ghulam Mujtaba 0003, Sangsoon Lee, Jaehyoun Kim, Eun-Seok Ryu |
Multim. Tools Appl. | 4 |
| 2020 | Towards Viewport-dependent 6DoF 360 Video Tiled Streaming for Virtual Reality SystemsabstractPrevious studies of 360-degree video streaming with regard to virtual reality allowed users to move their head freely, while their position is fixed according to the camera's location in virtual reality. One of the approaches to overcome the problem is transmitting multiview video to provide six degrees of freedom (6DoF). However, 6DoF streaming system implementation is challenging because multiple high-quality video streaming requires several decoders and a high bandwidth. Therefore, this paper proposes a viewport-dependent high-efficiency video coding (HEVC)-compliant tiled streaming system on test model for immersive video (TMIV), MPEG-Immersive multiview compression reference software. This paper proposes a 6DoF viewport tile selector (VTS) for multiple 360-degree video tiled streaming. Furthermore, this paper introduces a viewport-dependent multiple-tile extractor. The proposed system detects the user's head movement, selects the tile sets that correspond to the user's viewport, extracts tile bitstreams, and generates single bitstream. The extracted bitstream is transmitted and decoded to render the user's viewport The proposed viewport-dependent streaming method can reduce the decoding time as well as the bandwidth. Experimental results demonstrated 12.04% bjontegaard delta rate (BD-rate) saving for the luma peak signal-to-noise ratio (PSNR) compared to those obtained via the TMIV anchor without tiled encoding and a 55.51% decoding time saving compared to those obtained via the TMIV anchor with the existing tiled streaming method. JongBeom Jeong, Soonbin Lee, Il-Woong Ryu, Tuan Thanh Le, Eun-Seok Ryu |
ACM Multimedia | 5 |
| 2019 | Motion-constrained tile set based 360-degree video streaming using saliency map predictionabstractIn 360-degree video streaming, Most solutions are based on tile-based streaming that divides videos into tiles and streams the high-quality tiles corresponding to the user's viewport areas. However, these methods cannot transmit different combinations of tile coding efficiently. In this paper, we experimented with streaming 360-degree videos using a motion-constrained tile set (MCTS) technique that allows encoding with constraining motion vectors such that each tile can be decoded and transmitted independently. Moreover, we have used a tile-based approach using a saliency map that integrates the information of human visual attention with the contents to deliver high-quality tiles to the region of interest (ROI). We encoded the 360-degree videos at various quality representations with MCTS techniques and assigned a tile quality representation using a saliency map predicted by the existing convolutional neural network (CNN) model. We proposed a novel heuristic algorithm to assign appropriate quality to the tiles on the centerline. Consequently, mixed quality videos based on the saliency map enable efficient streaming in 360-degree videos. Using the Salient360! dataset, the proposed method shows an improvement in terms of bandwidth with little loss of viewport image quality. Soonbin Lee, Dongmin Jang, JongBeom Jeong, Eun-Seok Ryu |
NOSSDAV | 4 |
| 2018 | Implementing 360 video tiled streaming systemabstractThe computing power and bandwidth of the current VR are limited when compared to the high-quality VR. To overcome these limits, this study proposes a new viewport dependent streaming method that transmits 360-degree videos using the high efficiency video coding (HEVC) and the scalability extension of HEVC (SHVC). The proposed SHVC and HEVC encoders generate the bitstream that can transmit tiles independently. Therefore, the bitstream generated by the proposed encoder can be extracted in units of tiles. In accordance with what is discussed in the standard, the proposed extractor extracts the bitstream of the tiles corresponding to the viewport. SHVC video bitstream extracted by the proposed methods consist of (i) an SHVC base layer (BL) which represents the entire 360-degree area and (ii) an SHVC enhancement layer (EL) for selective streaming with viewport (region of interest (ROI)) tiles. When the proposed HEVC encoder is used, low and high resolution sequences are separately encoded as the BL and EL of SHVC. By streaming the BL(low resolution) and selective EL(high resolution) tiles with ROI instead of streaming whole high quality 360-degree video, the proposed method can reduce the network bandwidth as well as the computational complexity on the decoder side. Experimental results show more than 47% bandwidth reduction. Jangwoo Son, Dongmin Jang, Eun-Seok Ryu |
MMSys | 3 |
| 2018 | Implementing Motion-Constrained Tile and Viewport Extraction for VR Streamingabstract1 360-degree video streaming for virtual reality (VR) is emerging. However, the computing power and bandwidth of the current VR are limited when compared to the high-quality VR. To overcome these limits, this study proposes 360 video tiled streaming method that transmits 360-degree videos using the high efficiency video coding (HEVC) and the scalability extension of HEVC (SHVC). The proposed SHVC and HEVC encoders generate the bitstream that can transmit tiles independently. The proposed extractor extracts the bitstream of the tiles corresponding to the viewport. SHVC video bitstream extracted by the proposed methods consist of (i) an SHVC base layer (BL) which represents the entire 360-degree area and (ii) an SHVC enhancement layer (EL) for selective streaming with viewport (region of interest (ROI)) tiles. When the proposed HEVC encoder is used, low and high resolution sequences are separately encoded as the BL and EL of SHVC. By streaming the BL (low resolution) and selective EL (high resolution) tiles with ROI instead of streaming whole high quality 360-degree video, the proposed method can reduce the network bandwidth as well as the computational complexity on the decoder side. Experimental results show more than 47% bandwidth reduction. Jangwoo Son, Dongmin Jang, Eun-Seok Ryu |
NOSSDAV | 3 |
| 2017 | Video on Mobile CPU: UHD Video Parallel Decoding for Asymmetric MulticoresabstractThis paper proposes a novel High Efficiency Video Coding (HEVC) Tile partitioning method for parallel processing by analyzing the computing ability of asymmetric multicores. The proposed method (i) analyzes the computing ability of asymmetric multicores and (ii) makes a regression model of computational complexity per video resolutions. Finally, the model (iii) determines the optimal HEVC Tile resolution for each core and partitions/allocates the Tiles to suitable cores.; [email protected] proposed method minimizes the decoding time gap between faster CPU cores and power-efficient cores (big/LITTLE cores). Experimental results with 4K ultra-high definition (UHD) test sequences show an average improvement of 25% in decoding speed for most recent Android smart phones. Yeongil Ryu, Eun-Seok Ryu |
MMSys | 2 |
| 2017 | Prediction complexity-based HEVC parallel processing for asymmetric multicores
Hyun-Joon Roh, Sung Won Han 0003, Eun-Seok Ryu |
Multim. Tools Appl. | 3 |
| 2017 | Robust real-time UHD video streaming system using scalable high efficiency video coding
Eun-Seok Ryu, SunJung Ryu |
Multim. Tools Appl. | 1 |
| 2017 | Parallel HEVC decoding with asymmetric mobile multicores
See-hwan Yoo, Eun-Seok Ryu |
Multim. Tools Appl. | 2 |
| 2014 | Priority-based selective H.264 SVC streaming over erroneous converged networks
Eun-Seok Ryu |
Multim. Tools Appl. | 1 |
| 2013 | Power aware HEVC streaming for mobileabstractMobile devices, increasingly equipped with high capability processors and connected with fast wireless networks, have become a major consumer of multi-media content. Limited battery life on mobile devices makes power saving a critical factor in delivering a good user experience. This paper proposes a power aware streaming system that combines the emerging High Efficiency Video Coding (HEVC) standard and the Dynamic Adaptive Streaming over HTTP (DASH) standard. The proposed system uses power aware HEVC encoding technologies and client side power adaptation logic to adaptively control power consumption on the client device. The proposed power aware HEVC streaming system can improve quality of experience by setting full-length video playback as client's objective. Demonstration of the proposed power aware HEVC system is available on the ASUS Transformer Xfinity (TF700T) tablet using an ARM processor. Yuwen He, Markus Künstner, Srinivas Gudumasu, Eun-Seok Ryu, Yan Ye 0003, Xiaoyu Xiu |
VCIP | 4 |
| 2008 | Towards building large scale live media streaming framework for a U-city
Eun-Seok Ryu, Chuck Yoo |
Multim. Tools Appl. | 1 |
| 2004 | An approach to interactive media system for mobile devicesabstractThe interactive system which interacts human with computer has been recognized as one direction of computer development for a long time. For example, in cinema, a person gets information he wants or plays the media data while moving by using a mobile device. As the development of this system, we designed and implemented the system interacts with users in a small terminal. Our study has three categories. The first category is the development of new interactive media markup language (IML) for the writing interactive media data. The second category is the IML translator which translates IML into the best form to be played on mobile device. And the third category is the IM player, which plays the transferred media data and interacts with user. IML was designed for controlling vector graphics and general media objects in detail and supporting synchronization. Also, it was designed to be operated in small mobile device as well as desktop PC or set-top box which has high CPU performance. The player, implemented finally, is operated on PDA (HP iPAQ) and plays the multimedia data consist of vector graphics (OpenGL), H.264 and AAC etc. according to the choice of user. This system can be used in the ways of interactive cinema and interactive game, and can substitute new interactive web services for existing web services. Eun-Seok Ryu, Chuck Yoo |
ACM Multimedia | 1 |