Demo Data from VLDB 2026 / reviewers in the wild / expert
Yongjoon Lee
dblp:38/4247
· DBLP profile ↗
13ranked-venue papers
7as first author
3since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 11 · 7 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 1Applied, interdisciplinary, general and emerging computing · 1
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.
| Artificial intelligence
2 papers |
3D vision · 99% Motion planning and robot control · 1% | |
| Computer graphics and multimedia
6 papers |
Computer animation and physical simulation · 92% Image and video processing · 8% |
Topics — the 13 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › neural rendering
3d gaussian splatting |
1.0 | 1 | 2026 | GPGS: Consistent 3D Object Removal via Geometry-Aware 3D Inpainting and Projected Image Refinement in 3D Gaussian Splatting · AAAI 2026 |
Computer vision › 3D vision
3d scene reconstruction |
1.0 | 1 | 2026 | GPGS: Consistent 3D Object Removal via Geometry-Aware 3D Inpainting and Projected Image Refinement in 3D Gaussian Splatting · AAAI 2026 |
Computer animation and physical simulation
character animation |
0.3 | 3 | 2011 | Space-time planning with parameterized locomotion controllers · ACM Trans. Graph. 2011 Character animation in two-player adversarial games · ACM Trans. Graph. 2010 Near-optimal character animation with continuous control · ACM Trans. Graph. 2007 |
Computer animation and physical simulation › character control
locomotion control |
0.2 | 2 | 2011 | Space-time planning with parameterized locomotion controllers · ACM Trans. Graph. 2011 Contact-aware nonlinear control of dynamic characters · ACM Trans. Graph. 2009 |
Computer animation and physical simulation
character control |
0.2 | 2 | 2010 | Motion fields for interactive character locomotion · ACM Trans. Graph. 2010 Compact character controllers · ACM Trans. Graph. 2009 |
Computer animation and physical simulation
motion synthesis |
0.1 | 1 | 2010 | Motion fields for interactive character locomotion · ACM Trans. Graph. 2010 |
Image and video processing › motion estimation
motion vector |
0.1 | 1 | 2010 | Motion fields for interactive character locomotion · ACM Trans. Graph. 2010 |
Computer animation and physical simulation › character control
physics-based character control |
0.1 | 1 | 2009 | Contact-aware nonlinear control of dynamic characters · ACM Trans. Graph. 2009 |
Computer animation and physical simulation › character control
interactive character control |
0.1 | 1 | 2007 | Near-optimal character animation with continuous control · ACM Trans. Graph. 2007 |
Computer animation and physical simulation › motion capture
motion capture animation |
0.1 | 1 | 2007 | Near-optimal character animation with continuous control · ACM Trans. Graph. 2007 |
Robotics › Motion planning and robot control
trajectory optimization |
0.0 | 1 | 2009 | Contact-aware nonlinear control of dynamic characters · ACM Trans. Graph. 2009 |
Memory systems
cache design |
0.0 | 1 | 1998 | Capturing Dynamic Memory Reference Behavior with Adaptive Cache Topology · ASPLOS 1998 |
Memory systems › cache management
cache replacement |
0.0 | 1 | 1998 | Capturing Dynamic Memory Reference Behavior with Adaptive Cache Topology · ASPLOS 1998 |
Methods — techniques the papers use, named apart from their topics
point cloud completion · 1.0fine-tuning · 1.02d inpainting · 1.0motion graph · 0.2large-scale planning · 0.2game theory · 0.2contact planning · 0.2reinforcement learning · 0.1motion capture · 0.1vector field representation · 0.1runtime motion synthesis · 0.1value function approximation · 0.1nonlinear control · 0.1dynamic programming · 0.1trace-driven simulation · 0.0data prefetching · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | GPGS: Consistent 3D Object Removal via Geometry-Aware 3D Inpainting and Projected Image Refinement in 3D Gaussian SplattingabstractObject removal in 3D space is a key technology for immersive applications such as virtual reality (VR), augmented reality (AR), and the metaverse. While recent approaches have attempted to address this task using 2D inpainting models, they often suffer from two major limitations: (1) inaccurate geometric restoration in the removed regions, and (2) visual inconsistency across multiple viewpoints. To address these challenges, we propose GPGS, a novel pipeline built upon the 3D Gaussian Splatting (3DGS) framework. First, we perform geometry-aware 3D inpainting by leveraging a pre-trained point cloud completion model and a coarse-to-fine inference strategy, enabling accurate restoration of unseen 3D structures. Next, we introduce a projected image refinement method that improves the appearance of novel-view projections by addressing view-dependent artifacts such as brightness shifts and texture misalignments. GPGS further enhances overall scene consistency through fine-tuning of the original 3DGS scene using the refined multi-view images. Experimental results show that our GPGS makes geometrically accurate and visually coherent outputs, even in challenging 360° panoramic scenes, significantly outperforming existing methods. Yongjoon Lee, Donghyeon Cho |
AAAI | 1 |
| 2025 | Wave-U-Mamba: An End-To-End Framework For High-Quality And Efficient Speech Super ResolutionabstractSpeech Super-Resolution (SSR) is a task of enhancing low-resolution speech signals by restoring missing high-frequency components. Conventional approaches typically reconstruct log-mel features, followed by a vocoder that generates high-resolution speech in the waveform domain. However, as mel features lack phase information, this can result in performance degradation during the reconstruction phase. Motivated by recent advances with Selective State Spaces Models (SSMs), we propose a method, referred to as Wave-U-Mamba that directly performs SSR in time domain. In our comparative study, including models such as WSRGlow, NU-Wave 2, and AudioSR, Wave-U-Mamba demonstrates superior performance, achieving the lowest Log-Spectral Distance (LSD) across various low-resolution sampling rates, ranging from 8 to 24 kHz. Additionally, subjective human evaluations, scored using Mean Opinion Score (MOS) reveal that our method produces SSR with natural and human-like quality. Furthermore, Wave-U-Mamba achieves these results while generating high-resolution speech over nine times faster than baseline models on a single A100 GPU, with parameter sizes less than 2% of those in the baseline models. Yongjoon Lee |
ICASSP | 1 |
| 2024 | Consistent Object Removal from Masked Neural Radiance Fields by Estimating Never-Seen Regions in All-Views
Yongjoon Lee, Jaehak Ryu, Donggeun Yoon, Donghyeon Cho |
ICPR (22) | 1 |
| 2013 | Automatic pose-independent 3D garment fitting
Yongjoon Lee, Jaehwan Ma, Sunghee Choi |
Comput. Graph. | 1 |
| 2011 | Space-time planning with parameterized locomotion controllersabstractWe present a technique for efficiently synthesizing animations for characters traversing complex dynamic environments. Our method uses parameterized locomotion controllers that correspond to specific motion skills, such as jumping or obstacle avoidance. The controllers are created from motion capture data with reinforcement learning. A space-time planner determines the sequence in which controllers must be executed to reach a goal location, and admits a variety of cost functions to produce paths that exhibit different behaviors. By planning in space and time, the planner can discover paths through dynamically changing environments, even if no path exists in any static snapshot. By using parameterized controllers able to handle navigational tasks, the planner can operate efficiently at a high level, leading to interactive replanning rates. Sergey Levine, Yongjoon Lee, Vladlen Koltun, Zoran Popovic |
ACM Trans. Graph. | 2 |
| 2010 | Multi-Resolution Cloth SimulationabstractAbstract We propose a novel, multi‐resolution method to efficiently perform large‐scale cloth simulation. Our cloth simulation method is based on a triangle‐based energy model constructed from a cloth mesh. We identify that solutions of the linear system of cloth simulation are smooth in certain regions of the cloth mesh and solve the linear system on those regions in a reduced solution space. Then we reconstruct the original solutions by performing a simple interpolation from solutions computed in the reduced space. In order to identify regions where solutions are smooth, we propose simplification metrics that consider stretching, shear, and bending forces, as well as geometric collisions. Our multi‐resolution method can be applied to many existing cloth simulation methods, since our method works on a general linear system. In order to demonstrate benefits of our method, we apply our method into four large‐scale cloth benchmarks that consist of tens or hundreds of thousands of triangles. Because of the reduced computations, we achieve a performance improvement by a factor of up to one order of magnitude, with a little loss of simulation quality. Yongjoon Lee, Sung-Eui Yoon, Seungwoo Oh, Duksu Kim, Sunghee Choi |
Comput. Graph. Forum | 1 |
| 2010 | Motion fields for interactive character locomotionabstractWe propose a novel representation of motion data and control that enables characters with both highly agile responses to user input and natural handling of arbitrary external disturbances. The representation organizes motion data as samples in a high dimensional generalization of a vector field we call a 'motion field'. Our runtime motion synthesis mechanism freely 'flows' in the motion field and is capable of creating novel and natural motions that are highly-responsive to the real time user input, and generally not explicitly specified in the data. Yongjoon Lee, Kevin Wampler, Gilbert Louis Bernstein, Jovan Popovic, Zoran Popovic |
ACM Trans. Graph. | 1 |
| 2010 | Character animation in two-player adversarial gamesabstractThe incorporation of randomness is critical for the believability and effectiveness of controllers for characters in competitive games. We present a fully automatic method for generating intelligent real-time controllers for characters in such a game. Our approach uses game theory to deal with the ramifications of the characters acting simultaneously, and generates controllers which employ both long-term planning and an intelligent use of randomness. Our results exhibit nuanced strategies based on unpredictability, such as feints and misdirection moves, which take into account and exploit the possible strategies of an adversary. The controllers are generated by examining the interaction between the rules of the game and the motions generated from a parametric motion graph. This involves solving a large-scale planning problem, so we also describe a new technique for scaling this process to higher dimensions. Kevin Wampler, Erik Andersen 0001, Evan Herbst, Yongjoon Lee, Zoran Popovic |
ACM Trans. Graph. | 4 |
| 2009 | Compact character controllersabstractWe present methods for creating compact and efficient data-driven character controllers. Our first method identifies the essential motion data examples tailored for a given task. It enables complex yet efficient high-dimensional controllers, as well as automatically generated connecting controllers that merge a set of independent controllers into a much larger aggregate one without modifying existing ones. Our second method iteratively refines basis functions to enable highly complex value functions. We show that our methods dramatically reduce the computation and storage requirement of controllers and enable very complex behaviors. Yongjoon Lee, Seong Jae Lee, Zoran Popovic |
ACM Trans. Graph. | 1 |
| 2009 | Contact-aware nonlinear control of dynamic charactersabstractDynamically simulated characters are difficult to control because they are underactuated---they have no direct control over their global position and orientation. In order to succeed, control policies must look ahead to determine stabilizing actions, but such planning is complicated by frequent ground contacts that produce a discontinuous search space. This paper introduces a locomotion system that generates high-quality animation of agile movements using nonlinear controllers that plan through such contact changes. We demonstrate the general applicability of this approach by emulating walking and running motions in rigid-body simulations. Then we consolidate these controllers under a higher-level planner that interactively controls the character's direction. Uldarico Muico, Yongjoon Lee, Jovan Popovic, Zoran Popovic |
ACM Trans. Graph. | 2 |
| 2007 | Near-optimal character animation with continuous controlabstractWe present a new approach to realtime character animation with interactive control. Given a corpus of motion capture data and a desired task, we automatically compute near-optimal controllers using a low-dimensional basis representation. We show that these controllers produce motion that fluidly responds to several dimensions of user control and environmental constraints in realtime. Our results indicate that very few basis functions are required to create high-fidelity character controllers which permit complex user navigation and obstacle-avoidance tasks. Adrien Treuille, Yongjoon Lee, Zoran Popovic |
ACM Trans. Graph. | 2 |
| 2002 | E-Logistics Platform with Business Process Automating Component
Jaegak Hwang, Yongjoon Lee |
CAINE | 3 |
| 1998 | Capturing Dynamic Memory Reference Behavior with Adaptive Cache TopologyabstractMemory references exhibit locality and are therefore not uniformly distributed across the sets of a cache. This skew reduces the effectiveness of a cache because it results in the caching of a considerable number of less-recently-used lines which are less likely to be re-referenced before they are replaced. In this paper, we describe a technique that dynamically identifies these less-recently-used lines and effectively utilizes the cache frames they occupy to more accurately approximate the global least-recently-used replacement policy while maintaining the fast access time of a direct-mapped cache. We also explore the idea of using these underutilized cache frames to reduce cache misses through data prefetching. In the proposed design, the possible locations that a line can reside in is not predetermined. Instead, the cache is dynamically partitioned into groups of cache lines. Because both the total number of groups and the individual group associativity adapt to the dynamic reference pattern, we call this design the adaptive group-associative cache. Performance evaluation using trace-driven simulations of the TPC-C benchmark and selected programs from the SPEC95 benchmark suite shows that the group-associative cache is able to achieve a hit ratio that is consistently better than that of a 4-way set-associative cache. For some of the workloads, the hit ratio approaches that of a fully-associative cache. Jih-Kwon Peir, Yongjoon Lee, Windsor W. Hsu |
ASPLOS | 2 |