Yunjin Lee

dblp:55/5844 · DBLP profile ↗
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20ranked-venue papers
7as first author
0since 2021 · last 2020
0000-0002-5627-8314ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 20 · 7 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-authorTheory of computation · 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.

Computer graphics and multimedia
4 papers
Image and video processing · 64% Rendering · 31% Geometric modeling and processing · 5%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video processing
image restoration
0.412020
Toward Specular Removal from Natural Images Based on Statistical Reflection Models · IEEE Trans. Image Process. 2020
Image and video processing › image restoration › reflection removal
specular highlight removal
0.412020
Toward Specular Removal from Natural Images Based on Statistical Reflection Models · IEEE Trans. Image Process. 2020
Rendering › non-photorealistic rendering
line drawing
0.222013
Stereoscopic 3D line drawing · ACM Trans. Graph. 2013
Line drawings via abstracted shading · ACM Trans. Graph. 2007
Rendering
non-photorealistic rendering
0.112007
Line drawings via abstracted shading · ACM Trans. Graph. 2007
Rendering › non-photorealistic rendering › line drawing
suggestive contours
0.112007
Line drawings via abstracted shading · ACM Trans. Graph. 2007
Geometric modeling and processing
surface reconstruction
0.112007
Surface and normal ensembles for surface reconstruction · Comput. Aided Des. 2007
Rendering
shading
0.012007
Line drawings via abstracted shading · ACM Trans. Graph. 2007
Rendering › non-photorealistic rendering
toon shading
0.012007
Line drawings via abstracted shading · ACM Trans. Graph. 2007

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

statistical reflection models · 0.4split bregman method · 0.4convex optimization · 0.4stroke texture stylization · 0.2each-eye-based rendering · 0.2center-eye-based rendering · 0.2GPU rendering · 0.1
YearPublicationVenuePosition
2020 Toward Specular Removal from Natural Images Based on Statistical Reflection Models
abstract
Removing specular reflections from images is critical for improving the performance of computer vision algorithms. Recently, state-of-the-art methods have demonstrated remarkably good performance at removing specular reflections from chromatic images. These methods are typically based on the chromatic pixels assumption; therefore, they are prone to failure in the achromatic regions. This paper presents a novel method that is applicable to natural images, because it is effective for both chromatic and achromatic regions. The proposed method is based on modeling the general properties of diffuse and specular reflections in a solid convex optimization framework. Considering the physical constraints, we determine the global optimal solution using the split Bregman method. Experimental results demonstrate the effectiveness of the proposed method, particularly for the achromatic regions, and its competence as a state-of-the-art method for removing specular reflections from the chromatic regions.
Minjung Son 0001, Yunjin Lee, Hyun Sung Chang
IEEE Trans. Image Process.2
2017 Height-field construction using cross contours
Minh Tuan Bui, Junho Kim 0001, Yunjin Lee
Comput. Graph.3
2015 3D-look shading from contours and hatching strokes
Minh Tuan Bui, Junho Kim 0001, Yunjin Lee
Comput. Graph.3
2014 Art-photographic detail enhancement
abstract
Abstract We present a novel method for enhancing details in a digital photograph, inspired by the principle of art photography. In contrast to the previous methods that primarily rely on tone scaling, our technique provides a flexible tone transform model that consists of two operators: shifting and scaling. This model permits shifting of the tonal range in each image region to enable significant detail boosting regardless of the original tone. We optimize these shift and scale factors in our constrained optimization framework to achieve extreme detail enhancement across the image in a piecewise smooth fashion, as in art photography. The experimental results show that the proposed method brings out a significantly large amount of details even from an ordinary low‐dynamic range image.
Minjung Son 0001, Yunjin Lee, Henry Kang, Seungyong Lee 0001
Comput. Graph. Forum2
2013 Binocular depth perception of stereoscopic 3D line drawings
abstract
Stereoscopic 3D exploits the effects of stereopsis where the depth perception is triggered by binocular disparity, a difference in image location of an object by the left and right eyes. Despite the dissimilarity of stereo projections in terms of disparity and shape, the human visual system can find the matching stereo pair to fuse using their similarities in terms of color, size, shading, texture, shadows, that are normally present in photorealistic stereo imaging. Now if some of these elements (or depth cues) are missing, such as in non-photorealistic stereo imaging, how will it affect the depth perception and stereo fusion? In this paper, we investigate this issue by conducting a perceptual study on stereoscopic 3D line drawing, in which many of these cues have been abstracted away. We first evaluate the validity of using stereo images composed of lines only, and then compare its performance to stereo images of normal shading. We also examine the effect of changing line style as well as the prospect of using lines as an additional depth cue. Our study shows that stereo line drawing, when compared to stereo shading, does weaken the depth perception but only to a minor degree. On the other hand, modification of line style, and superimposition of stereo lines both have potentials to strengthen the perception of depth.
Yunjin Lee, Yongjin Kim, Henry Kang, Seungyong Lee 0001
SAP1
2013 Stereoscopic 3D line drawing
abstract
This paper discusses stereoscopic 3D imaging based on line drawing of 3D shapes. We describe the major issues and challenges in generating stereoscopic 3D effects using lines only, with a couple of relatively simple approaches called each-eye-based and center-eye-based. Each of these methods has its shortcomings, such as binocular rivalry and inaccurate lines. We explain why and how these problems occur, then describe the concept of stereo-coherent lines and an algorithm to extract them from 3D shapes. We also propose a simple method to stylize stereo lines that ensures the stereo coherence of stroke textures across binocular views. The proposed method provides viewers with unique visual experience of watching 2D drawings popping out of the screen like 3D.
Yongjin Kim, Yunjin Lee, Henry Kang, Seungyong Lee 0001
ACM Trans. Graph.2
2011 Structure grid for directional stippling
Minjung Son 0001, Yunjin Lee, Henry Kang, Seungyong Lee 0001
Graph. Model.2
2009 Expression Synthesis and Transfer in Parameter Spaces
abstract
Abstract In this paper, we introduce a novel framework that allows users to synthesize the expression of a 3D character by providing a intuitive set of parametric controls. Assuming that human face movements are formed by a set of basis actuation, we analyze a set of real expressions to extract this set together with skin deformation due to the actuation of face. To do this, we first decompose the movement of each marker into a set of distinctive movements. Independent component analysis technique is then adopted to find a independent set of actuations. Our simple and efficient skin deformation model are learned to reproduce the realistic movements of facial parts due to the actuations. In this framework, users can animate characters' faces by controlling the amount actuation or by directly manipulating the face geometry. In addition, the proposed method can be applied to expression transfer which reproduces one character's expression in another character's face. Experimental results demonstrate that our method can produce realistic expression efficiently.
Hyun Joon Shin, Yunjin Lee
Comput. Graph. Forum2
2008 Feature-guided Image Stippling
abstract
Abstract This paper presents an automatic method for producing stipple renderings from photographs, following the style of professional hedcut illustrations. For effective depiction of image features, we introduce a novel dot placement algorithm which adapts stipple dots to the local shapes. The core idea is to guide the dot placement along ‘feature flow’ extracted from the feature lines, resulting in a dot distribution that conforms to feature shapes. The sizes of dots are adaptively determined from the input image for proper tone representation. Experimental results show that such feature‐guided stippling leads to the production of stylistic and feature‐emphasizing dot illustrations.
Dongyeon Kim, Minjung Son 0001, Yunjin Lee, Henry Kang, Seungyong Lee 0001
Comput. Graph. Forum3
2007 Abstract Line Drawings from 2D Images
abstract
We present a novel scheme for automatically generating line drawings from 2D images, aiming to facilitate effective visual communication. In contrast to conventional edge detectors, our technique imitates the human line drawing process and consists of two parts: line extraction and line rendering. We propose a novel line extraction method based on likelihood-function estimation, which effectively finds the genuine shape boundaries. We consider the feature scale and the blurriness of lines with which the detail and the focus-level of lines are controlled in the rendering. We also employ stroke textures to provide a variety of illustration styles. Experimental results demonstrate that our technique generates various kinds of line drawings from 2D images enabled by the control over detail, focus, and style.
Minjung Son 0001, Henry Kang, Yunjin Lee, Seungyong Lee 0001
PG3
2007 Surface and normal ensembles for surface reconstruction
Mincheol Yoon, Yunjin Lee, Seungyong Lee 0001, Ioannis P. Ivrissimtzis, Hans-Peter Seidel
Comput. Aided Des.2
2007 Line drawings via abstracted shading
abstract
We describe a GPU-based algorithm for rendering a 3D model as a line drawing, based on the insight that a line drawing can be understood as an abstraction of a shaded image. We thus render lines along tone boundaries or thin dark areas in the shaded image. We extend this notion to the dual: we render highlight lines along thin bright areas and tone boundaries. We combine the lines with toon shading to capture broad regions of tone. The resulting line drawings effectively convey both shape and material cues. The lines produced by the method can include silhouettes. creases, and ridges, along with a generalization of suggestive contours that responds to lighting as well as viewing changes. The method supports automatic level of abstraction, where the size of depicted shape features adjusts appropriately as the camera zooms in or out. Animated models can be rendered in real time because costly mesh curvature calculations are not needed.
Yunjin Lee, Lee Markosian, Seungyong Lee 0001, John F. Hughes
ACM Trans. Graph.1
2006 Ensembles for Normal and Surface Reconstructions
Mincheol Yoon, Yunjin Lee, Seungyong Lee 0001, Ioannis P. Ivrissimtzis, Hans-Peter Seidel
GMP2
2006 Overfitting control for surface reconstruction
abstract
This paper proposes a general framework for overfitting control in surface reconstruction from noisy point data. The problem we deal with is how to create a model that will capture as much detail as possible and simultaneously avoid reproducing the noise of the input points. The proposed framework is based on extra-sample validation. It is fully automatic and can work in conjunction with any surface reconstruction algorithm. We test the framework with a Radial Basis Function algorithm, Multi-level Partition of Unity implicits, and the Power Crust algorithm.
Yunjin Lee, Seungyong Lee 0001, Ioannis P. Ivrissimtzis, Hans-Peter Seidel
Symposium on Geometry Processing1
2005 Feature Sensitive Mesh Segmentation with Mean Shift
abstract
Feature sensitive mesh segmentation is important for many computer graphics and geometric modeling applications. In this paper, we develop a mesh segmentation method, which is capable of producing high-quality shape partitioning. It respects fine shape features and works well on various types of shapes, including natural shapes and mechanical parts. The method combines a procedure for clustering mesh normals with a modification of the mesh clarification technique. For clustering of mesh normals, we adopt Mean Shift, a powerful general purpose technique for clustering scattered data. We demonstrate advantages of our method by comparing it with two state-of-the-art mesh segmentation techniques.
Hitoshi Yamauchi, Seungyong Lee 0001, Yunjin Lee, Yutaka Ohtake, Alexander G. Belyaev, Hans-Peter Seidel
SMI3
2005 Mesh scissoring with minima rule and part salience
Yunjin Lee, Seungyong Lee 0001, Ariel Shamir, Daniel Cohen-Or, Hans-Peter Seidel
Comput. Aided Geom. Des.1
2004 Intelligent Mesh Scissoring Using 3D Snakes
abstract
Mesh partitioning and parts extraction have become key ingredients for many mesh manipulation applications both manual and automatic. In this paper, we present an intelligent scissoring operator for meshes which supports both automatic segmentation and manual cutting. Instead of segmenting the mesh by clustering, our approach concentrates on finding and defining the contours for cutting. This approach is based on the minima rule, which states that human perception usually divides a surface into parts along the contours of concave discontinuity of the tangent plane. The technique uses feature extraction to find such candidate feature contours. Subsequently, such a contour can be selected either automatically or manually, or the user may draw a 2D line to start the scissoring process. The given open contour is completed to form a loop around a specific part of the mesh, and this loop is used as the initial position of a 3D geometric snake. The snake moves by relaxation until it settles to define the final scissoring position. This process uses several fundamental geometric mesh attributes, such as curvature and centricity, and enables both automatic segmentation and an easy-to-use intelligent-scissoring operator.
Yunjin Lee, Seungyong Lee 0001, Ariel Shamir, Daniel Cohen-Or, Hans-Peter Seidel
PG1
2003 Feature-Based Surface Light Field Morphing
abstract
A surface light field is a function that gives the colors of each object point viewed from different directions. Object representation with a surface light field provides a nice structure for 3D photography. This paper presents a feature-based morphing technique for two objects equipped with surface light fields. The technique consists of geometry morphing and in-between light field mapping. Geometry morphing is accomplished by 3D mesh morphing, where we introduce a vertex merging technique to generate a simpler metamesh. In in-between light field mapping, an in-between object is rendered by extracting necessary fragments from input surface light fields. We also propose an acceleration technique for rendering an in-between object. Experimental results with real and synthetic data show natural and plausible morphing between objects with surface light fields. The proposed morphing technique can be used as an editing tool for 3D photography.
Eunhee Jeong, Mincheol Yoon, Yunjin Lee, Minsu Ahn, Seungyong Lee 0001, Baining Guo
PG3
2002 Mesh parameterization with a virtual boundary
Yunjin Lee, Hyoung Seok Kim, Seungyong Lee 0001
Comput. Graph.1
2002 Geometric Snakes for Triangular Meshes
abstract
Feature detection is important in various mesh processing techniques, such as mesh editing, mesh morphing, mesh compression, and mesh signal processing. In spite of much research in computer vision, automatic feature detection even for images still remains a difficult problem. To avoid this difficulty, semi-automatic or interactive techniques for image feature detection have been investigated. In this paper, we propose a geometric snake as an interactive tool for feature detection on a 3D triangular mesh. A geometric snake is an extension of an image snake, which is an active contour model that slithers from its initial position specified by the user to a nearby feature while minimizing an energy functional. To constrain the movement of a geometric snake onto the surface of a mesh, we use the parameterization of the surrounding region of a geometric snake. Although the definition of a feature may vary among applications, we use the normal changes of faces to detect features on a mesh. Experimental results demonstrate that geometric snakes can successfully capture nearby features from user-specified initial positions.
Yunjin Lee, Seungyong Lee 0001
Comput. Graph. Forum1