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Yeon-Ho Im

dblp:67/6803 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2005
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorSystems, architecture and hardware · 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
1 paper
Rendering · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
image-based rendering
0.112005
A Method to Generate Soft Shadows Using a Layered Depth Image and Warping · IEEE Trans. Vis. Comput. Graph. 2005
Rendering › image-based rendering
layered depth image
0.112005
A Method to Generate Soft Shadows Using a Layered Depth Image and Warping · IEEE Trans. Vis. Comput. Graph. 2005
Rendering › shadow rendering
soft shadows
0.112005
A Method to Generate Soft Shadows Using a Layered Depth Image and Warping · IEEE Trans. Vis. Comput. Graph. 2005

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

image warping · 0.1depth peeling · 0.1
YearPublicationVenuePosition
2005 Geometry engine architecture with early backface culling hardware
Chang-Young Han, Yeon-Ho Im, Lee-Sup Kim
Comput. Graph.2
2005 A Method to Generate Soft Shadows Using a Layered Depth Image and Warping
abstract
We present an image-based method for propagating area light illumination through a Layered Depth Image (LDI) to generate soft shadows from opaque and nonrefractive transparent objects. In our approach, using the depth peeling technique, we render an LDI from a reference light sample on a planar light source. Light illumination of all pixels in an LDI is then determined for all the other sample points via warping, an image-based rendering technique, which approximates ray tracing in our method. We use an image-warping equation and McMillan's warp ordering algorithm to find the intersections between rays and polygons and to find the order of intersections. Experiments for opaque and nonrefractive transparent objects are presented. Results indicate our approach generates soft shadows fast and effectively. Advantages and disadvantages of the proposed method are also discussed.
Yeon-Ho Im, Chang-Young Han, Lee-Sup Kim
IEEE Trans. Vis. Comput. Graph.1
2000 Fast development of source-level debugging system using hardware emulation (short paper)
Sang-Joon Nam, Jun-Hee Lee, Byoung-Woon Kim, Yeon-Ho Im, Young-Su Kwon, Kyong-Gu Kang, Chong-Min Kyung
ASP-DAC4