VLDB 2026 Research / reviewers in the wild / expert
Joo Ho Lee 0003
dblp:75/6843-3 · also Joo-Ho Lee 0003
· DBLP profile ↗
12ranked-venue papers
4as first author
5since 2021 · last 2025
0000-0001-7307-7744ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 11 · 4 first-author · 4 since 2021Artificial intelligence and machine learning · 7 · 3 first-author · 4 since 2021
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
6 papers |
Rendering · 44% Geometric modeling and processing · 23% Computational photography and imaging · 20% | |
| Artificial intelligence
3 papers |
3D vision · 60% Vision and language · 20% Language models and text generation · 20% |
Topics — the 23 heaviest of 24, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
1.4 | 2 | 2025 | GeoAvatar: Geometrically-Consistent Multi-Person Avatar Reconstruction from Sparse Multi-View Videos · CVPR 2025 NormalFusion: Real-Time Acquisition of Surface Normals for High-Resolution RGB-D Scanning · CVPR 2021 |
Geometric modeling and processing
3d reconstruction |
1.2 | 3 | 2023 | Towards Scalable Multi-View Reconstruction of Geometry and Materials · IEEE Trans. Pattern Anal. Mach. Intell. 2023 TextureFusion: High-Quality Texture Acquisition for Real-Time RGB-D Scanning · CVPR 2020 Practical SVBRDF acquisition of 3D objects with unstructured flash photography · ACM Trans. Graph. 2018 |
Natural language and speech › Language models and text generation
instruction tuning |
0.9 | 1 | 2025 | Is 'Right' Right? Enhancing Object Orientation Understanding in Multimodal Large Language Models through Egocentric Instruction Tuning · CVPR 2025 |
Computer vision › Vision and language › vision-language model
multimodal large language model |
0.9 | 1 | 2025 | Is 'Right' Right? Enhancing Object Orientation Understanding in Multimodal Large Language Models through Egocentric Instruction Tuning · CVPR 2025 |
Computer vision › 3D vision › 3d reconstruction › multimodal 3d reconstruction
RGB-D reconstruction |
0.5 | 1 | 2021 | NormalFusion: Real-Time Acquisition of Surface Normals for High-Resolution RGB-D Scanning · CVPR 2021 |
Computer vision › 3D vision
shape from shading |
0.5 | 1 | 2021 | NormalFusion: Real-Time Acquisition of Surface Normals for High-Resolution RGB-D Scanning · CVPR 2021 |
Rendering › bidirectional reflectance distribution function
spatially-varying BRDF |
0.4 | 2 | 2023 | Simultaneous acquisition of microscale reflectance and normals · ACM Trans. Graph. 2016 Towards Scalable Multi-View Reconstruction of Geometry and Materials · IEEE Trans. Pattern Anal. Mach. Intell. 2023 |
Computational photography and imaging › depth sensing
RGB-D imaging |
0.4 | 1 | 2020 | TextureFusion: High-Quality Texture Acquisition for Real-Time RGB-D Scanning · CVPR 2020 |
Geometric modeling and processing › shape representation › implicit representation
signed distance function |
0.4 | 1 | 2020 | TextureFusion: High-Quality Texture Acquisition for Real-Time RGB-D Scanning · CVPR 2020 |
Rendering
texture mapping |
0.4 | 1 | 2020 | TextureFusion: High-Quality Texture Acquisition for Real-Time RGB-D Scanning · CVPR 2020 |
Rendering
inverse rendering |
0.3 | 1 | 2018 | Practical SVBRDF acquisition of 3D objects with unstructured flash photography · ACM Trans. Graph. 2018 |
Rendering › bidirectional reflectance distribution function
microfacet BRDF |
0.3 | 1 | 2018 | Practical multiple scattering for rough surfaces · ACM Trans. Graph. 2018 |
Rendering › participating media rendering
multiple scattering |
0.3 | 1 | 2018 | Practical multiple scattering for rough surfaces · ACM Trans. Graph. 2018 |
Rendering
physically based rendering |
0.3 | 1 | 2018 | Practical multiple scattering for rough surfaces · ACM Trans. Graph. 2018 |
Rendering › appearance modeling › reflectance and appearance modeling
reflectance and shading models |
0.3 | 1 | 2018 | Practical multiple scattering for rough surfaces · ACM Trans. Graph. 2018 |
Rendering › appearance acquisition › material acquisition
SVBRDF acquisition |
0.3 | 1 | 2018 | Practical SVBRDF acquisition of 3D objects with unstructured flash photography · ACM Trans. Graph. 2018 |
Computer vision › 3D vision › pose estimation › rotation estimation
object orientation |
0.3 | 1 | 2025 | Is 'Right' Right? Enhancing Object Orientation Understanding in Multimodal Large Language Models through Egocentric Instruction Tuning · CVPR 2025 |
Visual content generation and editing
image generation |
0.2 | 1 | 2016 | Laplacian Patch-Based Image Synthesis · CVPR 2016 |
Image and video processing › image representation
image pyramid |
0.2 | 1 | 2016 | Laplacian Patch-Based Image Synthesis · CVPR 2016 |
Rendering
material appearance |
0.2 | 1 | 2016 | Simultaneous acquisition of microscale reflectance and normals · ACM Trans. Graph. 2016 |
Visual content generation and editing › example-based synthesis
patch-based synthesis |
0.2 | 1 | 2016 | Laplacian Patch-Based Image Synthesis · CVPR 2016 |
Computational photography and imaging
reflectance acquisition |
0.2 | 1 | 2016 | Simultaneous acquisition of microscale reflectance and normals · ACM Trans. Graph. 2016 |
Image and video processing
edge-aware image processing |
0.1 | 1 | 2016 | Laplacian Patch-Based Image Synthesis · CVPR 2016 |
Methods — techniques the papers use, named apart from their topics
surface ordering · 0.9monocular priors · 0.9instruction tuning · 0.9benchmark construction · 0.92d gaussian splatting · 0.9multi-view consistency · 0.7gradient-based solver · 0.7distributed optimization · 0.7volumetric fusion · 0.5photometric normal acquisition · 0.5geometry-aware texture mapping · 0.5texture-tile voxel grid · 0.4texture warping · 0.4perspective mapping · 0.4v-groove cavity model · 0.3monte carlo simulation · 0.3iterative inverse rendering · 0.3flash photography · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Is 'Right' Right? Enhancing Object Orientation Understanding in Multimodal Large Language Models through Egocentric Instruction TuningabstractMultimodal large language models (MLLMs) act as essential interfaces, connecting humans with AI technologies in multimodal applications. However, current MLLMs face challenges in accurately interpreting object orientation in images due to inconsistent orientation annotations in training data, hindering the development of a coherent orientation understanding. To overcome this, we propose egocentric instruction tuning, which aligns MLLMs’ orientation understanding with the user’s perspective, based on a consistent annotation standard derived from the user’s egocentric viewpoint. We first generate egocentric instruction data that leverages MLLMs’ ability to recognize object details and applies prior knowledge for orientation understanding. Using this data, we perform instruction tuning to enhance the model’s capability for accurate orientation interpretation. In addition, we introduce EgoOrientBench, a benchmark that evaluates MLLMs’ orientation understanding across three tasks using images collected from diverse domains. Experimental results on this benchmark show that egocentric instruction tuning significantly improves orientation understanding without compromising overall MLLM performance. The instruction data and benchmark dataset are available on our project page at https://github.com/jhCOR/EgoOrientBench. Ji Hyeok Jung, Eun Tae Kim, Seo Yeon Kim, Joo Ho Lee 0003, Bumsoo Kim 0005, Buru Chang |
CVPR | 4 |
| 2025 | GeoAvatar: Geometrically-Consistent Multi-Person Avatar Reconstruction from Sparse Multi-View VideosabstractMulti-person avatar reconstruction from sparse multi-view videos is challenging. The independent avatar reconstruction of each person often fails to reconstruct the geometric relationship among multiple instances, resulting in inter-penetrations among avatars. Some researchers resolve this issue via neural volumetric rendering techniques but they suffer from huge computational costs for rendering and training. In this paper, we propose a multi-person avatar reconstruction method that reconstructs a 3D avatar of each person while keeping the geometric relations among people. Our 2D Gaussian Splatting (2DGS)-based avatar representation allows us to represent geometrically-accurate surfaces of multiple instances that support sharp inside-outside tests. We utilize the monocular prior to alleviate the inter-penetration via surface ordering and to enhance the geometry in less-observed and textureless surfaces. We demonstrate the efficiency and performance of our method quantitatively and qualitatively on a multi-person dataset [49] containing close interactions. HeeKyung Lee, Won-Sik Jeong, Joo Ho Lee 0003 |
CVPR | 5 |
| 2023 | Towards Scalable Multi-View Reconstruction of Geometry and MaterialsabstractIn this paper, we propose a novel method for joint recovery of camera pose, object geometry and spatially-varying Bidirectional Reflectance Distribution Function (svBRDF) of 3D scenes that exceed object-scale and hence cannot be captured with stationary light stages. The input are high-resolution RGB-D images captured by a mobile, hand-held capture system with point lights for active illumination. Compared to previous works that jointly estimate geometry and materials from a hand-held scanner, we formulate this problem using a single objective function that can be minimized using off-the-shelf gradient-based solvers. To facilitate scalability to large numbers of observation views and optimization variables, we introduce a distributed optimization algorithm that reconstructs 2.5D keyframe-based representations of the scene. A novel multi-view consistency regularizer effectively synchronizes neighboring keyframes such that the local optimization results allow for seamless integration into a globally consistent 3D model. We provide a study on the importance of each component in our formulation and show that our method compares favorably to baselines. We further demonstrate that our method accurately reconstructs various objects and materials and allows for expansion to spatially larger scenes. We believe that this work represents a significant step towards making geometry and material estimation from hand-held scanners scalable. Carolin Schmitt, Bozidar Antic, Neculai Andrei, Joo Ho Lee 0003, Andreas Geiger 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2022 | Differentiable Appearance Acquisition from a Flash/No-flash RGB-D PairabstractReconstructing 3D objects in natural environments requires solving the ill-posed problem of geometry, spatially-varying material, and lighting estimation. As such, many approaches impractically constrain to a dark environment, use controlled lighting rigs, or use few handheld captures but suffer reduced quality. We develop a method that uses just two smartphone exposures captured in ambient lighting to reconstruct appearance more accurately and practically than baseline methods. Our insight is that we can use a flash/no-flash RGB-D pair to pose an inverse rendering problem using point lighting. This allows efficient differentiable rendering to optimize depth and normals from a good initialization and so also the simultaneous optimization of diffuse environment illumination and SVBRDF material. We find that this reduces diffuse albedo error by 25%, specular error by 46%, and normal error by 30% against single-and paired-image baselines that use learning-based techniques. Given that our approach is practical for everyday solid objects, we enable photorealistic relighting for mobile photography and easier content creation for augmented reality. Hyun Jin Ku, Hyunho Hat, Joo Ho Lee 0003, Dahyun Kang, James Tompkin 0001, Min H. Kim 0001 |
ICCP | 3 |
| 2021 | NormalFusion: Real-Time Acquisition of Surface Normals for High-Resolution RGB-D ScanningabstractMultiview shape-from-shading (SfS) has achieved high-detail geometry, but its computation is expensive for solving a multiview registration and an ill-posed inverse rendering problem. Therefore, it has been mainly used for offline methods. Volumetric fusion enables real-time scanning using a conventional RGB-D camera, but its geometry resolution has been limited by the grid resolution of the volumetric distance field and depth registration errors. In this paper, we propose a real-time scanning method that can acquire high-detail geometry by bridging volumetric fusion and multiview SfS in two steps. First, we pro-pose the first real-time acquisition of photometric normals stored in texture space to achieve high-detail geometry. We also introduce geometry-aware texture mapping, which progressively refines geometric registration between the texture space and the volumetric distance field by means of normal texture, achieving real-time multiview SfS. We demonstrate our scanning of high-detail geometry using an RGB-D cam-era at ∼20 fps. Results verify that the geometry quality of our method is strongly competitive with that of offline multi-view SfS methods. Hyunho Ha, Joo Ho Lee 0003, Andreas Meuleman, Min H. Kim 0001 |
CVPR | 2 |
| 2020 | TextureFusion: High-Quality Texture Acquisition for Real-Time RGB-D ScanningabstractReal-time RGB-D scanning technique has become widely used to progressively scan objects with a hand-held sensor. Existing online methods restore color information per voxel, and thus their quality is often limited by the tradeoff between spatial resolution and time performance. Also, such methods often suffer from blurred artifacts in the captured texture. Traditional offline texture mapping methods with non-rigid warping assume that the reconstructed geometry and all input views are obtained in advance, and the optimization takes a long time to compute mesh parameterization and warp parameters, which prevents them from being used in real-time applications. In this work, we propose a progressive texture-fusion method specially designed for real-time RGB-D scanning. To this end, we first devise a novel texture-tile voxel grid, where texture tiles are embedded in the voxel grid of the signed distance function, allowing for high-resolution texture mapping on the low-resolution geometry volume. Instead of using expensive mesh parameterization, we associate vertices of implicit geometry directly with texture coordinates. Second, we introduce real-time texture warping that applies a spatially-varying perspective mapping to input images so that texture warping efficiently mitigates the mismatch between the intermediate geometry and the current input view. It allows us to enhance the quality of texture over time while updating the geometry in real-time. The results demonstrate that the quality of our real-time texture mapping is highly competitive to that of exhaustive offline texture warping methods. Our method is also capable of being integrated into existing RGB-D scanning frameworks. Joo Ho Lee 0003, Hyunho Ha, Yue Dong 0001, Xin Tong 0001, Min H. Kim 0001 |
CVPR | 1 |
| 2019 | Real-Time HDR Video Tone Mapping Using High Efficiency Video CodingabstractHigh-dynamic-range (HDR) video streams have been delivered through high efficiency video coding (HEVC). HDR video tone mapping is additionally required but is operated separately to adjust the content's dynamic range for each display device. HDR video tone mapping and HEVC encoding share common computational processes for spatial and temporal coherence in a video stream; however, they have been developed and implemented independently with their own computational budgets. In this work, we propose a practical HDR video tone-mapping method that combines two overlapping computational blocks in HDR video tone-mapping and HEVC compression frameworks with the objective of achieving real-time HDR video tone mapping. We utilize precomputed coding blocks and motion vectors so as to achieve spatial and temporal coherence of HDR video tone-mapping in the decoding stage, even without introducing substantial computational cost. Results demonstrate that our method can achieve real-time performance without compromising the video quality, which is highly comparable to that of state-of-the-art video tone-mapping methods. Mingyun Kang, Joo Ho Lee 0003, Inchang Choi, Min H. Kim 0001 |
ICIP | 2 |
| 2018 | Practical multiple scattering for rough surfacesabstractMicrofacet theory concisely models light transport over rough surfaces. Specular reflection is the result of single mirror reflections on each facet, while exact computation of multiple scattering is either neglected, or modeled using costly importance sampling techniques. Practical but accurate simulation of multiple scattering in microfacet theory thus remains an open challenge. In this work, we revisit the traditional V-groove cavity model and derive an analytical, cost-effective solution for multiple scattering in rough surfaces. Our kaleidoscopic model is made up of both real and virtual V-grooves, and allows us to calculate higher-order scattering in the microfacets in an analytical fashion. We then extend our model to include nonsymmetric grooves, allowing for additional degrees of freedom on the surface geometry, improving multiple reflections at grazing angles with backward compatibility to traditional normal distribution functions. We validate the accuracy of our model against ground-truth Monte Carlo simulations, and demonstrate its flexibility on anisotropic and textured materials. Our model is analytical, does not introduce significant cost and variance, can be seamless integrated in any rendering engine, preserves reciprocity and energy conservation, and is suitable for bidirectional methods. Joo Ho Lee 0003, Adrián Jarabo, Daniel S. Jeon, Diego Gutierrez, Min H. Kim 0001 |
ACM Trans. Graph. | 1 |
| 2018 | Practical SVBRDF acquisition of 3D objects with unstructured flash photographyabstractCapturing spatially-varying bidirectional reflectance distribution functions (SVBRDFs) of 3D objects with just a single, hand-held camera (such as an off-the-shelf smartphone or a DSLR camera) is a difficult, open problem. Previous works are either limited to planar geometry, or rely on previously scanned 3D geometry, thus limiting their practicality. There are several technical challenges that need to be overcome: First, the built-in flash of a camera is almost colocated with the lens, and at a fixed position; this severely hampers sampling procedures in the light-view space. Moreover, the near-field flash lights the object partially and unevenly. In terms of geometry, existing multiview stereo techniques assume diffuse reflectance only, which leads to overly smoothed 3D reconstructions, as we show in this paper. We present a simple yet powerful framework that removes the need for expensive, dedicated hardware, enabling practical acquisition of SVBRDF information from real-world, 3D objects with a single, off-the-shelf camera with a built-in flash. In addition, by removing the diffuse reflection assumption and leveraging instead such SVBRDF information, our method outputs high-quality 3D geometry reconstructions, including more accurate high-frequency details than state-of-the-art multiview stereo techniques. We formulate the joint reconstruction of SVBRDFs, shading normals, and 3D geometry as a multi-stage, iterative inverse-rendering reconstruction pipeline. Our method is also directly applicable to any existing multiview 3D reconstruction technique. We present results of captured objects with complex geometry and reflectance; we also validate our method numerically against other existing approaches that rely on dedicated hardware, additional sources of information, or both. Giljoo Nam, Joo Ho Lee 0003, Diego Gutierrez, Min H. Kim 0001 |
ACM Trans. Graph. | 2 |
| 2017 | Urban Image Stitching using Planar Perspective Guidance
Joo Ho Lee 0003, Seung-Hwan Baek, Min H. Kim 0001 |
BMVC | 1 |
| 2016 | Laplacian Patch-Based Image SynthesisabstractPatch-based image synthesis has been enriched with global optimization on the image pyramid. Successively, the gradient-based synthesis has improved structural coherence and details. However, the gradient operator is directional and inconsistent and requires computing multiple operators. It also introduces a significantly heavy computational burden to solve the Poisson equation that often accompanies artifacts in non-integrable gradient fields. In this paper, we propose a patch-based synthesis using a Laplacian pyramid to improve searching correspondence with enhanced awareness of edge structures. Contrary to the gradient operators, the Laplacian pyramid has the advantage of being isotropic in detecting changes to provide more consistent performance in decomposing the base structure and the detailed localization. Furthermore, it does not require heavy computation as it employs approximation by the differences of Gaussians. We examine the potentials of the Laplacian pyramid for enhanced edge-aware correspondence search. We demonstrate the effectiveness of the Laplacian-based approach over the state-of-the-art patchbased image synthesis methods. Joo Ho Lee 0003, Inchang Choi, Min H. Kim 0001 |
CVPR | 1 |
| 2016 | Simultaneous acquisition of microscale reflectance and normalsabstractAcquiring microscale reflectance and normals is useful for digital documentation and identification of real-world materials. However, its simultaneous acquisition has rarely been explored due to the difficulties of combining both sources of information at such small scale. In this paper, we capture both spatially-varying material appearance (diffuse, specular and roughness) and normals simultaneously at the microscale resolution. We design and build a microscopic light dome with 374 LED lights over the hemisphere, specifically tailored to the characteristics of microscopic imaging. This allows us to achieve the highest resolution for such combined information among current state-of-the-art acquisition systems. We thoroughly test and characterize our system, and provide microscopic appearance measurements of a wide range of common materials, as well as renderings of novel views to validate the applicability of our captured data. Additional applications such as bi-scale material editing from real-world samples are also demonstrated. Giljoo Nam, Joo Ho Lee 0003, Hongzhi Wu, Diego Gutierrez, Min H. Kim 0001 |
ACM Trans. Graph. | 2 |