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Inwoo Ha

dblp:82/8845 · DBLP profile ↗
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5ranked-venue papers
1as first author
2since 2021 · last 2024
0009-0006-0557-526XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous 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.

Computer graphics and multimedia
1 paper
Rendering · 67% Image and video processing · 33%

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

TopicWeightPapersLastEvidence papers
Image and video processing › image restoration
image denoising
0.812024
Online Neural Denoising with Cross-Regression for Interactive Rendering · ACM Trans. Graph. 2024
Rendering
interactive rendering
0.812024
Online Neural Denoising with Cross-Regression for Interactive Rendering · ACM Trans. Graph. 2024
Rendering › ray tracing
monte carlo ray tracing
0.812024
Online Neural Denoising with Cross-Regression for Interactive Rendering · ACM Trans. Graph. 2024

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

online learning · 0.8neural network · 0.8cross-regression · 0.8
YearPublicationVenuePosition
2024 Online Neural Denoising with Cross-Regression for Interactive Rendering
abstract
Generating a rendered image sequence through Monte Carlo ray tracing is an appealing option when one aims to accurately simulate various lighting effects. Unfortunately, interactive rendering scenarios limit the allowable sample size for such sampling-based light transport algorithms, resulting in an unbiased but noisy image sequence. Image denoising has been widely adopted as a post-sampling process to convert such noisy image sequences into biased but temporally stable ones. The state-of-the-art strategy for interactive image denoising involves devising a deep neural network and training this network via supervised learning, i.e., optimizing the network parameters using training datasets that include an extensive set of image pairs (noisy and ground truth images). This paper adopts the prevalent approach for interactive image denoising, which relies on a neural network. However, instead of supervised learning, we propose a different learning strategy that trains our network parameters on the fly, i.e., updating them online using runtime image sequences. To achieve our denoising objective with online learning, we tailor local regression to a cross-regression form that can guide robust training of our denoising neural network. We demonstrate that our denoising framework effectively reduces noise in input image sequences while robustly preserving both geometric and non-geometric edges, without requiring the manual effort involved in preparing an external dataset.
Hajin Choi, Seokpyo Hong, Inwoo Ha, Nahyup Kang, Bochang Moon
ACM Trans. Graph.3
2023 Learning to disentangle latent physical factors of deformable faces
Inwoo Ha, Hyun Sung Chang, Minjung Son 0001, Sung-Eui Yoon
Vis. Comput.1
2011 Realtime human motion control with a small number of inertial sensors
abstract
This paper introduces an approach to performance animation that employs a small number of motion sensors to create an easy-to-use system for an interactive control of a full-body human character. Our key idea is to construct a series of online local dynamic models from a prerecorded motion database and utilize them to construct full-body human motion in a maximum a posteriori framework (MAP). We have demonstrated the effectiveness of our system by controlling a variety of human actions, such as boxing, golf swinging, and table tennis, in real time. Given an appropriate motion capture database, the results are comparable in quality to those obtained from a commercial motion capture system with a full set of motion sensors (e.g., XSens [2009]); however, our performance animation system is far less intrusive and expensive because it requires a small of motion sensors for full body control. We have also evaluated the performance of our system by leave-one-out-experiments and by comparing with two baseline algorithms.
Huajun Liu, Xiaolin K. Wei, Jinxiang Chai, Inwoo Ha, Taehyun Rhee
SI3D4
2011 Making Imperfect Shadow Maps View-Adaptive: High-Quality Global Illumination in Large Dynamic Scenes
abstract
Abstract We propose an algorithm to compute interactive indirect illumination in dynamic scenes containing millions of triangles. It makes use of virtual point lights (VPL) to compute bounced illumination and a point‐based scene representation to query indirect visibility, similar to Imperfect Shadow Maps (ISM). To ensure a high fidelity of indirect light and shadows, our solution is made view‐adaptive by means of two orthogonal improvements: First, the VPL distribution is chosen to provide more detail, that is, more dense VPL sampling, where these contribute most to the current view. Second, the scene representation for indirect visibility is adapted to ensure geometric detail where it affects indirect shadows in the current view.
Tobias Ritschel 0001, Elmar Eisemann, Inwoo Ha, James Dokyoon Kim, Hans-Peter Seidel
Comput. Graph. Forum3
2010 A probabilistic approach to realistic face synthesis
abstract
This paper presents a novel approach to face modeling for realistic synthesis, powered by a probabilistic face diffuse model and a generic face specular map. We first construct a probabilistic face diffuse model for estimating the albedo and the normals of a face from an unknown input image. Then, we introduce a generic face specular map for estimating the specularity of the face. Using the estimated albedo, normal and specular information, we can synthesize the face under arbitrary lighting and viewing directions realistically. Unlike many existing face modeling techniques, our approach can retain both the diffuse and specular properties of the face without involving an elaborating 3D matching procedure. Thanks to the compact representation and the effective inference scheme, our technique can be applied to many practical applications, such as face normalization, avatar creation and de-identification.
Hyunjung Shim, Inwoo Ha, Taehyun Rhee, James Dokyoon Kim, Chang-Yeong Kim
ICIP2