Tae-Joon Kim

dblp:88/214 · DBLP profile ↗
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7ranked-venue papers
4as first author
2since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Computer networks · 1 · 1 first-author

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
Transfer learning and domain adaptation · 42% Time series and sequential data · 37% Optimization for machine learning · 21%
Computer graphics and multimedia
3 papers
Rendering · 76% Geometric modeling and processing · 24%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Transfer learning and domain adaptation
few-shot learning
0.912025
Riemannian Geometric-based Meta Learning · AAAI 2025
Machine learning › Transfer learning and domain adaptation
meta-learning
0.912025
Riemannian Geometric-based Meta Learning · AAAI 2025
Machine learning › Optimization for machine learning
riemannian optimization
0.912025
Riemannian Geometric-based Meta Learning · AAAI 2025
Machine learning › Time series and sequential data
anomaly detection
0.812024
Skip-GANomaly++: Skip Connections and Residual Blocks for Anomaly Detection (Student Abstract) · AAAI 2024
Machine learning › Time series and sequential data › anomaly detection
visual anomaly detection
0.812024
Skip-GANomaly++: Skip Connections and Residual Blocks for Anomaly Detection (Student Abstract) · AAAI 2024
Rendering
global illumination
0.322014
T-ReX: Interactive Global Illumination of Massive Models on Heterogeneous Computing Resources · IEEE Trans. Vis. Comput. Graph. 2014
Cache-oblivious ray reordering · ACM Trans. Graph. 2010
Rendering
ray tracing
0.222010
RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies · IEEE Trans. Vis. Comput. Graph. 2010
Cache-oblivious ray reordering · ACM Trans. Graph. 2010
Rendering
interactive rendering
0.212014
T-ReX: Interactive Global Illumination of Massive Models on Heterogeneous Computing Resources · IEEE Trans. Vis. Comput. Graph. 2014
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.112010
RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies · IEEE Trans. Vis. Comput. Graph. 2010
Geometric modeling and processing
collision detection
0.112010
RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies · IEEE Trans. Vis. Comput. Graph. 2010
Storage systems
data compression
0.012010
RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies · IEEE Trans. Vis. Comput. Graph. 2010

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

stiefel manifold · 0.9riemannian gradient · 0.9kernel-based loss · 0.9MAML · 0.9skip connections · 0.8residual blocks · 0.8generative adversarial network · 0.8tile-based rendering · 0.4progressive rendering · 0.4decoupled CPU-GPU representations · 0.4space-filling curves · 0.2parallel decompression · 0.2hit point heuristic · 0.2cluster-based compression · 0.2cache-oblivious algorithm · 0.2
YearPublicationVenuePosition
2025 Riemannian Geometric-based Meta Learning
abstract
Meta-learning, or "learning to learn," aims to enable models to quickly adapt to new tasks with minimal data. While traditional methods like Model-Agnostic Meta-Learning (MAML) optimize parameters in Euclidean space, they often struggle to capture complex learning dynamics, particularly in few-shot learning scenarios. To address this limitation, we propose Stiefel-MAML, which integrates Riemannian geometry by optimizing within the Stiefel manifold, a space that naturally enforces orthogonality constraints. By leveraging the geometric structure of the Stiefel manifold, we improve parameter expressiveness and enable more efficient optimization through Riemannian gradient calculations and retraction operations. We also introduce a novel kernel-based loss function defined on the Stiefel manifold, further enhancing the model’s ability to explore the parameter space. Experimental results on benchmark datasets—including Omniglot, Mini-ImageNet, FC-100, and CUB—demonstrate that Stiefel-MAML consistently outperforms traditional MAML, achieving superior performance across various few-shot learning tasks. Our findings highlight the potential of Riemannian geometry to enhance meta-learning, paving the way for future research on optimizing over different geometric structures.
JuneYoung Park, YuMi Lee, Tae-Joon Kim, Jang Hwan Choi 0001
AAAI3
2024 Skip-GANomaly++: Skip Connections and Residual Blocks for Anomaly Detection (Student Abstract)
abstract
Anomaly detection is a critical task across various domains. Fundamentally, anomaly detection models offer methods to identify unusual patterns that do not align with expected behaviors. Notably, in the medical field, detecting anomalies in medical imagery or biometrics can facilitate early diagnosis of diseases. Consequently, we propose the Skip-GANomaly++ model, an enhanced and more efficient version of the conventional anomaly detection models. The proposed model's performance was evaluated through comparative experiments. Experimental results demonstrated superior performance across most classes compared to the previous models.
Juneyoung Park, Jae-Ryung Hong, Min-Hye Kim, Tae-Joon Kim
AAAI4
2014 T-ReX: Interactive Global Illumination of Massive Models on Heterogeneous Computing Resources
abstract
We propose several interactive global illumination techniques for a diverse set of massive models. We integrate these techniques within a progressive rendering framework that aims to achieve both a high rendering throughput and an interactive responsiveness. To achieve a high rendering throughput, we utilize heterogeneous computing resources consisting of CPU and GPU. To reduce expensive data transmission costs between CPU and GPU, we propose to use separate, decoupled data representations dedicated for each CPU and GPU. Our representations consist of geometric and volumetric parts, provide different levels of resolutions, and support progressive global illumination for massive models. We also propose a novel, augmented volumetric representation that provides additional geometric resolutions within our volumetric representation. In addition, we employ tile-based rendering and propose a tile ordering technique considering visual perception. We have tested our approach with a diverse set of large-scale models including CAD, scanned, simulation models that consist of more than 300 million triangles. By using our methods, we are able to achieve ray processing performances of 3 M~20 M rays per second, while limiting response time to users within 15~67 ms. We also allow dynamic modifications of light, and interactive setting of materials, while efficiently supporting novel view rendering.
Tae-Joon Kim, Xin Sun 0014, Sung-Eui Yoon
IEEE Trans. Vis. Comput. Graph.1
2010 HCCMeshes: Hierarchical-Culling oriented Compact Meshes
abstract
Abstract Hierarchical culling is a key acceleration technique used to efficiently handle massive models for ray tracing, collision detection, etc. To support such hierarchical culling, bounding volume hierarchies (BVHs) combined with meshes are widely used. However, BVHs may require a very large amount of memory space, which can negate the benefits of using BVHs. To address this problem, we present a novel hierarchical‐culling oriented compact mesh representation, HCCMesh, which tightly integrates a mesh and a BVH together. As an in‐core representation of the HCCMesh, we propose an i‐HCCMesh representation that provides an efficient random hierarchical traversal and high culling efficiency with a small runtime decompression overhead. To further reduce the storage requirement, the in‐core representation is compressed to our out‐of‐core representation, o‐HCCMesh, by using a simple dictionary‐based compression method. At runtime, o‐HCCMeshes are fetched from an external drive and decompressed to the i‐HCCMeshes stored in main memory. The i‐HCCMesh and o‐HCCMesh show 3.6:1 and 10.4:1 compression ratios on average, compared to a naively compressed (e.g., quantized) mesh and BVH representation. We test the HCCMesh representations with ray tracing, collision detection, photon mapping, and non‐photorealistic rendering. Because of the reduced data access time, a smaller working set size, and a low runtime decompression overhead, we can handle models ten times larger in commodity hardware without the expensive disk I/O thrashing. When we avoid the disk I/O thrashing using our representation, we can improve the runtime performances by up to two orders of magnitude over using a naively compressed representation.
Tae-Joon Kim, Yongyoung Byun, Yongjin Kim, Bochang Moon, Seungyong Lee 0001, Sung-Eui Yoon
Comput. Graph. Forum1
2010 Cache-oblivious ray reordering
abstract
We present a cache-oblivious ray reordering method for ray tracing. Many global illumination methods such as path tracing and photon mapping use ray tracing and generate lots of rays to simulate various realistic visual effects. However, these rays tend to be very incoherent and show lower cache utilizations during ray tracing of models. In order to address this problem and improve the ray coherence, we propose a novelHit Point Heuristic(HPH) to compute a coherent ordering of rays. The HPH uses the hit points between rays and the scene as a ray reordering measure. We reorder rays by using a space-filling curve based on their hit points. Since a hit point of a ray is available only after performing the ray intersection test with the scene, we compute an approximate hit point for the ray by performing an intersection test between the ray and simplified representations of the original models. Our method is a highly modular approach, since our reordering method is decoupled from other components of common ray tracing systems. We apply our method to photon mapping and path tracing and achieve more than an order of magnitude performance improvement for massive models that cannot fit into main memory, compared to rendering without reordering rays. Also, our method shows a performance improvement even for ray tracing small models that can fit into main memory. This performance improvement for small and massive models is caused by reducing cache misses occurring between different memory levels including the L1/L2 caches, main memory, and disk. This result demonstrates the cache-oblivious nature of our method, which works for various kinds of cache parameters. Because of the cache-obliviousness and the high modularity, our method can be widely applied to many existing ray tracing systems and show performance improvements with various models and machines that have different cache parameters.
Bochang Moon, Yongyoung Byun, Tae-Joon Kim, Pio Claudio, Hye-Sun Kim, Yun-Ji Ban, Seung Woo Nam, Sung-Eui Yoon
ACM Trans. Graph.3
2010 RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies
abstract
We present a novel compressed bounding volume hierarchy (BVH) representation, random-accessible compressed bounding volume hierarchies (RACBVHs), for various applications requiring random access on BVHs of massive models. Our RACBVH representation is compact and transparently supports random access on the compressed BVHs without decompressing the whole BVH. To support random access on our compressed BVHs, we decompose a BVH into a set of clusters. Each cluster contains consecutive bounding volume (BV) nodes in the original layout of the BVH. Also, each cluster is compressed separately from other clusters and serves as an access point to the RACBVH representation. We provide the general BVH access API to transparently access our RACBVH representation. At runtime, our decompression framework is guaranteed to provide correct BV nodes without decompressing the whole BVH. Also, our method is extended to support parallel random access that can utilize the multicore CPU architecture. Our method can achieve up to a 12:1 compression ratio, and more importantly, can decompress 4.2 M BV nodes ({=}135 {\rm MB}) per second by using a single CPU-core. To highlight the benefits of our approach, we apply our method to two different applications: ray tracing and collision detection. We can improve the runtime performance by more than a factor of 4 as compared to using the uncompressed original data. This improvement is a result of the fast decompression performance and reduced data access time by selectively fetching and decompressing small regions of the compressed BVHs requested by applications.
Tae-Joon Kim, Bochang Moon, Duksu Kim, Sung-Eui Yoon
IEEE Trans. Vis. Comput. Graph.1
1999 Improving the performance of distributed queue dual bus with slot reuse at overload conditions
Tae-Joon Kim, Byung-Choel Shin
Comput. Commun.1