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Jung Eun Yoo

dblp:137/5748 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2024
0000-0002-6276-452XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 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
3 papers
Visual content generation and editing · 56% Geometric modeling and processing · 23% Virtual and augmented reality · 15%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
video editing
0.612022
PopStage: The Generation of Stage Cross-Editing Video Based on Spatio-Temporal Matching · ACM Trans. Graph. 2022
Visual content generation and editing
3d content creation
0.512021
Virtual Camera Layout Generation using a Reference Video · CHI 2021
Virtual and augmented reality › immersive interaction › 3d interaction
virtual camera control
0.512021
Virtual Camera Layout Generation using a Reference Video · CHI 2021

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

surface deformation network · 0.8differentiable renderer · 0.8CLIP loss · 0.83d morphable model · 0.8spatio-temporal matching · 0.6dynamic programming · 0.6user study · 0.5reference video analysis · 0.5
YearPublicationVenuePosition
2024 LeGO: Leveraging a Surface Deformation Network for Animatable Stylized Face Generation with One Example
abstract
Recent advances in 3D face stylization have made significant strides in few to zero-shot settings. However, the degree of stylization achieved by existing methods is often not sufficient for practical applications because they are mostly based on statistical 3D Morphable Models (3DMM) with limited variations. To this end, we propose a method that can produce a highly stylized 3D face model with desired topology. Our methods train a surface deformation network with 3DMM and translate its domain to the target style using a paired exemplar. The network achieves stylization of the 3D face mesh by mimicking the style of the target using a differentiable renderer and directional CLIP losses. Additionally, during the inference process, we utilize a Mesh Agnostic Encoder (MAGE) that takes deformation target, a mesh of diverse topologies as input to the stylization process and encodes its shape into our latent space. The resulting stylized face model can be animated by commonly used 3DMM blend shapes. A set of quantitative and qualitative evaluations demonstrate that our method can produce highly stylized face meshes according to a given style and output them in a desired topology. We also demonstrate example applications of our method including image-based stylized avatar generation, linear interpolation of geometric styles, and facial animation of stylized avatars.
Soyeon Yoon, Kwan Yun, Kwanggyoon Seo, Sihun Cha, Jung Eun Yoo, Jun-yong Noh
CVPR5
2024 Interactive Locomotion Style Control for a Human Character based on Gait Cycle Features
abstract
Abstract This article introduces a data‐driven locomotion style controller for full‐body human characters using gait cycle features. Based on gait analysis, we define a set of gait features that can represent various locomotion styles as spatio‐temporal patterns within a single gait cycle. We compute the gait features for every single gait cycle in motion capture data and use them to search for the desired motion. Our real‐time style controller provides users with visual feedback for the changing inputs, exploiting the Motion Matching algorithm. We also provide a graphical controller interface that visualizes our style representation to enable intuitive control for users. We show that the proposed method is capable of retrieving appropriate locomotions for various gait cycle features, from simple walking motions to single‐foot motions such as hopping and dragging. To validate the effectiveness of our method, we conducted a user study that compares the usability and performance of our system with those of an existing footstep animation tool. The results show that our method is preferred over the baseline method for intuitive control and fast visual feedback.
Chaelin Kim, Haekwang Eom, Jung Eun Yoo, Soojin Choi, Jun-yong Noh
Comput. Graph. Forum3
2022 PopStage: The Generation of Stage Cross-Editing Video Based on Spatio-Temporal Matching
abstract
StageMix is a mixed video that is created by concatenating the segments from various performance videos of an identical song in a visually smooth manner by matching the main subject's silhouette presented in the frame. We introduce PopStage , which allows users to generate a StageMix automatically. PopStage is designed based on the StageMix Editing Guideline that we established by interviewing creators as well as observing their workflows. PopStage consists of two main steps: finding an editing path and generating a transition effect at a transition point. Using a reward function that favors visual connection and the optimality of transition timing across the videos, we obtain the optimal path that maximizes the sum of rewards through dynamic programming. Given the optimal path, PopStage then aligns the silhouettes of the main subject from the transitioning video pair to enhance the visual connection at the transition point. The virtual camera view is next optimized to remove the black areas that are often created due to the transformation needed for silhouette alignment, while reducing pixel loss. In this process, we enforce the view to be the maximum size while maintaining the temporal continuity across the frames. Experimental results show that PopStage can generate a StageMix of a similar quality to those produced by professional creators in a highly reduced production time.
Dawon Lee, Jung Eun Yoo, Kyungmin Cho, Bumki Kim, Gyeonghun Im, Jun-yong Noh
ACM Trans. Graph.2
2021 Virtual Camera Layout Generation using a Reference Video
abstract
We propose a method that generates a virtual camera layout of a 3D animation scene by following the cinematic intention of a reference video. From a reference video, cinematic features such as the start frame, end frame, framing, camera movement, and the visual features of the subjects are extracted automatically. The extracted information is used to generate the virtual camera layout, which resembles the camera layout of the reference video. Our method handles stylized as well as human characters with body proportions different from those of humans. We demonstrate the effectiveness of our approach with various reference videos and 3D animation scenes. The user evaluation results show that the generated layouts are comparable to layouts created by the artist, allowing us to assert that our method can provide effective assistance to both novice and professional users when positioning a virtual camera.
Jung Eun Yoo, Kwanggyoon Seo, Sanghun Park, Jaedong Kim, Dawon Lee, Jun-yong Noh
CHI1