Demo Data from EDBT 2026 / reviewers in the wild / expert
Sunjin Jung
dblp:182/9373
· DBLP profile ↗
6ranked-venue papers
2as first author
3since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 3 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
2 papers |
Computer animation and physical simulation · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
facial animation |
0.9 | 1 | 2025 | Speed-Aware Audio-Driven Speech Animation using Adaptive Windows · ACM Trans. Graph. 2025 |
Computer animation and physical simulation › facial animation
speech-driven facial animation |
0.9 | 1 | 2025 | Speed-Aware Audio-Driven Speech Animation using Adaptive Windows · ACM Trans. Graph. 2025 |
Computer animation and physical simulation
motion editing |
0.2 | 1 | 2016 | SketchiMo: sketch-based motion editing for articulated characters · ACM Trans. Graph. 2016 |
Methods — techniques the papers use, named apart from their topics
self-supervised learning · 0.9neural network · 0.9adaptive window · 0.9sketch-based optimization engine · 0.2projective constraints · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Deep-Learning-Based Facial Retargeting Using Local PatchesabstractAbstract In the era of digital animation, the quest to produce lifelike facial animations for virtual characters has led to the development of various retargeting methods. While the retargeting facial motion between models of similar shapes has been very successful, challenges arise when the retargeting is performed on stylized or exaggerated 3D characters that deviate significantly from human facial structures. In this scenario, it is important to consider the target character's facial structure and possible range of motion to preserve the semantics assumed by the original facial motions after the retargeting. To achieve this, we propose a local patch‐based retargeting method that transfers facial animations captured in a source performance video to a target stylized 3D character. Our method consists of three modules. The Automatic Patch Extraction Module extracts local patches from the source video frame. These patches are processed through the Reenactment Module to generate correspondingly re‐enacted target local patches. The Weight Estimation Module calculates the animation parameters for the target character at every frame for the creation of a complete facial animation sequence. Extensive experiments demonstrate that our method can successfully transfer the semantic meaning of source facial expressions to stylized characters with considerable variations in facial feature proportion. Yeonsoo Choi, Inyup Lee, Sihun Cha, Seonghyeon Kim, Sunjin Jung, Jun-yong Noh |
Comput. Graph. Forum | 5 |
| 2025 | Speed-Aware Audio-Driven Speech Animation using Adaptive WindowsabstractWe present a novel method that can generate realistic speech animations of a 3D face from audio using multiple adaptive windows. In contrast to previous studies that use a fixed size audio window, our method accepts an adaptive audio window as input, reflecting the audio speaking rate to use consistent phonemic information. Our system consists of three parts. First, the speaking rate is estimated from the input audio using a neural network trained in a self-supervised manner. Second, the appropriate window size that encloses the audio features is predicted adaptively based on the estimated speaking rate. Another key element lies in the use of multiple audio windows of different sizes as input to the animation generator: a small window to concentrate on detailed information and a large window to consider broad phonemic information near the center frame. Finally, the speech animation is generated from the multiple adaptive audio windows. Our method can generate realistic speech animations from in-the-wild audios at any speaking rate, i.e., fast raps, slow songs, as well as normal speech. We demonstrate via extensive quantitative and qualitative evaluations including a user study that our method outperforms state-of-the-art approaches. Sunjin Jung, Yeongho Seol, Kwanggyoon Seo, Hyeonho Na, Seonghyeon Kim, Vanessa Tan, Jun-yong Noh |
ACM Trans. Graph. | 1 |
| 2021 | Deep Learning-Based Unsupervised Human Facial RetargetingabstractAbstract Traditional approaches to retarget existing facial blendshape animations to other characters rely heavily on manually paired data including corresponding anchors, expressions, or semantic parametrizations to preserve the characteristics of the original performance. In this paper, inspired by recent developments in face swapping and reenactment, we propose a novel unsupervised learning method that reformulates the retargeting of 3D facial blendshape‐based animations in the image domain. The expressions of a source model is transferred to a target model via the rendered images of the source animation. For this purpose, a reenactment network is trained with the rendered images of various expressions created by the source and target models in a shared latent space. The use of shared latent space enable an automatic cross‐mapping obviating the need for manual pairing. Next, a blendshape prediction network is used to extract the blendshape weights from the translated image to complete the retargeting of the animation onto a 3D target model. Our method allows for fully unsupervised retargeting of facial expressions between models of different configurations, and once trained, is suitable for automatic real‐time applications. Seonghyeon Kim, Sunjin Jung, Kwanggyoon Seo, Roger Blanco Ribera, Jun-yong Noh |
Comput. Graph. Forum | 2 |
| 2020 | Synthesizing Character Animation with Smoothly Decomposed Motion LayersabstractAbstract The processing of captured motion is an essential task for undertaking the synthesis of high‐quality character animation. The motion decomposition techniques investigated in prior work extract meaningful motion primitives that help to facilitate this process. Carefully selected motion primitives can play a major role in various motion‐synthesis tasks, such as interpolation, blending, warping, editing or the generation of new motions. Unfortunately, for a complex character motion, finding generic motion primitives by decomposition is an intractable problem due to the compound nature of the behaviours of such characters. Additionally, decomposed motion primitives tend to be too limited for the chosen model to cover a broad range of motion‐synthesis tasks. To address these challenges, we propose a generative motion decomposition framework in which the decomposed motion primitives are applicable to a wide range of motion‐synthesis tasks. Technically, the input motion is smoothly decomposed into three motion layers. These are base‐level motion, a layer with controllable motion displacements and a layer with high‐frequency residuals. The final motion can easily be synthesized simply by changing a single user parameter that is linked to the layer of controllable motion displacements or by imposing suitable temporal correspondences to the decomposition framework. Our experiments show that this decomposition provides a great deal of flexibility in several motion synthesis scenarios: denoising, style modulation, upsampling and time warping. Haegwang Eom, Byungkuk Choi, Kyungmin Cho, Sunjin Jung, Seokpyo Hong, Jun-yong Noh |
Comput. Graph. Forum | 4 |
| 2017 | Age-related gait motion transformation based on biomechanical observationsabstractAbstract We present a novel approach for synthesizing human gait motions according to a range of input ages by transforming a given motion based on biomechanical observations. Given an original motion, our method first extracts gait cycles that are periodically defined by foot contact on the ground and then transforms the original motion to achieve a desirable posture and motions that respectively correspond to the input age. Among many biomechanical features that gradually change with aging, we mainly focus on spatiotemporal and kinematic features as well as postural changes. Exploiting these features, we formulate the biomechanical changes as continuous functions that reflect visually significant features corresponding to the input age. Finally, we demonstrate that our system can automatically generate plausible gait motions given a wide range of input ages. Sunjin Jung, Seokpyo Hong, Kyungmin Cho, Haegwang Eom, Byungkuk Choi, Jun-yong Noh |
Comput. Animat. Virtual Worlds | 1 |
| 2016 | SketchiMo: sketch-based motion editing for articulated charactersabstractWe present SketchiMo, a novel approach for the expressive editing of articulated character motion. SketchiMo solves for the motion given a set of projective constraints that relate the sketch inputs to the unknown 3 D poses. We introduce the concept of sketch space, a contextual geometric representation of sketch targets---motion properties that are editable via sketch input---that enhances, right on the viewport, different aspects of the motion. The combination of the proposed sketch targets and space allows for seamless editing of a wide range of properties, from simple joint trajectories to local parent-child spatiotemporal relationships and more abstract properties such as coordinated motions. This is made possible by interpreting the user's input through a new sketch-based optimization engine in a uniform way. In addition, our view-dependent sketch space also serves the purpose of disambiguating the user inputs by visualizing their range of effect and transparently defining the necessary constraints to set the temporal boundaries for the optimization. Byungkuk Choi, Roger Blanco Ribera, John P. Lewis, Yeongho Seol, Seokpyo Hong, Haegwang Eom, Sunjin Jung, Jun-yong Noh |
ACM Trans. Graph. | 7 |