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Paul Hyunjin Kim

dblp:21/10571 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 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.

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › facial animation
blendshape retargeting
0.112011
Artist friendly facial animation retargeting · ACM Trans. Graph. 2011
Computer animation and physical simulation
facial animation
0.112011
Artist friendly facial animation retargeting · ACM Trans. Graph. 2011
Computer animation and physical simulation
keyframe animation
0.112011
Artist friendly facial animation retargeting · ACM Trans. Graph. 2011

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

matching pursuit · 0.1
YearPublicationVenuePosition
2019 Design-centric maze generation
abstract
A maze is a common structure in a game level. When we design game levels having a different purpose of each level, we may desire mazes with different topological properties, such as lots of branches or long straight-ways. Thus, we need the ability to design mazes based on our game mechanics. In this paper, we introduce our design-centric maze generation in which designers can input their desired properties to create their own mazes. Our method also enables the designers to control the topology of the solution path of a maze. Additionally, this method can provide several mazes which satisfy the given desired properties allowing designers to choose the best maze and use it to build game content for a game level. To demonstrate how useful our design-centric method is, this paper provides several use-cases of building actual game levels and shows that we can design the levels effectively using our method.
Paul Hyunjin Kim, Jacob Grove, Skylar W. Wurster, Roger Crawfis
FDG1
2012 Weighted pose space editing for facial animation
Yeongho Seol, Jaewoo Seo, Paul Hyunjin Kim, John P. Lewis, Jun-yong Noh
Vis. Comput.3
2011 Artist friendly facial animation retargeting
abstract
This paper presents a novel facial animation retargeting system that is carefully designed to support the animator's workflow. Observation and analysis of the animators' often preferred process of key-frame animation with blendshape models informed our research. Our retargeting system generates a similar set of blendshape weights to those that would have been produced by an animator. This is achieved by rearranging the group of blendshapes into several sequential retargeting groups and solving using a matching pursuit-like scheme inspired by a traditional key-framing approach. Meanwhile, animators typically spend a tremendous amount of time simplifying the dense weight graphs created by the retargeting. Our graph simplification technique effectively produces editable weight graphs while preserving the visual characteristics of the original retargeting. Finally, we automatically create GUI controllers to help artists perform key-framing and editing very efficiently. The set of proposed techniques greatly reduce the time and effort required by animators to achieve high quality retargeted facial animations.
Yeongho Seol, Jaewoo Seo, Paul Hyunjin Kim, John P. Lewis, Jun-yong Noh
ACM Trans. Graph.3