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Jeonghyeon Ahn

dblp:218/1889 · also JeongHyeon Ahn · DBLP profile ↗
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4ranked-venue papers
0as first author
2since 2021 · last 2026
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 67% Collaborative and social computing · 33%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › avatar
avatar representation
0.412020
Effects of volumetric capture avatars on social presence in immersive virtual environments · VR 2020
Collaborative and social computing
social presence
0.412020
Effects of volumetric capture avatars on social presence in immersive virtual environments · VR 2020
Virtual and augmented reality
immersive interaction
0.112020
Effects of volumetric capture avatars on social presence in immersive virtual environments · VR 2020
Virtual and augmented reality
telepresence
0.112020
Effects of volumetric capture avatars on social presence in immersive virtual environments · VR 2020

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

user study · 0.93d reconstruction · 0.9
YearPublicationVenuePosition
2026 EllipssianNet: Image-guided Sampling of 2D Gaussians for Gaussian Splatting
abstract
In this paper, we present a neural sampling method, EllipssianNet, which predicts 2D Gaussians from an input RGB image. Trained with a Voronoi diagram-based synthetic dataset, EllipssianNet outputs a center map and a covariance map, which are combined with the colors sampled from the input image to generate 2D Gaussians. The Gaussians are anisotropic and aligned with local complexities of the input RGB image. The 2D Gaussians are converted into 3D ones that are then optimized and rasterized in the 3D Gaussian Splatting framework. EllipssianNet is tested in two applications. In Gaussian-based image representation, initialization with EllipssianNet enables faster convergence and higher rendering quality. EllipssianNet is also seamlessly integrated into a real-time SLAM system, producing high-quality reconstructions under online constraints. The code and trained weight are available at https://github.com/medialab-ku/EllipssianNet
MyoungGon Kim, Jeonghyeon Ahn, Seohyeon Park, Hyemi Kim, Jung Ho Hwang
WACV2
2024 Real-time reconstruction of pipes using RGB-D cameras
abstract
Abstract This paper presents a novel method that automatically reconstructs pipes in real time using an RGB‐D camera. The input image is decomposed into superpixels, and a pipe element, which is a 3D circle lying on the pipe surface, is generated for each superpixel. Over frames, the pipe elements are grouped into sequences and are finally modeled in parametric equations. The method is tested in daily settings, where the pipes may be curved and their radii may vary along the axes. The test results show that the method is able to reconstruct pipes efficiently, precisely and robustly.
Jeonghyeon Ahn, Seung-Wook Kim 0003
Comput. Animat. Virtual Worlds2
2020 Effects of volumetric capture avatars on social presence in immersive virtual environments
abstract
Recent advances in 3D reconstruction and tracking technologies have made it possible to volumetrically capture human body and performance at real time. In the field of human-computer interaction, however, no works have been reported on the user study made with such volumetric capture avatars. This paper investigates how the volumetric capture avatar affects users' sense of social presence in immersive virtual environments. In our experiments, the volumetric capture avatar of an actor is compared with the actor captured in 2D video and another 3D avatar obtained by pre-scanning the actor. The experiment results show that users have the highest sense of social presence with the volumetric capture avatar when performing dynamic tasks whereas they have higher sense of social presence with the volumetric capture avatar and 2D video than with the pre-scanned avatar when performing static tasks. These imply that the emerging volumetric capture techniques can be an attractive tool for mixed reality, telepresence, and many other 3D applications.
SungIk Cho, Seung-Wook Kim 0003, Jeonghyeon Ahn
VR4
2020 Collaborative SLAM and AR-guided navigation for floor layout inspection
Kihyun Yu, Jeonghyeon Ahn
Vis. Comput.2