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Jungnam Park

dblp:224/0684 · DBLP profile ↗
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4ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0002-3694-093XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 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
4 papers
Computer animation and physical simulation · 81% Geometric modeling and processing · 19%
Artificial intelligence
1 paper
Learning paradigms · 100%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character control
0.722019
SoftCon: simulation and control of soft-bodied animals with biomimetic actuators · ACM Trans. Graph. 2019
Dexterous manipulation and control with volumetric muscles · ACM Trans. Graph. 2018
Geometric modeling and processing › geometric deep learning
graph convolutional network
0.712023
SAME: Skeleton-Agnostic Motion Embedding for Character Animation · SIGGRAPH Asia 2023
Computer animation and physical simulation › deformable body simulation
soft body simulation
0.412019
SoftCon: simulation and control of soft-bodied animals with biomimetic actuators · ACM Trans. Graph. 2019
Machine learning › Learning paradigms
curriculum learning
0.312018
Aerobatics control of flying creatures via self-regulated learning · ACM Trans. Graph. 2018
Computer animation and physical simulation
biomechanical simulation
0.312018
Dexterous manipulation and control with volumetric muscles · ACM Trans. Graph. 2018
Computer animation and physical simulation › character control
physics-based character control
0.312018
Aerobatics control of flying creatures via self-regulated learning · ACM Trans. Graph. 2018
Computer animation and physical simulation
trajectory optimization
0.312018
Dexterous manipulation and control with volumetric muscles · ACM Trans. Graph. 2018
Computer animation and physical simulation › human-object interaction
dexterous manipulation
0.112018
Dexterous manipulation and control with volumetric muscles · ACM Trans. Graph. 2018

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

deep reinforcement learning · 1.0self-regulated learning · 0.7graph convolution network · 0.7curriculum learning · 0.7autoencoder · 0.7finite element method · 0.4trajectory optimization · 0.3jacobian computation · 0.3
YearPublicationVenuePosition
2023 SAME: Skeleton-Agnostic Motion Embedding for Character Animation
abstract
Learning deep neural networks on human motion data has become common in computer graphics research, but the heterogeneity of available datasets poses challenges for training large-scale networks. This paper presents a framework that allows us to solve various animation tasks in a skeleton-agnostic manner. The core of our framework is to learn an embedding space to disentangle skeleton-related information from input motion while preserving semantics, which we call Skeleton-Agnostic Motion Embedding (SAME). To efficiently learn the embedding space, we develop a novel autoencoder with graph convolution networks and provide new formulations of various animation tasks operating in the SAME space. We showcase various examples, including retargeting, reconstruction, and interactive character control, and conduct an ablation study to validate design choices made during development.
Taeho Kang, Jungnam Park, Jehee Lee, Jungdam Won
SIGGRAPH Asia3
2019 SoftCon: simulation and control of soft-bodied animals with biomimetic actuators
abstract
We present a novel and general framework for the design and control of underwater soft-bodied animals. The whole body of an animal consisting of soft tissues is modeled by tetrahedral and triangular FEM meshes. The contraction of muscles embedded in the soft tissues actuates the body and limbs to move. We present a novel muscle excitation model that mimics the anatomy of muscular hydrostats and their muscle excitation patterns. Our deep reinforcement learning algorithm equipped with the muscle excitation model successfully learned the control policy of soft-bodied animals, which can be physically simulated in real-time, controlled interactively, and resilient to external perturbations. We demonstrate the effectiveness of our approach with various simulated animals including octopuses, lampreys, starfishes, stingrays and cuttlefishes. They learn diverse behaviors such as swimming, grasping, and escaping from a bottle. We also implemented a simple user interface system that allows the user to easily create their creatures.
Sehee Min, Jungdam Won, Jungnam Park, Jehee Lee
ACM Trans. Graph.4
2018 Dexterous manipulation and control with volumetric muscles
abstract
We propose a framework for simulation and control of the human musculoskeletal system, capable of reproducing realistic animations of dexterous activities with high-level coordination. We present the first controllable system in this class that incorporates volumetric muscle actuators, tightly coupled with the motion controller, in enhancement of line-segment approximations that prior art is overwhelmingly restricted to. The theoretical framework put forth by our methodology computes all the necessary Jacobians for control, even with the drastically increased dimensionality of the state descriptors associated with three-dimensional, volumetric muscles. The direct coupling of volumetric actuators in the controller allows us to model muscular deficiencies that manifest in shape and geometry, in ways that cannot be captured with line-segment approximations. Our controller is coupled with a trajectory optimization framework, and its efficacy is demonstrated in complex motion tasks such as juggling, and weightlifting sequences with variable anatomic parameters and interaction constraints.
Ri Yu, Jungnam Park, Mridul Aanjaneya, Eftychios Sifakis, Jehee Lee
ACM Trans. Graph.3
2018 Aerobatics control of flying creatures via self-regulated learning
abstract
Flying creatures in animated films often perform highly dynamic aerobatic maneuvers, which require their extreme of exercise capacity and skillful control. Designing physics-based controllers (a.k.a., control policies) for aerobatic maneuvers is very challenging because dynamic states remain in unstable equilibrium most of the time during aerobatics. Recently, Deep Reinforcement Learning (DRL) has shown its potential in constructing physics-based controllers. In this paper, we present a new concept, Self-Regulated Learning (SRL) , which is combined with DRL to address the aerobatics control problem. The key idea of SRL is to allow the agent to take control over its own learning using an additional self-regulation policy. The policy allows the agent to regulate its goals according to the capability of the current control policy. The control and self-regulation policies are learned jointly along the progress of learning. Self-regulated learning can be viewed as building its own curriculum and seeking compromise on the goals. The effectiveness of our method is demonstrated with physically-simulated creatures performing aerobatic skills of sharp turning, rapid winding, rolling, soaring, and diving.
Jungdam Won, Jungnam Park, Jehee Lee
ACM Trans. Graph.2