Demo Data from EDBT 2026 / reviewers in the wild / expert
Patrick Kwon
dblp:243/8442
· DBLP profile ↗
5ranked-venue papers
2as first author
5since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 since 2021Artificial intelligence and machine learning · 4 · 1 first-author · 4 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.
| Artificial intelligence
3 papers |
Generative modeling · 49% 3D vision · 33% Face, body and person analysis · 17% | |
| Computer graphics and multimedia
2 papers |
Visual content generation and editing · 91% Image and video processing · 9% | |
| Network and information security
1 paper |
Digital forensics and information hiding · 100% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling
diffusion model |
1.4 | 2 | 2024 | Beyond the Contact: Discovering Comprehensive Affordance for 3D Objects from Pre-trained 2D Diffusion Models · ECCV (51) 2024 Chupa: Carving 3D Clothed Humans from Skinned Shape Priors using 2D Diffusion Probabilistic Models · ICCV 2023 |
Computer vision › 3D vision › 3d shape analysis
3d shape understanding |
0.8 | 1 | 2024 | Beyond the Contact: Discovering Comprehensive Affordance for 3D Objects from Pre-trained 2D Diffusion Models · ECCV (51) 2024 |
Visual content generation and editing › avatar generation
3d human avatar generation |
0.7 | 1 | 2023 | Chupa: Carving 3D Clothed Humans from Skinned Shape Priors using 2D Diffusion Probabilistic Models · ICCV 2023 |
Visual content generation and editing › image editing
controllable image editing |
0.7 | 1 | 2023 | Interactive Cartoonization with Controllable Perceptual Factors · CVPR 2023 |
Visual content generation and editing › style transfer
image style transfer |
0.7 | 1 | 2023 | Interactive Cartoonization with Controllable Perceptual Factors · CVPR 2023 |
Computer vision › Face, body and person analysis
face forgery detection |
0.5 | 1 | 2021 | KoDF: A Large-scale Korean DeepFake Detection Dataset · ICCV 2021 |
Digital forensics and information hiding
deepfake detection |
0.5 | 1 | 2021 | KoDF: A Large-scale Korean DeepFake Detection Dataset · ICCV 2021 |
Computer vision › 3D vision
3d human reconstruction |
0.2 | 1 | 2023 | Chupa: Carving 3D Clothed Humans from Skinned Shape Priors using 2D Diffusion Probabilistic Models · ICCV 2023 |
Methods — techniques the papers use, named apart from their topics
diffusion model · 2.1normal map generation · 1.3mesh optimization · 1.32d pre-trained models · 0.8separate texture and color decoders · 0.7HSV color augmentation · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | GraspDiffusion: Synthesizing Realistic Whole-body Hand-Object InteractionabstractRecent generative models can synthesize high-quality images, but they often fail to generate humans interacting with objects using their hands. This arises mostly from the model’s misunderstanding of such interactions and the hardships of synthesizing intricate regions of the body. In this paper, we propose GraspDiffusion, a novel generative method that creates realistic scenes of human-object interaction. Given a 3D object, GraspDiffusion constructs whole-body poses with control over the object’s location relative to the human body, which is achieved by separately leveraging the generative priors for body and hand poses, optimizing them into a joint grasping pose. This pose guides the image synthesis to correctly reflect the intended interaction, creating realistic and diverse human-object interaction scenes. We demonstrate that GraspDiffusion can successfully tackle the relatively uninvestigated problem of generating full-bodied human-object interactions while outperforming previous methods. Our project page is available at https://yj7082126.github.io/graspdiffusion/ Patrick Kwon, Hanbyul Joo |
WACV | 1 |
| 2024 | Beyond the Contact: Discovering Comprehensive Affordance for 3D Objects from Pre-trained 2D Diffusion Models
Hyeonwoo Kim, Sookwan Han, Patrick Kwon, Hanbyul Joo |
ECCV (51) | 3 |
| 2023 | Interactive Cartoonization with Controllable Perceptual FactorsabstractCartoonization is a task that renders natural photos into cartoon styles. Previous deep cartoonization methods only have focused on end-to-end translation, which may hinder editability. Instead, we propose a novel solution with editing features of texture and color based on the cartoon creation process. To do that, we design a model architecture to have separate decoders, texture and color, to decouple these attributes. In the texture decoder, we propose a texture controller, which enables a user to control stroke style and abstraction to generate diverse cartoon textures. We also introduce an HSV color augmentation to induce the networks to generate diverse and controllable color translation. To the best of our knowledge, our work is the first deep approach to control the cartoonization at inference while showing profound quality improvement over to baselines. Namhyuk Ahn, Patrick Kwon, Jihye Back, Kibeom Hong, Seungkwon Kim |
CVPR | 2 |
| 2023 | Chupa: Carving 3D Clothed Humans from Skinned Shape Priors using 2D Diffusion Probabilistic ModelsabstractWe propose a 3D generation pipeline that uses diffusion models to generate realistic human digital avatars. Due to the wide variety of human identities, poses, and stochastic details, the generation of 3D human meshes has been a challenging problem. To address this, we decompose the problem into 2D normal map generation and normal map-based 3D reconstruction. Specifically, we first simultaneously generate realistic normal maps for the front and backside of a clothed human, dubbed dual normal maps, using a pose-conditional diffusion model. For 3D reconstruction, we "carve" the prior SMPL-X mesh to a detailed 3D mesh according to the normal maps through mesh optimization. To further enhance the high-frequency details, we present a diffusion resampling scheme on both body and facial regions, thus encouraging the generation of realistic digital avatars. We also seamlessly incorporate a recent text-to-image diffusion model to support text-based human identity control. Our method, namely, Chupa, is capable of generating realistic 3D clothed humans with better perceptual quality and identity variety. Patrick Kwon, Kwangho Lee, Myunggi Lee, Sookwan Han, Hanbyul Joo |
ICCV | 2 |
| 2021 | KoDF: A Large-scale Korean DeepFake Detection Dataset
Patrick Kwon, Jaeseong You, Gyuhyeon Nam, Gyeongsu Chae |
ICCV | 1 |