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Hyojoon Park

dblp:285/3355 · DBLP profile ↗
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4ranked-venue papers
3as first author
3since 2021 · last 2024
0000-0002-3796-9777ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 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
1 paper
Computer animation and physical simulation · 100%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
facial animation
0.812024
Near-realtime Facial Animation by Deep 3D Simulation Super-Resolution · ACM Trans. Graph. 2024
Computer vision › 3D vision › motion capture › human motion capture
markerless motion capture
0.512021
Capturing detailed deformations of moving human bodies · ACM Trans. Graph. 2021
Computer vision › 3D vision
motion capture
0.512021
Capturing detailed deformations of moving human bodies · ACM Trans. Graph. 2021

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

neural network · 1.3super-resolution · 0.8multi-camera system · 0.5motion capture suit · 0.5
YearPublicationVenuePosition
2024 Near-realtime Facial Animation by Deep 3D Simulation Super-Resolution
abstract
We present a neural network-based simulation super-resolution framework that can efficiently and realistically enhance a facial performance produced by a low-cost, real-time physics-based simulation to a level of detail that closely approximates that of a reference-quality off-line simulator with much higher resolution (27× element count in our examples) and accurate physical modeling. Our approach is rooted in our ability to construct a training set of paired frames, from the low- and high-resolution simulators respectively, that are in semantic correspondence with each other. We use face animation as an exemplar of such a simulation domain, where creating this semantic congruence is achieved by simply dialing in the same muscle actuation controls and skeletal pose in the two simulators. Our proposed neural network super-resolution framework generalizes from this training set to unseen expressions, compensates for modeling discrepancies between the two simulations due to limited resolution or cost-cutting approximations in the real-time variant, and does not require any semantic descriptors or parameters to be provided as input, other than the result of the real-time simulation. We evaluate the efficacy of our pipeline on a variety of expressive performances and provide comparisons and ablation experiments for plausible variations and alternatives to our proposed scheme. Our code is available at https://github.com/hjoonpark/3d-sim-super- res.git.
Hyojoon Park, Sangeetha Grama Srinivasan, Matthew Cong, Doyub Kim, Byungsoo Kim 0001, Jonathan Swartz, Ken Museth, Eftychios Sifakis
ACM Trans. Graph.1
2023 Collagen fiber centerline tracking in fibrotic tissue via deep neural networks with variational autoencoder-based synthetic training data generation
Hyojoon Park, Bin Li 0064, Michael S. Nelson, Helen M. Wilson, Eftychios Sifakis, Kevin W. Eliceiri
Medical Image Anal.1
2021 Capturing detailed deformations of moving human bodies
abstract
We present a new method to capture detailed human motion, sampling more than 1000 unique points on the body. Our method outputs highly accurate 4D (spatio-temporal) point coordinates and, crucially, automatically assigns a unique label to each of the points. The locations and unique labels of the points are inferred from individual 2D input images only, without relying on temporal tracking or any human body shape or skeletal kinematics models. Therefore, our captured point trajectories contain all of the details from the input images, including motion due to breathing, muscle contractions and flesh deformation, and are well suited to be used as training data to fit advanced models of the human body and its motion. The key idea behind our system is a new type of motion capture suit which contains a special pattern with checkerboard-like corners and two-letter codes. The images from our multi-camera system are processed by a sequence of neural networks which are trained to localize the corners and recognize the codes, while being robust to suit stretching and self-occlusions of the body. Our system relies only on standard RGB or monochrome sensors and fully passive lighting and the passive suit, making our method easy to replicate, deploy and use. Our experiments demonstrate highly accurate captures of a wide variety of human poses, including challenging motions such as yoga, gymnastics, or rolling on the ground.
Hyojoon Park, Kutay Macit, Ladislav Kavan
ACM Trans. Graph.2
2020 Adaptive Precision-Enhancing Hand Rendering for Wearable Fingertip Tracking Devices
Hyojoon Park
IROS1