Demo Data from EDBT 2026 / reviewers in the wild / expert
Sungwon Hwang
dblp:287/4515
· DBLP profile ↗
8ranked-venue papers
3as first author
8since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 8 · 3 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 5 since 2021Systems, architecture and hardware · 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.
| Artificial intelligence
5 papers |
3D vision · 52% Generative modeling · 39% Vision and language · 9% | |
| Computer graphics and multimedia
5 papers |
Geometric modeling and processing · 32% Visual content generation and editing · 31% Virtual and augmented reality · 20% |
Topics — the 16 heaviest of 17, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling
diffusion model |
1.0 | 1 | 2026 | SphereDiff: Tuning-free 360° Static and Dynamic Panorama Generation via Spherical Latent Representation · AAAI 2026 |
Machine learning › Generative modeling › diffusion model
text-to-image generation |
1.0 | 1 | 2026 | SphereDiff: Tuning-free 360° Static and Dynamic Panorama Generation via Spherical Latent Representation · AAAI 2026 |
Virtual and augmented reality
immersive content generation |
1.0 | 1 | 2026 | SphereDiff: Tuning-free 360° Static and Dynamic Panorama Generation via Spherical Latent Representation · AAAI 2026 |
Rendering › human performance rendering
head avatar rendering |
0.9 | 1 | 2025 | SurFhead: Affine Rig Blending for Geometrically Accurate 2D Gaussian Surfel Head Avatars · ICLR 2025 |
Geometric modeling and processing
mesh deformation |
0.9 | 1 | 2025 | SurFhead: Affine Rig Blending for Geometrically Accurate 2D Gaussian Surfel Head Avatars · ICLR 2025 |
Computer vision › 3D vision
neural radiance field |
0.9 | 2 | 2023 | FaceCLIPNeRF: Text-driven 3D Face Manipulation using Deformable Neural Radiance Fields · ICCV 2023 Local 3D Editing via 3D Distillation of CLIP Knowledge · CVPR 2023 |
Computer vision › 3D vision › neural rendering
3d gaussian splatting |
0.8 | 1 | 2024 | Effective Rank Analysis and Regularization for Enhanced 3D Gaussian Splatting · NeurIPS 2024 |
Computer vision › 3D vision
3d reconstruction |
0.8 | 1 | 2024 | Effective Rank Analysis and Regularization for Enhanced 3D Gaussian Splatting · NeurIPS 2024 |
Computer vision › 3D vision › 3d reconstruction
geometric reconstruction |
0.8 | 1 | 2024 | Effective Rank Analysis and Regularization for Enhanced 3D Gaussian Splatting · NeurIPS 2024 |
Computer vision › 3D vision
novel view synthesis |
0.8 | 1 | 2024 | VEGS: View Extrapolation of Urban Scenes in 3D Gaussian Splatting Using Learned Priors · ECCV (55) 2024 |
Geometric modeling and processing
shape analysis |
0.8 | 1 | 2024 | Effective Rank Analysis and Regularization for Enhanced 3D Gaussian Splatting · NeurIPS 2024 |
Machine learning › Generative modeling › diffusion model › controllable generation
text-guided 3d editing |
0.7 | 1 | 2023 | Local 3D Editing via 3D Distillation of CLIP Knowledge · CVPR 2023 |
Visual content generation and editing
3d content creation |
0.7 | 1 | 2023 | Local 3D Editing via 3D Distillation of CLIP Knowledge · CVPR 2023 |
Visual content generation and editing › 3d content editing
neural radiance field editing |
0.7 | 1 | 2023 | Local 3D Editing via 3D Distillation of CLIP Knowledge · CVPR 2023 |
Visual content generation and editing
3d scene generation |
0.2 | 1 | 2024 | VEGS: View Extrapolation of Urban Scenes in 3D Gaussian Splatting Using Learned Priors · ECCV (55) 2024 |
Machine learning › Generative modeling › generative adversarial network
3d-aware image synthesis |
0.2 | 1 | 2023 | Local 3D Editing via 3D Distillation of CLIP Knowledge · CVPR 2023 |
Methods — techniques the papers use, named apart from their topics
spherical latent representation · 2.0multidiffusion · 2.0diffusion model · 2.0regularization · 1.5effective rank analysis · 1.53d gaussian splatting · 1.5polar decomposition · 0.9gaussian surfels · 0.9affine transformation · 0.9learned priors · 0.8learned prior · 0.8deformation network · 0.7attention field estimation · 0.7CLIP knowledge distillation · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SphereDiff: Tuning-free 360° Static and Dynamic Panorama Generation via Spherical Latent RepresentationabstractThe increasing demand for AR/VR applications has highlighted the need for high-quality content, such as 360° live wallpapers. However, generating high-quality 360° panoramic contents remains a challenging task due to the severe distortions introduced by equirectangular projection (ERP). Existing approaches either fine-tune pretrained diffusion models on limited ERP datasets or adopt tuning-free methods that still rely on ERP latent representations, often resulting in distracting distortions near the poles. In this paper, we introduce SphereDiff, a novel approach for synthesizing 360° static and live wallpaper with state-of-the-art diffusion models without additional tuning. We define a spherical latent representation that ensures consistent quality across all perspectives, including near the poles. Then, we extend MultiDiffusion to spherical latent representation and propose a dynamic spherical latent sampling method to enable direct use of pretrained diffusion models. Moreover, we introduce distortion-aware weighted averaging to further improve the generation quality. Our method outperforms existing approaches in generating 360° static and live wallpaper, making it a robust solution for immersive AR/VR applications. Minho Park 0003, Taewoong Kang, Jooyeol Yun, Sungwon Hwang, Jaegul Choo |
AAAI | 4 |
| 2025 | SurFhead: Affine Rig Blending for Geometrically Accurate 2D Gaussian Surfel Head AvatarsabstractRecent advancements in head avatar rendering using Gaussian primitives have achieved significantly high-fidelity results. Although precise head geometry is crucial for applications like mesh reconstruction and relighting, current methods struggle to capture intricate geometric details and render unseen poses due to their reliance on similarity transformations, which cannot handle stretch and shear transforms essential for detailed deformations of geometry. To address this, we propose SurFhead, a novel method that reconstructs riggable head geometry from RGB videos using 2D Gaussian surfels, which offer well-defined geometric properties, such as precise depth from fixed ray intersections and normals derived from their surface orientation, making them advantageous over 3D counterparts. SurFhead ensures high-fidelity rendering of both normals and images, even in extreme poses, by leveraging classical mesh-based deformation transfer and affine transformation interpolation. SurFhead introduces precise geometric deformation and blends surfels through polar decomposition of transformations, including those affecting normals. Our key contribution lies in bridging classical graphics techniques, such as mesh-based deformation, with modern Gaussian primitives, achieving state-of-the-art geometry reconstruction and rendering quality. Unlike previous avatar rendering approaches, SurFhead enables efficient reconstruction driven by Gaussian primitives while preserving high-fidelity geometry. Taewoong Kang, Marcel C. Bühler, Min-Jung Kim 0001, Sungwon Hwang, Junha Hyung, Hyojin Jang, Jaegul Choo |
ICLR | 5 |
| 2024 | VEGS: View Extrapolation of Urban Scenes in 3D Gaussian Splatting Using Learned Priors
Sungwon Hwang, Min-Jung Kim 0001, Taewoong Kang, Jayeon Kang, Jaegul Choo |
ECCV (55) | 1 |
| 2024 | Effective Rank Analysis and Regularization for Enhanced 3D Gaussian Splattingabstract3D reconstruction from multi-view images is one of the fundamental challenges in computer vision and graphics. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising technique capable of real-time rendering with high-quality 3D reconstruction. This method utilizes 3D Gaussian representation and tile-based splatting techniques, bypassing the expensive neural field querying. Despite its potential, 3DGS encounters challenges such as needle-like artifacts, suboptimal geometries, and inaccurate normals caused by the Gaussians converging into anisotropic shapes with one dominant variance. We propose using the effective rank analysis to examine the shape statistics of 3D Gaussian primitives, and identify the Gaussians indeed converge into needle-like shapes with the effective rank 1. To address this, we introduce the effective rank as a regularization, which constrains the structure of the Gaussians. Our new regularization method enhances normal and geometry reconstruction while reducing needle-like artifacts. The approach can be integrated as an add-on module to other 3DGS variants, improving their quality without compromising visual fidelity. The project page is available at https://junhahyung.github.io/erankgs.github.io/. Junha Hyung, Susung Hong, Sungwon Hwang, Jaegul Choo, Jin-Hwa Kim |
NeurIPS | 3 |
| 2023 | Local 3D Editing via 3D Distillation of CLIP Knowledgeabstract3D content manipulation is an important computer vision task with many real-world applications (e.g., product design, cartoon generation, and 3D Avatar editing). Recently proposed 3D CANs can generate diverse photorealistic 3D-aware contents using Neural Radiance fields (NeRF). However, manipulation of NeRF still remains a challenging problem since the visual quality tends to degrade after manipulation and suboptimal control handles such as 2D semantic maps are used for manipulations. While text-guided manipulations have shown potential in 3D editing, such approaches often lack locality. To overcome these problems, we propose Local Editing NeRF (LENeRF), which only requires text inputs for fine-grained and localized manipulation. Specifically, we present three add-on modules of LENeRF, the Latent Residual Mapper, the Attention Field Network, and the Deformation Network, which are jointly usedfor local manipulations of 3D features by estimating a 3D attention field. The 3D attention field is learned in an unsupervised way, by distilling the zero-shot mask generation capability of CLIP to the 3D space with multi-view guidance. We conduct diverse experiments and thorough evaluations both quantitatively and qualitatively.11We will make our code publicly available. Junha Hyung, Sungwon Hwang, Hyunji Lee, Jaegul Choo |
CVPR | 2 |
| 2023 | FaceCLIPNeRF: Text-driven 3D Face Manipulation using Deformable Neural Radiance FieldsabstractAs recent advances in Neural Radiance Fields (NeRF) have enabled high-fidelity 3D face reconstruction and novel view synthesis, its manipulation also became an essential task in 3D vision. However, existing manipulation methods require extensive human labor, such as a user-provided semantic mask and manual attribute search unsuitable for non-expert users. Instead, our approach is designed to require a single text to manipulate a face reconstructed with NeRF. To do so, we first train a scene manipulator, a latent code-conditional deformable NeRF, over a dynamic scene to control a face deformation using the latent code. However, representing a scene deformation with a single latent code is unfavorable for compositing local deformations observed in different instances. As so, our proposed Position-conditional Anchor Compositor (PAC) learns to represent a manipulated scene with spatially varying latent codes. Their renderings with the scene manipulator are then optimized to yield high cosine similarity to a target text in CLIP embedding space for text-driven manipulation. To the best of our knowledge, our approach is the first to address the text-driven manipulation of a face reconstructed with NeRF. Extensive results, comparisons, and ablation studies demonstrate the effectiveness of our approach. Sungwon Hwang, Junha Hyung, Min-Jung Kim 0001, Jaegul Choo |
ICCV | 1 |
| 2021 | Equivariance-bridged SO(2)-Invariant Representation Learning using Graph Convolutional Network
Sungwon Hwang, Hyungtae Lim, Hyun Myung |
BMVC | 1 |
| 2021 | Low-level Pose Control of Tilting Multirotor for Wall Perching Tasks Using Reinforcement LearningabstractRecently, needs for unmanned aerial vehicles (UAVs) that are attachable to the wall have been highlighted. As one of the ways to address the need, researches on various tilting multirotors that can increase maneuverability has been employed. Unfortunately, existing studies on the tilting multirotors require considerable amounts of prior information on the complex dynamic model. Meanwhile, reinforcement learning on quadrotors has been studied to mitigate this issue. Yet, these are only been applied to standard quadrotors, whose systems are less complex than those of tilting multirotors. In this paper, a novel reinforcement learning-based method is proposed to control a tilting multirotor on real-world applications, which is the first attempt to apply reinforcement learning to a tilting multirotor. To do so, we propose a novel reward function for a neural network model that takes power efficiency into account. The model is initially trained over a simulated environment and then fine-tuned using real-world data in order to overcome the sim-to-real gap issue. Furthermore, a novel, efficient state representation with respect to the goal frame that helps the network learn optimal policy better is proposed. As verified on real-world experiments, our proposed method shows robust controllability by overcoming the complex dynamics of tilting multirotors. Hyungyu Lee, Myeongwoo Jeong, Chanyoung Kim 0002, Hyungtae Lim, Changgue Park, Sungwon Hwang, Hyun Myung |
IROS | 6 |