Demo Data from EDBT 2026 / reviewers in the wild / expert
Soojin Choi
dblp:289/6218
· DBLP profile ↗
5ranked-venue papers
2as first author
5since 2021 · last 2026
0000-0002-0832-6545ORCID · corroborated
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 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
2 papers |
Computer animation and physical simulation · 70% Geometric modeling and processing · 30% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
motion retargeting |
1.8 | 2 | 2026 | Skinned Motion Retargeting with Spatially Adaptive Interaction Guidance · ACM Trans. Graph. 2026 Geometry-Aware Retargeting for Two-Skinned Characters Interaction · ACM Trans. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
transformer-based anchor refinement · 1.0graph-based autoencoder · 1.0differentiable soft projection · 1.0alternating training · 1.0transformer · 0.8anchor loss · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Skinned Motion Retargeting with Spatially Adaptive Interaction GuidanceabstractRetargeting motion across characters with varying body shapes while preserving interaction semantics, such as self-contact and near-body proximity, remains a challenging problem. While recent geometry-aware approaches address this by maintaining spatial relationships between predefined corresponding regions, their reliance on static correspondences often struggles when the target character exhibits exaggerated body proportions. In this paper, we present a geometry-aware motion retargeting framework that preserves interaction semantics by performing proximity matching over spatially adaptive anchors. Unlike prior methods with static anchor definitions, the proposed method dynamically repositions anchors to reachable regions on the target character. This is achieved via a Transformer-based anchor refinement strategy that predicts anchor displacements and constrains the translated anchors to remain on the target character geometry through differentiable soft projection. By incorporating pose-dependent spatial structures from the source character, the adapted anchors provide structurally coherent guidance for interaction-aware retargeting. Conditioned on these anchors, a graph-based autoencoder predicts target skeletal motion that preserves the spatial configuration of the source. To encourage task-aligned optimization between anchor adaptation and motion retargeting, we adopt an alternating training scheme in which each module is optimized in turn. Through extensive evaluations, we demonstrate that our method outperforms state-of-the-art approaches in preserving interaction fidelity across diverse character geometries. Code is available at Project Page . Soojin Choi, Seokhyeon Hong, Chaelin Kim, Junghyun Nam, Junhyuk Jeon, Jun-yong Noh |
ACM Trans. Graph. | 1 |
| 2025 | ASMR: Adaptive Skeleton-Mesh Rigging and Skinning via 2D Generative PriorabstractAbstract Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the skeleton should be adjusted in accordance with the size and proportions of the mesh, ensuring that all joints are accurately positioned within the character mesh. Furthermore, defining skinning weights is complicated by variations in skeletal configurations, such as the number of joints and their hierarchy, as well as differences in mesh configurations, including their connectivity and shapes. While existing approaches have made efforts to automate this process, they hardly address the variations in both skeletal and mesh configurations. In this paper, we present a novel method for the automatic rigging and skinning of character meshes using skeletal motion data, accommodating arbitrary configurations of both meshes and skeletons. The proposed method predicts the optimal skeleton aligned with the size and proportion of the mesh as well as defines skinning weights for various meshskeleton configurations, without requiring explicit supervision tailored to each of them. By incorporating Diffusion 3D Features (Diff3F) as semantic descriptors of character meshes, our method achieves robust generalization across different configurations. To assess the performance ofour method in comparison to existing approaches, we conducted comprehensive evaluations encompassing both quantitative and qualitative analyses, specifically examining the predicted skeletons, skinning weights, and deformation quality. Seokhyeon Hong, Soojin Choi, Chaelin Kim, Sihun Cha, Jun-yong Noh |
Comput. Graph. Forum | 2 |
| 2024 | Interactive Locomotion Style Control for a Human Character based on Gait Cycle FeaturesabstractAbstract This article introduces a data‐driven locomotion style controller for full‐body human characters using gait cycle features. Based on gait analysis, we define a set of gait features that can represent various locomotion styles as spatio‐temporal patterns within a single gait cycle. We compute the gait features for every single gait cycle in motion capture data and use them to search for the desired motion. Our real‐time style controller provides users with visual feedback for the changing inputs, exploiting the Motion Matching algorithm. We also provide a graphical controller interface that visualizes our style representation to enable intuitive control for users. We show that the proposed method is capable of retrieving appropriate locomotions for various gait cycle features, from simple walking motions to single‐foot motions such as hopping and dragging. To validate the effectiveness of our method, we conducted a user study that compares the usability and performance of our system with those of an existing footstep animation tool. The results show that our method is preferred over the baseline method for intuitive control and fast visual feedback. Chaelin Kim, Haekwang Eom, Jung Eun Yoo, Soojin Choi, Jun-yong Noh |
Comput. Graph. Forum | 4 |
| 2024 | Geometry-Aware Retargeting for Two-Skinned Characters InteractionabstractInteractive motion between multiple characters is widely utilized in games and movies. However, the method for generating interactive motions considering the character's diverse mesh shape has yet to be studied. We propose a Spatio Cooperative Transformer (SCT) to retarget the interacting motions of two characters having arbitrary mesh connectivity. SCT predicts the residual of root position and joint rotations considering the shape difference between the source and target of interacting characters. In addition, we introduce an anchor loss function for SCT to maintain the geometric distance between the interacting characters when they are retargeted. We also propose a motion augmentation method with deformation-based adaptation to prepare a source-target paired dataset with an identical mesh connectivity for training. In experiments, our method achieved higher accuracy for semantic preservation and produced less artifacts of inter-penetration between the interacting characters for unseen characters and motions than the baselines. Moreover, we conducted a user evaluation using characters with various shapes, spanning low-to-high interaction levels to prove better semantic preservation of our method compared to previous studies. Inseo Jang, Soojin Choi, Seokhyeon Hong, Chaelin Kim, Jun-yong Noh |
ACM Trans. Graph. | 2 |
| 2023 | Online Avatar Motion Adaptation to Morphologically-similar SpacesabstractAbstract In avatar‐mediated telepresence systems, a similar environment is assumed for involved spaces, so that the avatar in a remote space can imitate the user's motion with proper semantic intention performed in a local space. For example, touching on the desk by the user should be reproduced by the avatar in the remote space to correctly convey the intended meaning. It is unlikely, however, that the two involved physical spaces are exactly the same in terms of the size of the room or the locations of the placed objects. Therefore, a naive mapping of the user's joint motion to the avatar will not create the semantically correct motion of the avatar in relation to the remote environment. Existing studies have addressed the problem of retargeting human motions to an avatar for telepresence applications. Few studies, however, have focused on retargeting continuous full‐body motions such as locomotion and object interaction motions in a unified manner. In this paper, we propose a novel motion adaptation method that allows to generate the full‐body motions of a human‐like avatar on‐the‐fly in the remote space. The proposed method handles locomotion and object interaction motions as well as smooth transitions between them according to given user actions under the condition of a bijective environment mapping between morphologically‐similar spaces. Our experiments show the effectiveness of the proposed method in generating plausible and semantically correct full‐body motions of an avatar in room‐scale space. Soojin Choi, Seokpyo Hong, Kyungmin Cho, Chaelin Kim, Jun-yong Noh |
Comput. Graph. Forum | 1 |