EDBT 2026 Demo / reviewers in the wild / expert
Joonkyu Park
dblp:290/1681 · also JoonKyu Park
· DBLP profile ↗
10ranked-venue papers
5as first author
10since 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 · 9 · 5 first-author · 9 since 2021Artificial intelligence and machine learning · 7 · 4 first-author · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Locality-aware Training for Online Radiance Caching in Path Tracing on Mobile PlatformsabstractAbstract Real‐time path tracing for global illumination has recently become feasible on high‐performance desktop GPUs, but achieving similar performance on mobile platforms remains a significant challenge due to computational limitations. As mobile devices begin to integrate ray tracing capabilities, new methods are required to bridge the performance gap and enable advanced rendering techniques on constrained hardware. In this paper, we present Mobile Radiance Caching (MobileRC), an online trainable radiance caching approach based on a plenoxel representation, designed to accelerate path tracing on mobile devices. Unlike neural network‐based radiance caching methods, which rely on matrix multiplication accelerators unavailable on current mobile GPUs, MobileRC uses a voxel‐based representation where each voxel stores spherical harmonic coefficients to represent angular dependencies, making it more suitable for mobile hardware. Specifically, we exploit the localized interaction between learnable plenoxel weights and training samples, designing a mobile‐friendly training method. While our approach incurs a mild loss in cache quality compared to neural methods optimized for high‐end GPUs, it significantly improves image quality while reducing rendering time, achieving interactive frame rates for full HD images in room‐sized scenes on mobile hardware. Hyeonseung Yu, Michal Wlasiuk, Michal Chwesiuk, Joonkyu Park, Radoslaw Chmielewski, Pawel Debski, Katarzyna Rembelska, Nahyup Kang |
Comput. Graph. Forum | 4 |
| 2024 | 3D Hand Sequence Recovery from Real Blurry Images and Event Stream
Joonkyu Park, Gyeongsik Moon, Weipeng Xu, Evan Kaseman, Takaaki Shiratori, Kyoung Mu Lee |
ECCV (59) | 1 |
| 2024 | GS-Blur: A 3D Scene-Based Dataset for Realistic Image DeblurringabstractTo train a deblurring network, an appropriate dataset with paired blurry and sharp images is essential.Existing datasets collect blurry images either synthetically by aggregating consecutive sharp frames or using sophisticated camera systems to capture real blur.However, these methods offer limited diversity in blur types (blur trajectories) or require extensive human effort to reconstruct large-scale datasets, failing to fully reflect real-world blur scenarios.To address this, we propose GS-Blur, a dataset of synthesized realistic blurry images created using a novel approach.To this end, we first reconstruct 3D scenes from multi-view images using 3D Gaussian Splatting~(3DGS), then render blurry images by moving the camera view along the randomly generated motion trajectories.By adopting various camera trajectories in reconstructing our GS-Blur, our dataset contains realistic and diverse types of blur, offering a large-scale dataset that generalizes well to real-world blur.Using GS-Blur with various deblurring methods, we demonstrate its ability to generalize effectively compared to previous synthetic or real blur datasets, showing significant improvements in deblurring performance.We will publicly release our dataset. Joonkyu Park, Kyoung Mu Lee |
NeurIPS | 2 |
| 2024 | CoLaNet: Adaptive Context and Latent Information Blending for Face Image InpaintingabstractFace inpainting, the task of filling up missing regions in a face image plausibly, has witnessed great advances with deep learning-based approaches. To fill in the missing region, existing methods either use information from the surrounding visible region of the input image itself (i.e., context) or use prior knowledge obtained from the training data (i.e., latent). However, we find that exclusive usage of the two types of information is sub-optimal; whether the context-based approach is effective or the latent-based approach is effective is different for each missing region. To this end, we propose CoLaNet, a novel framework that adaptively blends context and latent information to inpaint face images. Specifically, the two types of information are balanced based on the attention between the missing region and the rest of the image. The regions strongly correlated to the visible region leverage context information more. Consequently, the adaptive utilization of context and latent information leads to better inpainting performance in various face images. Joonkyu Park, Cheeun Hong, Sungyong Baik, Kyoung Mu Lee |
IEEE Signal Process. Lett. | 1 |
| 2023 | Recovering 3D Hand Mesh Sequence from a Single Blurry Image: A New Dataset and Temporal UnfoldingabstractHands, one of the most dynamic parts of our body, suffer from blur due to their active movements. However, previous 3D hand mesh recovery methods have mainly focused on sharp hand images rather than considering blur due to the absence of datasets providing blurry hand images. We first present a novel dataset BlurHand, which contains blurry hand images with 3D groundtruths. The BlurHand is constructed by synthesizing motion blur from sequential sharp hand images, imitating realistic and natural motion blurs. In addition to the new dataset, we propose BlurHandNet, a baseline network for accurate 3D hand mesh recovery from a blurry hand image. Our BlurHandNet unfolds a blurry input image to a 3D hand mesh sequence to utilize temporal information in the blurry input image, while previous works output a static single hand mesh. We demonstrate the usefulness of BlurHand for the 3D hand mesh recovery from blurry images in our experiments. The proposed BlurHandNet produces much more robust results on blurry images while generalizing well to in-the-wild images. The training codes and BlurHand dataset are available at https://github.com/laehaKim97IBlurHand_RELEASE. Yeonguk Oh, Joonkyu Park, Jaeha Kim, Gyeongsik Moon, Kyoung Mu Lee |
CVPR | 2 |
| 2023 | Content-Aware Local GAN for Photo-Realistic Super-ResolutionabstractRecently, GAN has successfully contributed to making single-image super-resolution (SISR) methods produce more realistic images. However, natural images have complex distribution in the real world, and a single classifier in the discriminator may not have enough capacity to classify real and fake samples, making the preceding SR network generate unpleasing noise and artifacts. To solve the problem, we propose a novel content-aware local GAN framework, CAL-GAN, which processes a large and complicated distribution of real-world images by dividing them into smaller subsets based on similar contents. Our mixture of classifiers (MoC) design allocates different super-resolved patches to corresponding expert classifiers. Additionally, we introduce novel routing and orthogonality loss terms so that different classifiers can handle various contents and learn separable features. By feeding similar distributions into the corresponding specialized classifiers, CAL-GAN enhances the representation power of existing super-resolution models, achieving state-of-the-art perceptual performance on standard benchmarks and real-world images without modifying the generator-side architecture. The codes are available at https://github.com/jkpark0825/CAL_GAN. Joonkyu Park, Sanghyun Son 0002, Kyoung Mu Lee |
ICCV | 1 |
| 2022 | Learning to Estimate Robust 3D Human Mesh from In-the-Wild Crowded ScenesabstractWe consider the problem of recovering a single person's 3D human mesh from in-the-wild crowded scenes. While much progress has been in 3D human mesh estimation, existing methods struggle when test input has crowded scenes. The first reason for the failure is a domain gap between training and testing data. A motion capture dataset, which provides accurate 3D labels for training, lacks crowd data and impedes a network from learning crowded scene-robust image features of a target person. The second reason is a feature processing that spatially averages the feature map of a localized bounding box containing multiple people. Averaging the whole feature map makes a target person's feature indistinguishable from others. We present 3DCrowdNet that firstly explicitly targets in-the-wild crowded scenes and estimates a robust 3D human mesh by addressing the above issues. First, we leverage 2D human pose estimation that does not require a motion capture dataset with 3D labels for training and does not suffer from the domain gap. Second, we propose a joint-based regressor that distinguishes a target person's feature from others. Our joint-based regressor preserves the spatial activation of a target by sampling features from the target's joint locations and regresses human model parameters. As a result, 3DCrowdNet learns target-focused features and effectively excludes the irrelevant features of nearby persons. We conduct experiments on various benchmarks and prove the robustness of 3D CrowdNet to the in-the-wild crowded scenes both quantitatively and qualitatively. Codes are available here11https://github.com/hongsukchoi/3DCrowdNet_RELEASE. Hongsuk Choi, Gyeongsik Moon, Joonkyu Park, Kyoung Mu Lee |
CVPR | 3 |
| 2022 | HandOccNet: Occlusion-Robust 3D Hand Mesh Estimation NetworkabstractHands are often severely occluded by objects, which makes 3D hand mesh estimation challenging. Previous works often have disregarded information at occluded regions. However, we argue that occluded regions have strong correlations with hands so that they can provide highly beneficial information for complete 3D hand mesh estimation. Thus, in this work, we propose a novel 3D hand mesh estimation network HandOccNet, that can fully exploits the information at occluded regions as a secondary means to enhance image features and make it much richer. To this end, we design two successive Transformer-based modules, called feature injecting transformer (FIT) and self-enhancing transformer (SET). FIT injects hand information into occluded region by considering their correlation. SET refines the output of FIT by using a self-attention mechanism. By injecting the hand information to the occluded region, our HandOccNet reaches the state-of-the-art performance on 3D hand mesh benchmarks that contain challenging hand-object occlusions. The codes are available in: https://github.com/namepllet/HandOccNet. Joonkyu Park, Yeonguk Oh, Gyeongsik Moon, Hongsuk Choi, Kyoung Mu Lee |
CVPR | 1 |
| 2021 | Recurrence-in-Recurrence Networks for Video Deblurring
Joonkyu Park, Seungjun Nah, Kyoung Mu Lee |
BMVC | 1 |
| 2021 | Motion recommendation for online character controlabstractReinforcement learning (RL) has been proven effective in many scenarios, including environment exploration and motion planning. However, its application in data-driven character control has produced relatively simple motion results compared to recent approaches that have used large complex motion data without RL. In this paper, we provide a real-time motion control method that can generate high-quality and complex motion results from various sets of unstructured data while retaining the advantage of using RL, which is the discovery of optimal behaviors by trial and error. We demonstrate the results for a character achieving different tasks, from simple direction control to complex avoidance of moving obstacles. Our system works equally well on biped/quadruped characters, with motion data ranging from 1 to 48 minutes, without any manual intervention. To achieve this, we exploit a finite set of discrete actions, where each action represents full-body future motion features. We first define a subset of actions that can be selected in each state and store these pieces of information in databases during the preprocessing step. The use of this subset of actions enables the effective learning of control policy even from a large set of motion data. To achieve interactive performance at run-time, we adopt a proposal network and a k-nearest neighbor action sampler. Kyungmin Cho, Chaelin Kim, Jungjin Park, Joonkyu Park, Jun-yong Noh |
ACM Trans. Graph. | 4 |