Demo Data from EDBT 2026 / reviewers in the wild / expert
Changyeon Won
dblp:309/8099
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0001-5335-2606ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers |
Rendering · 63% Geometric modeling and processing · 22% Visual content generation and editing · 15% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 9 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
illumination |
1.0 | 1 | 2026 | RehearsalNeRF: Decoupling Intrinsic Neural Fields of Dynamic Illuminations for Scene Editing · Int. J. Comput. Vis. 2026 |
Rendering
neural radiance fields |
1.0 | 1 | 2026 | RehearsalNeRF: Decoupling Intrinsic Neural Fields of Dynamic Illuminations for Scene Editing · Int. J. Comput. Vis. 2026 |
Visual content generation and editing › scene authoring
scene editing |
1.0 | 1 | 2026 | RehearsalNeRF: Decoupling Intrinsic Neural Fields of Dynamic Illuminations for Scene Editing · Int. J. Comput. Vis. 2026 |
Rendering › gaussian splatting
3d gaussian splatting |
0.8 | 1 | 2024 | Fully Explicit Dynamic Gaussian Splatting · NeurIPS 2024 |
Geometric modeling and processing › 3d scene representation
4d scene representation |
0.8 | 1 | 2024 | Fully Explicit Dynamic Gaussian Splatting · NeurIPS 2024 |
Geometric modeling and processing › 3d reconstruction › 3d scene reconstruction
dynamic scene reconstruction |
0.8 | 1 | 2024 | Fully Explicit Dynamic Gaussian Splatting · NeurIPS 2024 |
Rendering › temporal rendering
dynamic scene rendering |
0.8 | 1 | 2024 | Fully Explicit Dynamic Gaussian Splatting · NeurIPS 2024 |
Rendering
neural rendering |
0.8 | 1 | 2024 | Fully Explicit Dynamic Gaussian Splatting · NeurIPS 2024 |
Computer vision › 3D vision › depth estimation › focus-based depth estimation
depth from focus |
0.6 | 1 | 2022 | Learning Depth from Focus in the Wild · ECCV (1) 2022 |
Methods — techniques the papers use, named apart from their topics
neural field · 1.0intrinsic decomposition · 1.0progressive training · 0.8point-backtracking · 0.8interpolation · 0.8deep learning · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | RehearsalNeRF: Decoupling Intrinsic Neural Fields of Dynamic Illuminations for Scene Editing
Changyeon Won, Jungu Cho, Seonmi Park, Hae-Gon Jeon |
Int. J. Comput. Vis. | 1 |
| 2024 | Fully Explicit Dynamic Gaussian Splattingabstract3D Gaussian Splatting has shown fast and high-quality rendering results in static scenes by leveraging dense 3D prior and explicit representations. Unfortunately, the benefits of the prior and representation do not involve novel view synthesis for dynamic motions. Ironically, this is because the main barrier is the reliance on them, which requires increasing training and rendering times to account for dynamic motions.
In this paper, we design Explicit 4D Gaussian Splatting (Ex4DGS).
Our key idea is to firstly separate static and dynamic Gaussians during training, and to explicitly sample positions and rotations of the dynamic Gaussians at sparse timestamps. The sampled positions and rotations are then interpolated to represent both spatially and temporally continuous motions of objects in dynamic scenes as well as reducing computational cost.
Additionally, we introduce a progressive training scheme and a point-backtracking technique that improves Ex4DGS's convergence. We initially train Ex4DGS using short timestamps and progressively extend timestamps, which makes it work well with a few point clouds. The point-backtracking is used to quantify the cumulative error of each Gaussian over time, enabling the detection and removal of erroneous Gaussians in dynamic scenes. Comprehensive experiments on various scenes demonstrate the state-of-the-art rendering quality from our method, achieving fast rendering of 62 fps on a single 2080Ti GPU. Junoh Lee, Changyeon Won, Inhwan Bae, Hae-Gon Jeon |
NeurIPS | 2 |
| 2022 | Learning Depth from Focus in the Wild
Changyeon Won, Hae-Gon Jeon |
ECCV (1) | 1 |