EDBT 2026 Demo / reviewers in the wild / expert
Chaelin Kim
dblp:311/7124
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10ranked-venue papers
2as 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 · 1 first-author · 9 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
| 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. | 3 |
| 2025 | Signing for Care: A Demo and Initial Evaluation of an American Sign Language Learning Tool for Emergency Medical Service ProvidersabstractDeaf and Hard of Hearing (DHH) people often face significant barriers in medical settings, leading to miscommunication and reduced access to care.While American Sign Language (ASL) interpretation is essential for effective communication with DHH signers, it is frequently unavailable in emergency contexts.Emergency Medical Responders (EMRs)-frontline responders trained to deliver basic emergency care-often struggle to obtain accurate medical histories, particularly from DHH people with limited English literacy.To address this, we designed an AI-based ASL learning tool tailored for EMRs, featuring medical vocabulary modules and AI-powered vocabulary testing support.We present a preliminary evaluation of the tool with five EMRs and publicly release a working prototype with this paper.Insights from the study inform new features and vocabulary expansion. Chaelin Kim, Cameron McLaren, Madhangi Krishnan, Nikhil Modayur, Saad Hassan |
ASSETS | 1 |
| 2025 | SALAD: Skeleton-aware Latent Diffusion for Text-driven Motion Generation and EditingabstractText-driven motion generation has advanced significantly with the rise of denoising diffusion models. However, previous methods often oversimplify representations for the skeletal joints, temporal frames, and textual words, limiting their ability to fully capture the information within each modality and their interactions. Moreover, when using pre-trained models for downstream tasks, such as editing, they typically require additional efforts, including manual interventions, optimization, or fine-tuning. In this paper, we introduce a skeleton-aware latent diffusion (SALAD), a model that explicitly captures the intricate inter-relationships between joints, frames, and words. Furthermore, by leveraging cross-attention maps produced during the generation process, we enable attention-based zero-shot text-driven motion editing using a pre-trained SALAD model, requiring no additional user input beyond text prompts. Our approach significantly outperforms previous methods in terms of text-motion alignment without compromising generation quality, and demonstrates practical versatility by providing diverse editing capabilities beyond generation. Code is available at project page. Seokhyeon Hong, Chaelin Kim, Serin Yoon, Junghyun Nam, Sihun Cha, Jun-yong Noh |
CVPR | 2 |
| 2025 | AnyMoLe: Any Character Motion In-betweening Leveraging Video Diffusion ModelsabstractDespite recent advancements in learning-based motion in-betweening, a key limitation has been overlooked: the requirement for character-specific datasets. In this work, we introduce AnyMoLe, a novel method that addresses this limitation by leveraging video diffusion models to generate motion in-between frames for arbitrary characters without external data. Our approach employs a two-stage frame generation process to enhance contextual understanding. Furthermore, to bridge the domain gap between real-world and rendered character animations, we introduce ICAdapt, a fine-tuning technique for video diffusion models. Additionally, we propose a "motion-video mimicking" optimization technique, enabling seamless motion generation for characters with arbitrary joint structures using 2D and 3D-aware features. AnyMoLe significantly reduces data dependency while generating smooth and realistic transitions, making it applicable to a wide range of motion in-betweening tasks. The code and videos are available at project page. Kwan Yun, Seokhyeon Hong, Chaelin Kim, Jun-yong Noh |
CVPR | 3 |
| 2025 | FFaceNeRF: Few-shot Face Editing in Neural Radiance FieldsabstractRecent 3D face editing methods using masks have produced high-quality edited images by leveraging Neural Radiance Fields (NeRF). Despite their impressive performance, existing methods often provide limited user control due to the use of pre-trained segmentation masks. To utilize masks with a desired layout, an extensive training dataset is required, which is challenging to gather. We present FFaceNeRF, a NeRF-based face editing technique that can overcome the challenge of limited user control due to the use of fixed mask layouts. Our method employs a geometry adapter with feature injection, allowing for effective manipulation of geometry attributes. Additionally, we adopt latent mixing for tri-plane augmentation, which enables training with a few samples. This facilitates rapid model adaptation to desired mask layouts, crucial for applications in fields like personalized medical imaging or creative face editing. Our comparative evaluations demonstrate that FFaceNeRF surpasses existing mask based face editing methods in terms of flexibility, control, and generated image quality, paving the way for future advancements in customized and high-fidelity 3D face editing. The code is available on the project-page. Kwan Yun, Chaelin Kim, Hangyeul Shin, Jun-yong Noh |
CVPR | 2 |
| 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 | 3 |
| 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 | 1 |
| 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. | 4 |
| 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 | 4 |
| 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. | 2 |