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Duksu Kim

dblp:32/7556 · DBLP profile ↗
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8ranked-venue papers
2as first author
4since 2021 · last 2026
0000-0002-9075-3983ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 2 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
1 paper
Geometric modeling and processing · 67% Rendering · 33%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Parallel and multicore computing · 87% Storage systems · 13%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Parallel and multicore computing › parallel scheduling
heterogeneous scheduling
0.212013
Scheduling in Heterogeneous Computing Environments for Proximity Queries · IEEE Trans. Vis. Comput. Graph. 2013
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.112010
RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies · IEEE Trans. Vis. Comput. Graph. 2010
Geometric modeling and processing
collision detection
0.112010
RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies · IEEE Trans. Vis. Comput. Graph. 2010
Rendering
ray tracing
0.112010
RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies · IEEE Trans. Vis. Comput. Graph. 2010
Parallel and multicore computing › load balancing › dynamic load balancing
work stealing
0.012013
Scheduling in Heterogeneous Computing Environments for Proximity Queries · IEEE Trans. Vis. Comput. Graph. 2013
Storage systems
data compression
0.012010
RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies · IEEE Trans. Vis. Comput. Graph. 2010

Methods — techniques the papers use, named apart from their topics

parallel decompression · 0.2cluster-based compression · 0.2scheduling algorithm · 0.2linear programming · 0.2
YearPublicationVenuePosition
2026 Fourier-guided attention upsampling for image super-resolution
Daejune Choi, Youchan No, Jinhyung Lee, Duksu Kim
Image Vis. Comput.4
2025 RT-HDIST: Ray-Tracing Core-based Hausdorff Distance Computation
abstract
Abstract The Hausdorff distance is a fundamental metric with widespread applications across various fields. However, its computation remains computationally expensive, especially for large‐scale datasets. This work targets exact point‐to‐point Hausdorff distance on point sets. In this work, we present RT‐HDIST, the first Hausdorff distance algorithm accelerated by ray‐tracing cores (RT‐cores). By reformulating the Hausdorff distance problem as a series of nearest‐neighbor searches and introducing a novel quantized voxel‐index space, RT‐HDIST achieves significant reductions in computational overhead while maintaining exact results. Extensive benchmarks demonstrate up to a two‐order‐of‐magnitude speedup over prior state‐of‐the‐art methods, underscoring RT‐HDIST's potential for real‐time and large‐scale applications.
Jaehong Lee, Duksu Kim
Comput. Graph. Forum3
2025 RTPD: penetration depth calculation using hardware-accelerated ray-tracing
Sungmin Kwon, Duksu Kim
Vis. Comput.3
2024 TIE-KD: Teacher-independent and explainable knowledge distillation for monocular depth estimation
Sangwon Choi, Daejune Choi, Duksu Kim
Image Vis. Comput.3
2013 Scheduling in Heterogeneous Computing Environments for Proximity Queries
abstract
We present a novel, linear programming (LP)-based scheduling algorithm that exploits heterogeneous multicore architectures such as CPUs and GPUs to accelerate a wide variety of proximity queries. To represent complicated performance relationships between heterogeneous architectures and different computations of proximity queries, we propose a simple, yet accurate model that measures the expected running time of these computations. Based on this model, we formulate an optimization problem that minimizes the largest time spent on computing resources, and propose a novel, iterative LP-based scheduling algorithm. Since our method is general, we are able to apply our method into various proximity queries used in five different applications that have different characteristics. Our method achieves an order of magnitude performance improvement by using four different GPUs and two hexa-core CPUs over using a hexa-core CPU only. Unlike prior scheduling methods, our method continually improves the performance, as we add more computing resources. Also, our method achieves much higher performance improvement compared with prior methods as heterogeneity of computing resources is increased. Moreover, for one of tested applications, our method achieves even higher performance than a prior parallel method optimized manually for the application. We also show that our method provides results that are close (e.g., 75 percent) to the performance provided by a conservative upper bound of the ideal throughput. These results demonstrate the efficiency and robustness of our algorithm that have not been achieved by prior methods. In addition, we integrate one of our contributions with a work stealing method. Our version of the work stealing method achieves 18 percent performance improvement on average over the original work stealing method. This result shows wide applicability of our approach.
Duksu Kim, Jinkyu Lee 0001, Insik Shin, John Kim 0001, Sung-Eui Yoon
IEEE Trans. Vis. Comput. Graph.1
2010 Multi-Resolution Cloth Simulation
abstract
Abstract We propose a novel, multi‐resolution method to efficiently perform large‐scale cloth simulation. Our cloth simulation method is based on a triangle‐based energy model constructed from a cloth mesh. We identify that solutions of the linear system of cloth simulation are smooth in certain regions of the cloth mesh and solve the linear system on those regions in a reduced solution space. Then we reconstruct the original solutions by performing a simple interpolation from solutions computed in the reduced space. In order to identify regions where solutions are smooth, we propose simplification metrics that consider stretching, shear, and bending forces, as well as geometric collisions. Our multi‐resolution method can be applied to many existing cloth simulation methods, since our method works on a general linear system. In order to demonstrate benefits of our method, we apply our method into four large‐scale cloth benchmarks that consist of tens or hundreds of thousands of triangles. Because of the reduced computations, we achieve a performance improvement by a factor of up to one order of magnitude, with a little loss of simulation quality.
Yongjoon Lee, Sung-Eui Yoon, Seungwoo Oh, Duksu Kim, Sunghee Choi
Comput. Graph. Forum4
2010 RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies
abstract
We present a novel compressed bounding volume hierarchy (BVH) representation, random-accessible compressed bounding volume hierarchies (RACBVHs), for various applications requiring random access on BVHs of massive models. Our RACBVH representation is compact and transparently supports random access on the compressed BVHs without decompressing the whole BVH. To support random access on our compressed BVHs, we decompose a BVH into a set of clusters. Each cluster contains consecutive bounding volume (BV) nodes in the original layout of the BVH. Also, each cluster is compressed separately from other clusters and serves as an access point to the RACBVH representation. We provide the general BVH access API to transparently access our RACBVH representation. At runtime, our decompression framework is guaranteed to provide correct BV nodes without decompressing the whole BVH. Also, our method is extended to support parallel random access that can utilize the multicore CPU architecture. Our method can achieve up to a 12:1 compression ratio, and more importantly, can decompress 4.2 M BV nodes ({=}135 {\rm MB}) per second by using a single CPU-core. To highlight the benefits of our approach, we apply our method to two different applications: ray tracing and collision detection. We can improve the runtime performance by more than a factor of 4 as compared to using the uncompressed original data. This improvement is a result of the fast decompression performance and reduced data access time by selectively fetching and decompressing small regions of the compressed BVHs requested by applications.
Tae-Joon Kim, Bochang Moon, Duksu Kim, Sung-Eui Yoon
IEEE Trans. Vis. Comput. Graph.3
2009 HPCCD: Hybrid Parallel Continuous Collision Detection using CPUs and GPUs
abstract
Abstract We present a novel, hybrid parallel continuous collision detection (HPCCD) method that exploits the availability of multi‐core CPU and GPU architectures. HPCCD is based on a bounding volume hierarchy (BVH) and selectively performs lazy reconstructions. Our method works with a wide variety of deforming models and supports self‐collision detection. HPCCD takes advantage of hybrid multi‐core architectures – using the general‐purpose CPUs to perform the BVH traversal and culling while GPUs are used to perform elementary tests that reduce to solving cubic equations. We propose a novel task decomposition method that leads to a lock‐free parallel algorithm in the main loop of our BVH‐based collision detection to create a highly scalable algorithm. By exploiting the availability of hybrid, multi‐core CPU and GPU architectures, our proposed method achieves more than an order of magnitude improvement in performance using four CPU‐cores and two GPUs, compared to using a single CPU‐core. This improvement results in an interactive performance, up to 148 fps, for various deforming benchmarks consisting of tens or hundreds of thousand triangles.
Duksu Kim, Jae-Pil Heo, Jaehyuk Huh 0001, John Kim 0001, Sung-Eui Yoon
Comput. Graph. Forum1