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Noh-Hoon Lee

dblp:326/3570 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0002-1126-7419ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Computer animation and physical simulation · 80% Geometric modeling and processing · 20%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
1.622026
A practical partitioner for distributed simulations on sparse dynamic domains using optimal transport · ACM Trans. Graph. 2026
Loki: a unified multiphysics simulation framework for production · ACM Trans. Graph. 2022
Geometric modeling and processing
domain decomposition
1.012026
A practical partitioner for distributed simulations on sparse dynamic domains using optimal transport · ACM Trans. Graph. 2026
Computer animation and physical simulation
deformable body simulation
0.612022
Loki: a unified multiphysics simulation framework for production · ACM Trans. Graph. 2022
Computer animation and physical simulation
finite element method
0.612022
Loki: a unified multiphysics simulation framework for production · ACM Trans. Graph. 2022
Computer animation and physical simulation › fluid simulation › eulerian-lagrangian simulation
FLIP method
0.612022
Loki: a unified multiphysics simulation framework for production · ACM Trans. Graph. 2022

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

power diagram · 1.0optimal transport · 1.0state machine · 0.6sparse techniques · 0.6linear equation solvers · 0.6MPI · 0.6
YearPublicationVenuePosition
2026 A practical partitioner for distributed simulations on sparse dynamic domains using optimal transport
abstract
This work addresses the challenges of distributing large physics-based simulations often encountered in the visual effects industry. These simulations, based on partial differential equations, model complex phenomena such as free surface liquids, flames, and explosions, and are characterized by domains whose shapes and topologies evolve rapidly. In this context, we propose a novel partitioning algorithm employing optimal transport —which produces a power diagram—and designed to handle a vast variety of simulation domain shapes undergoing rapid changes over time. Our Power partitioner ensures an even distribution of computational tasks, reduces inter-node data exchange, and maintains temporal consistency, all while being intuitive and artist-friendly. To quantify partitioning quality we introduce two metrics, the surface index and the temporal consistency index, which we leverage in a range of comparisons on real-world film production data, showing that our method outperforms the state of the art in a majority of cases.
Joel Wretborn, Marcus Schoo, Noh-Hoon Lee, Christopher Batty, Alexey Stomakhin
ACM Trans. Graph.3
2022 Loki: a unified multiphysics simulation framework for production
abstract
We introduce Loki, a new framework for robust simulation of fluid, rigid, and deformable objects with non-compromising fidelity on any single element, and capabilities for coupling and representation transitions across multiple elements. Loki adapts multiple best-in-class solvers into a unified framework driven by a declarative state machine where users declare 'what' is simulated but not 'when,' so an automatic scheduling system takes care of mixing any combination of objects. This leads to intuitive setups for coupled simulations such as hair in the wind or objects transitioning from one representation to another, for example bulk water FLIP particles to SPH spray particles to volumetric mist. We also provide a consistent treatment for components used in several domains, such as unified collision and attachment constraints across 1D, 2D, 3D deforming and rigid objects. Distribution over MPI, custom linear equation solvers, and aggressive application of sparse techniques keep performance within production requirements. We demonstrate a variety of solvers within the framework and their interactions, including FLIPstyle liquids, spatially adaptive volumetric fluids, SPH, MPM, and mesh-based solids, including but not limited to discrete elastic rods, elastons, and FEM with state-of-the-art constitutive models. Our framework has proven powerful and intuitive enough for voluntary artist adoption and has delivered creature and FX simulations for multiple major movie productions in the preceding four years.
Steve Lesser, Alexey Stomakhin, Gilles Daviet, Joel Wretborn, John Edholm, Noh-Hoon Lee, Eston Schweickart, Xiao Zhai, Sean Flynn, Andrew Moffat
ACM Trans. Graph.6