Demo Data from EDBT 2026 / reviewers in the wild / expert
Taehong Gu
dblp:354/8034
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0003-0590-153XORCID · 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 2021Human-computer interaction and ubiquitous computing · 1 · 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
1 paper |
Computer animation and physical simulation · 67% Image and video processing · 33% | |
| Artificial intelligence
1 paper |
Reinforcement learning · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
character animation |
0.7 | 1 | 2023 | Adaptive Tracking of a Single-Rigid-Body Character in Various Environments · SIGGRAPH Asia 2023 |
Image and video processing › motion analysis
motion tracking |
0.7 | 1 | 2023 | Adaptive Tracking of a Single-Rigid-Body Character in Various Environments · SIGGRAPH Asia 2023 |
Computer animation and physical simulation › character animation
physics-based character animation |
0.7 | 1 | 2023 | Adaptive Tracking of a Single-Rigid-Body Character in Various Environments · SIGGRAPH Asia 2023 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.2 | 1 | 2023 | Adaptive Tracking of a Single-Rigid-Body Character in Various Environments · SIGGRAPH Asia 2023 |
Methods — techniques the papers use, named apart from their topics
quadratic programming · 1.3deep reinforcement learning · 1.3centroidal dynamics · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Learning Climbing Controllers for Physics-Based CharactersabstractAbstract Despite the growing demand for capturing diverse motions, collecting climbing motion data remains challenging due to difficulties in tracking obscured markers and scanning climbing structures. Additionally, preparing varied routes further adds to the complexities of the data collection process. To address these challenges, this paper introduces a physics‐based climbing controller for synthesizing climbing motions. The proposed method consists of two learning stages. In the first stage, a hanging policy is trained to naturally grasp holds. This policy is then used to generate a dataset containing hold positions, postures, and grip states, forming favourable initial poses. In the second stage, a climbing policy is trained using this dataset to perform actual climbing movements. The episode begins in a state close to the reference climbing motion, enabling the exploration of more natural climbing style states. This policy enables the character to reach the target position while utilizing its limbs more evenly. The experiments demonstrate that the proposed method effectively identifies good climbing postures and enhances limb coordination across environments with varying slopes and hold patterns. Kyungwon Kang, Taehong Gu, Taesoo Kwon |
Comput. Graph. Forum | 2 |
| 2023 | Adaptive Tracking of a Single-Rigid-Body Character in Various EnvironmentsabstractSince the introduction of DeepMimic [Peng et al. 2018a], subsequent research has focused on expanding the repertoire of simulated motions across various scenarios. In this study, we propose an alternative approach for this goal, a deep reinforcement learning method based on the simulation of a single-rigid-body character. Using the centroidal dynamics model (CDM) to express the full-body character as a single rigid body (SRB) and training a policy to track a reference motion, we can obtain a policy that is capable of adapting to various unobserved environmental changes and controller transitions without requiring any additional learning. Due to the reduced dimension of state and action space, the learning process is sample-efficient. The final full-body motion is kinematically generated in a physically plausible way, based on the state of the simulated SRB character. The SRB simulation is formulated as a quadratic programming (QP) problem, and the policy outputs an action that allows the SRB character to follow the reference motion. We demonstrate that our policy, efficiently trained within 30 minutes on an ultraportable laptop, has the ability to cope with environments that have not been experienced during learning, such as running on uneven terrain or pushing a box, and transitions between learned policies, without any additional learning. Taesoo Kwon, Taehong Gu, Jaewon Ahn, Yoonsang Lee 0001 |
SIGGRAPH Asia | 2 |