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Seoki An

dblp:393/6180 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Systems, architecture and hardware · 2 · 1 first-author · 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 architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%
Theoretical computer science
1 paper
Mathematical optimization · 100%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
GPUs and heterogeneous computing
GPU computing
0.912025
GPU-Accelerated Subsystem-Based ADMM for Large-Scale Interactive Simulation · ICRA 2025
Mathematical optimization › continuous optimization › convex optimization › proximal methods
alternating direction method of multipliers
0.912025
GPU-Accelerated Subsystem-Based ADMM for Large-Scale Interactive Simulation · ICRA 2025
Computer animation and physical simulation
interactive simulation
0.312025
GPU-Accelerated Subsystem-Based ADMM for Large-Scale Interactive Simulation · ICRA 2025

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

subsystem division · 2.6GPU kernel optimization · 2.6ADMM · 2.6
YearPublicationVenuePosition
2025 GPU-Accelerated Subsystem-Based ADMM for Large-Scale Interactive Simulation
abstract
In this paper, we implement the GPU-accelerated subsystem-based Alternating Direction Method of Multipliers (SubADMM) for interactive simulation. The challenging objective for interactive simulations is to deliver realistic results under tight performance, even for large-scale scenarios. We aim to achieve this by exploiting the parallelizable nature of SubADMM to the fullest extent. We introduce a new subsystem division strategy to make SubADMM ‘GPU friendly' along with custom kernel designs and optimization regarding efficient memory access patterns. We successfully implement the GPUaccelerated SubADMM and show the accuracy and speed of the framework for large-scale scenarios, highlighted with an interactive ‘Hand demo’ scenario. We also show improved robustness and accuracy compared to other state-of-the-art interactive simulators with several challenging scenarios that introduce large-scale ill-conditioned dynamics problems.
Harim Ji, Hyunsu Kim, Jeongmin Lee 0002, Somang Lee, Seoki An, Jinuk Heo, Youngseon Lee
ICRA5
2024 Collision Detection between Smooth Convex Bodies via Riemannian Optimization Framework
abstract
Collision detection is a fundamental problem across various fields such as robotics, physical simulation, and computer graphics. While numerous studies have provided efficient solutions, based on the well-known Gilbert, Johnson, and Keerthi (GJK) algorithm and Expanding Polytope Algorithm (EPA), existing methods utilizing GJK-EPA often struggle with smooth strictly convex shapes like ellipsoids. This paper proposes a novel approach to the collision detection problem converting it to a problem compatible with an unconstrained Riemannian optimization problem. Moreover, we presents a specific method of solving the problem based on twice differentiable support functions and the Riemannian trust region (RTR) method. The method exhibits fast and robust convergence rate, leveraging the well-established theory of Riemannian optimization. The evaluation studies comparing our method to GJK-EPA method are done with pre-defined primitive shapes. Additionally, a test result with several more complex shapes is demonstrated exhibiting the method’s effectiveness and applicability.
Seoki An, Somang Lee, Jeongmin Lee 0002, Sunkyung Park
IROS1