Demo Data from EDBT 2026 / reviewers in the wild / expert
Byungkuk Choi
dblp:40/798
· DBLP profile ↗
11ranked-venue papers
3as first author
1since 2021 · last 2022
0000-0001-9892-9341ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 11 · 3 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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
4 papers |
Computer animation and physical simulation · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
facial animation |
0.7 | 2 | 2022 | Animatomy: an Animator-centric, Anatomically Inspired System for 3D Facial Modeling, Animation and Transfer · SIGGRAPH Asia 2022 Spacetime expression cloning for blendshapes · ACM Trans. Graph. 2012 |
Computer animation and physical simulation › facial animation
facial expression transfer |
0.6 | 1 | 2022 | Animatomy: an Animator-centric, Anatomically Inspired System for 3D Facial Modeling, Animation and Transfer · SIGGRAPH Asia 2022 |
Computer animation and physical simulation
motion editing |
0.2 | 1 | 2016 | SketchiMo: sketch-based motion editing for articulated characters · ACM Trans. Graph. 2016 |
Computer animation and physical simulation
character animation |
0.2 | 1 | 2013 | Data-driven control of flapping flight · ACM Trans. Graph. 2013 |
Computer animation and physical simulation › motion control
flapping flight control |
0.2 | 1 | 2013 | Data-driven control of flapping flight · ACM Trans. Graph. 2013 |
Computer animation and physical simulation › facial animation
blendshape retargeting |
0.1 | 1 | 2012 | Spacetime expression cloning for blendshapes · ACM Trans. Graph. 2012 |
Methods — techniques the papers use, named apart from their topics
performance capture · 0.6muscle fiber curve representation · 0.6deformation architecture · 0.6sketch-based optimization engine · 0.2projective constraints · 0.2reinforcement learning · 0.2physics simulation · 0.2motion capture · 0.2poisson equation · 0.1bayesian formulation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Animatomy: an Animator-centric, Anatomically Inspired System for 3D Facial Modeling, Animation and TransferabstractWe present Animatomy, a novel anatomic+animator centric representation of the human face. Present FACS-based systems are plagued with problems of face muscle separation, coverage, opposition, and redundancy. We, therefore, propose a collection of muscle fiber curves as an anatomic basis, whose contraction and relaxation provide us with a fine-grained parameterization of human facial expression. We build an end-to-end modular deformation architecture using this representation that enables: automatic optimization of the parameters of a specific face from high-quality dynamic facial scans; face animation driven by performance capture, keyframes, or dynamic simulation; interactive and direct manipulation of facial expression; and animation transfer from an actor to a character. We validate our facial system by showing compelling animated results, applications, and a quantitative comparison of our facial reconstruction to ground truth performance capture. Our system is being intensively used by a large creative team on Avatar: The Way of Water. We report feedback from these users as qualitative evaluation of our system. Byungkuk Choi, Haekwang Eom, Benjamin Mouscadet, Stephen Cullingford, Wan-Duo Kurt Ma, Stefanie Gassel, Suzi Kim, Andrew Moffat, Millicent Maier, Marco Revelant, Joe Letteri, Karan Singh 0004 |
SIGGRAPH Asia | 1 |
| 2020 | Synthesizing Character Animation with Smoothly Decomposed Motion LayersabstractAbstract The processing of captured motion is an essential task for undertaking the synthesis of high‐quality character animation. The motion decomposition techniques investigated in prior work extract meaningful motion primitives that help to facilitate this process. Carefully selected motion primitives can play a major role in various motion‐synthesis tasks, such as interpolation, blending, warping, editing or the generation of new motions. Unfortunately, for a complex character motion, finding generic motion primitives by decomposition is an intractable problem due to the compound nature of the behaviours of such characters. Additionally, decomposed motion primitives tend to be too limited for the chosen model to cover a broad range of motion‐synthesis tasks. To address these challenges, we propose a generative motion decomposition framework in which the decomposed motion primitives are applicable to a wide range of motion‐synthesis tasks. Technically, the input motion is smoothly decomposed into three motion layers. These are base‐level motion, a layer with controllable motion displacements and a layer with high‐frequency residuals. The final motion can easily be synthesized simply by changing a single user parameter that is linked to the layer of controllable motion displacements or by imposing suitable temporal correspondences to the decomposition framework. Our experiments show that this decomposition provides a great deal of flexibility in several motion synthesis scenarios: denoising, style modulation, upsampling and time warping. Haegwang Eom, Byungkuk Choi, Kyungmin Cho, Sunjin Jung, Seokpyo Hong, Jun-yong Noh |
Comput. Graph. Forum | 2 |
| 2017 | Sparse Rig Parameter Optimization for Character AnimationabstractWe propose a novel motion retargeting method that efficiently estimates artist-friendly rig space parameters. Inspired by the workflow typically observed in keyframe animation, our approach transfers a source motion into a production friendly character rig by optimizing the rig space parameters while balancing the considerations of fidelity to the source motion and the ease of subsequent editing. We propose the use of an intermediate object to transfer both the skeletal motion and the mesh deformation. The target rig-space parameters are then optimized to minimize the error between the motion of an intermediate object and the target character. The optimization uses a set of artist defined weights to modulate the effect of the different rig space parameters over time. Sparsity inducing regularizers and keyframe extraction streamline any additional editing processes. The results obtained with different types of character rigs demonstrate the versatility of our method and its effectiveness in simplifying any necessary manual editing within the production pipeline. Jaewon Song, Roger Blanco Ribera, Kyungmin Cho, Mi You, John P. Lewis, Byungkuk Choi, Jun-yong Noh |
Comput. Graph. Forum | 6 |
| 2017 | Age-related gait motion transformation based on biomechanical observationsabstractAbstract We present a novel approach for synthesizing human gait motions according to a range of input ages by transforming a given motion based on biomechanical observations. Given an original motion, our method first extracts gait cycles that are periodically defined by foot contact on the ground and then transforms the original motion to achieve a desirable posture and motions that respectively correspond to the input age. Among many biomechanical features that gradually change with aging, we mainly focus on spatiotemporal and kinematic features as well as postural changes. Exploiting these features, we formulate the biomechanical changes as continuous functions that reflect visually significant features corresponding to the input age. Finally, we demonstrate that our system can automatically generate plausible gait motions given a wide range of input ages. Sunjin Jung, Seokpyo Hong, Kyungmin Cho, Haegwang Eom, Byungkuk Choi, Jun-yong Noh |
Comput. Animat. Virtual Worlds | 5 |
| 2016 | SketchiMo: sketch-based motion editing for articulated charactersabstractWe present SketchiMo, a novel approach for the expressive editing of articulated character motion. SketchiMo solves for the motion given a set of projective constraints that relate the sketch inputs to the unknown 3 D poses. We introduce the concept of sketch space, a contextual geometric representation of sketch targets---motion properties that are editable via sketch input---that enhances, right on the viewport, different aspects of the motion. The combination of the proposed sketch targets and space allows for seamless editing of a wide range of properties, from simple joint trajectories to local parent-child spatiotemporal relationships and more abstract properties such as coordinated motions. This is made possible by interpreting the user's input through a new sketch-based optimization engine in a uniform way. In addition, our view-dependent sketch space also serves the purpose of disambiguating the user inputs by visualizing their range of effect and transparently defining the necessary constraints to set the temporal boundaries for the optimization. Byungkuk Choi, Roger Blanco Ribera, John P. Lewis, Yeongho Seol, Seokpyo Hong, Haegwang Eom, Sunjin Jung, Jun-yong Noh |
ACM Trans. Graph. | 1 |
| 2015 | Interactive Rigging with Intuitive ToolsabstractRigging is a core element in the process of bringing a 3D character to life. The rig defines and delimits the motions of the character and provides an interface for an animator with which to interact with the 3D character. The quality of the rig has a key impact on the expressiveness of the character. Creating a usable, rich, production ready rig is a laborious task requiring direct intervention by a trained professional because the goal is difficult to achieve with fully automatic methods. We propose a semi-automatic rigging editing framework which eases the need for manual intervention while maintaining an important degree of control over the final rig. Starting by automatically generated base rig, we provide interactive operations which efficiently configure the skeleton structure and mesh skinning. Seungbae Bang, Byungkuk Choi, Roger Blanco Ribera, Meekyoung Kim, Sung-Hee Lee, Jun-yong Noh |
Comput. Graph. Forum | 2 |
| 2014 | Data-Driven Reconstruction of Human Locomotion Using a Single SmartphoneabstractAbstract Generating a visually appealing human motion sequence using low‐dimensional control signals is a major line of study in the motion research area in computer graphics. We propose a novel approach that allows us to reconstruct full body human locomotion using a single inertial sensing device, a smartphone. Smartphones are among the most widely used devices and incorporate inertial sensors such as an accelerometer and a gyroscope. To find a mapping between a full body pose and smartphone sensor data, we perform low dimensional embedding of full body motion capture data, based on a Gaussian Process Latent Variable Model. Our system ensures temporal coherence between the reconstructed poses by using a state decomposition model for automatic phase segmentation. Finally, application of the proposed nonlinear regression algorithm finds a proper mapping between the latent space and the sensor data. Our framework effectively reconstructs plausible 3D locomotion sequences. We compare the generated animation to ground truth data obtained using a commercial motion capture system. Haegwang Eom, Byungkuk Choi, Jun-yong Noh |
Comput. Graph. Forum | 2 |
| 2013 | Data-driven control of flapping flightabstractWe present a physically based controller that simulates the flapping behavior of a bird in flight. We recorded the motion of a dove using marker-based optical motion capture and high-speed video cameras. The bird flight data thus acquired allow us to parameterize natural wingbeat cycles and provide the simulated bird with reference trajectories to track in physics simulation. Our controller simulates articulated rigid bodies of a bird's skeleton and deformable feathers to reproduce the aerodynamics of bird flight. Motion capture from live birds is not as easy as human motion capture because of the lack of cooperation from subjects. Therefore, the flight data we could acquire were limited. We developed a new method to learn wingbeat controllers even from sparse, biased observations of real bird flight. Our simulated bird imitates life-like flapping of a flying bird while actively maintaining its balance. The bird flight is interactively controllable and resilient to external disturbances. Eunjung Ju, Jungdam Won, Jehee Lee, Byungkuk Choi, Jun-yong Noh, Min Gyu Choi |
ACM Trans. Graph. | 4 |
| 2012 | Spacetime expression cloning for blendshapesabstractThe goal of a practical facial animation retargeting system is to reproduce the character of a source animation on a target face while providing room for additional creative control by the animator. This article presents a novel spacetime facial animation retargeting method for blendshape face models. Our approach starts from the basic principle that the source and target movements should be similar. By interpreting movement as the derivative of position with time, and adding suitable boundary conditions, we formulate the retargeting problem as a Poisson equation. Specified (e.g., neutral) expressions at the beginning and end of the animation as well as any user-specified constraints in the middle of the animation serve as boundary conditions. In addition, a model-specific prior is constructed to represent the plausible expression space of the target face during retargeting. A Bayesian formulation is then employed to produce target animation that is consistent with the source movements while satisfying the prior constraints. Since the preservation of temporal derivatives is the primary goal of the optimization, the retargeted motion preserves the rhythm and character of the source movement and is free of temporal jitter. More importantly, our approach provides spacetime editing for the popular blendshape representation of facial models, exhibiting smooth and controlled propagation of user edits across surrounding frames. Yeongho Seol, John P. Lewis, Jaewoo Seo, Byungkuk Choi, Ken Anjyo, Jun-yong Noh |
ACM Trans. Graph. | 4 |
| 2011 | Characteristic facial retargetingabstractAbstract Facial motion retargeting has been developed mainly in the direction of representing high fidelity between a source and a target model. We present a novel facial motion retargeting method that properly regards the significant characteristics of target face model. We focus on stylistic facial shapes and timings that reveal the individuality of the target model well, after the retargeting process is finished. The method works with a range of expression pairs between the source and the target facial expressions and emotional sequence pairs of the source and the target facial motions. We first construct a prediction model to place semantically corresponding facial shapes. Our hybrid retargeting model, which combines the radial basis function (RBF) and kernel canonical correlation analysis (kCCA)‐based regression methods copes well with new input source motions without visual artifacts. 1D Laplacian motion warping follows after the shape retargeting process, replacing stylistically important emotional sequences and thus, representing the characteristics of the target face. Copyright © 2011 John Wiley & Sons, Ltd. Jaewon Song, Byungkuk Choi, Yeongho Seol, Jun-yong Noh |
Comput. Animat. Virtual Worlds | 2 |
| 2008 | Extended spatial keyframing for complex character animationabstractAbstract As 3D computer animation becomes more accessible to novice users, it makes it possible for these users to create high‐quality animations. This paper introduces a more powerful system to create highly articulated character animations with an intuitive setup then the previous research, Spatial Keyframing (SK). As the main purpose of SK was the rapid generation of primitive animation over quality animation, we propose Extended Spatial Keyframing (ESK) that exploits a global control structure coupled with multiple sets of spatial keyframes, and hierarchical relationship between controllers. The generated structure can be flexibly embedded into the given rigged character, and the system enables the given character to be animated delicately by user performance. During the performance, the movement of the highest ranking controllers across the control hierarchy is recorded in layered style to increase the level of detail for final motions. Copyright © 2008 John Wiley & Sons, Ltd. Byungkuk Choi, Mi You, Jun-yong Noh |
Comput. Animat. Virtual Worlds | 1 |