Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Sanghun Park

dblp:46/3070 · DBLP profile ↗
← Back
22ranked-venue papers
5as first author
4since 2021 · last 2023
0000-0001-5383-7005ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 16 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 1 since 2021Systems, architecture and hardware · 2 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2Artificial intelligence and machine learning · 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
3 papers
Visual content generation and editing · 72% Virtual and augmented reality · 26% Image and video coding · 2%
Artificial intelligence
1 paper
Generative modeling · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 50% Collaborative and social computing · 50%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Electronic design automation · 82% Embedded and real-time systems · 18%

Topics — the 16 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling › diffusion model
controllable generation
0.612022
A Style-aware Discriminator for Controllable Image Translation · CVPR 2022
Machine learning › Generative modeling
generative adversarial network
0.612022
A Style-aware Discriminator for Controllable Image Translation · CVPR 2022
Machine learning › Generative modeling › generative adversarial network
image-to-image translation
0.612022
A Style-aware Discriminator for Controllable Image Translation · CVPR 2022
Visual content generation and editing
3d content creation
0.512021
Virtual Camera Layout Generation using a Reference Video · CHI 2021
Virtual and augmented reality › immersive interaction › 3d interaction
virtual camera control
0.512021
Virtual Camera Layout Generation using a Reference Video · CHI 2021
Visual content generation and editing
image editing
0.412020
Neural crossbreed: neural based image metamorphosis · ACM Trans. Graph. 2020
Visual content generation and editing › image editing
image morphing
0.412020
Neural crossbreed: neural based image metamorphosis · ACM Trans. Graph. 2020
Immersive interaction
augmented reality
0.412019
On Sharing Physical Geometric Space between Augmented and Virtual Reality Environments · VR 2019
Collaborative and social computing
co-located collaboration
0.412019
On Sharing Physical Geometric Space between Augmented and Virtual Reality Environments · VR 2019
Collaborative and social computing › shared spaces
shared physical space
0.412019
On Sharing Physical Geometric Space between Augmented and Virtual Reality Environments · VR 2019
Immersive interaction
virtual reality
0.412019
On Sharing Physical Geometric Space between Augmented and Virtual Reality Environments · VR 2019
Electronic design automation
high-level synthesis
0.122001
Performance-driven high-level synthesis with bit-level chaining andclock selection · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2001
Performance-Driven Scheduling with Bit-Level Chaining · DAC 1999
Electronic design automation › high-level synthesis
scheduling
0.122001
Performance-driven high-level synthesis with bit-level chaining andclock selection · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2001
Performance-Driven Scheduling with Bit-Level Chaining · DAC 1999
Embedded and real-time systems › control systems
controller synthesis
0.012001
Performance-driven high-level synthesis with bit-level chaining andclock selection · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2001
Electronic design automation › high-level synthesis › scheduling
resource-constrained scheduling
0.012001
Performance-driven high-level synthesis with bit-level chaining andclock selection · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2001
Rendering
image-based rendering
0.012001
3D RGB image compression for interactive applications · ACM Trans. Graph. 2001

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

prototype-based self-supervised learning · 0.6adversarial learning · 0.6user study · 0.5reference video analysis · 0.5latent space interpolation · 0.4generative adversarial network · 0.4tracking board · 0.4geometric transformation · 0.4volume data compression · 0.0random access decompression · 0.0noninteger multicycling · 0.0chaining · 0.0bit-level chaining · 0.0resource-constrained scheduling · 0.0
YearPublicationVenuePosition
2023 ROI Scissor: Interactive Segmentation of Feature Region of Interest in a Triangular Mesh
abstract
Abstract We present a simple and effective method for the interactive segmentation of feature regions in a triangular mesh. From the user‐specified radius and click position, the candidate region that contains the desired feature region is defined as geodesic disc on a triangle mesh. A concavity‐aware harmonic field is then computed on the candidate region using the appropriate boundary constraints. An initial isoline is chosen by evaluating the uniformly sampled ones on the harmonic field based on the gradient magnitude. A set of feature points on the initial isoline is selected and the anisotropic geodesics passing through them are then determined as the final segmentation boundary, which is smooth and locally shortest. The experimental results show several segmentation results for various 3D models, revealing the effectiveness of the proposed method.
Ji-Hye Moon, Yujin Ha, Sanghun Park, Myung-Soo Kim
Comput. Graph. Forum3
2022 A Style-aware Discriminator for Controllable Image Translation
abstract
Current image-to-image translations do not control the output domain beyond the classes used during training, nor do they interpolate between different domains well, leading to implausible results. This limitation largely arises because labels do not consider the semantic distance. To mitigate such problems, we propose a style-aware discriminator that acts as a critic as well as a style encoder to provide conditions. The style-aware discriminator learns a controllable style space using prototype-based self-supervised learning and simultaneously guides the generator. Experiments on multiple datasets verify that the proposed model outperforms current state-of-the-art image-to-image translation methods. In contrast with current methods, the proposed approach supports various applications, including style interpolation, content transplantation, and local image translation. The code is available at github.com/kunheek/style-aware-discriminator.
Kunhee Kim, Sanghun Park, Eunyeong Jeon, Daijin Kim 0001
CVPR2
2021 Virtual Camera Layout Generation using a Reference Video
abstract
We propose a method that generates a virtual camera layout of a 3D animation scene by following the cinematic intention of a reference video. From a reference video, cinematic features such as the start frame, end frame, framing, camera movement, and the visual features of the subjects are extracted automatically. The extracted information is used to generate the virtual camera layout, which resembles the camera layout of the reference video. Our method handles stylized as well as human characters with body proportions different from those of humans. We demonstrate the effectiveness of our approach with various reference videos and 3D animation scenes. The user evaluation results show that the generated layouts are comparable to layouts created by the artist, allowing us to assert that our method can provide effective assistance to both novice and professional users when positioning a virtual camera.
Jung Eun Yoo, Kwanggyoon Seo, Sanghun Park, Jaedong Kim, Dawon Lee, Jun-yong Noh
CHI3
2021 Localization Uncertainty-Based Attention For Object Detection
abstract
Object detection has been applied in a wide variety of real world scenarios, so detection algorithms must provide confidence in the results to ensure that appropriate decisions can be made based on their results. Accordingly, several studies have investigated the probabilistic confidence of bounding box regression. However, such approaches have been restricted to anchor-based detectors, which use box confidence values as additional screening scores during non-maximum suppression (NMS) procedures. In this paper, we propose a more efficient uncertainty-aware dense detector (UADET) that predicts four-directional localization uncertainties via Gaussian modeling. Furthermore, a simple uncertainty attention module (UAM) that exploits box confidence maps is proposed to improve performance through feature refinement. Experiments using the MS COCO benchmark show that our UADET consistently surpasses baseline FCOS, and that our best model, ResNext-64x4d-101-DCN, obtains a single model, single-scale AP of 48.3% on COCO test-dev, thus achieving the state-of-the-art among various object detectors.
Sanghun Park, Kunhee Kim, Eunseop Lee, Daijin Kim 0001
ICIP1
2020 Neural crossbreed: neural based image metamorphosis
abstract
We propose Neural Crossbreed, a feed-forward neural network that can learn a semantic change of input images in a latent space to create the morphing effect. Because the network learns a semantic change, a sequence of meaningful intermediate images can be generated without requiring the user to specify explicit correspondences. In addition, the semantic change learning makes it possible to perform the morphing between the images that contain objects with significantly different poses or camera views. Furthermore, just as in conventional morphing techniques, our morphing network can handle shape and appearance transitions separately by disentangling the content and the style transfer for rich usability. We prepare a training dataset for morphing using a pre-trained BigGAN, which generates an intermediate image by interpolating two latent vectors at an intended morphing value. This is the first attempt to address image morphing using a pre-trained generative model in order to learn semantic transformation. The experiments show that Neural Crossbreed produces high quality morphed images, overcoming various limitations associated with conventional approaches. In addition, Neural Crossbreed can be further extended for diverse applications such as multi-image morphing, appearance transfer, and video frame interpolation.
Sanghun Park, Kwanggyoon Seo, Jun-yong Noh
ACM Trans. Graph.1
2019 On Sharing Physical Geometric Space between Augmented and Virtual Reality Environments
abstract
Despite the expected synergistic effects, augmented and virtual reality (AR and VR, respectively) technologies still tend to be discrete entities. In this paper, we describe our effort to enable both AR and VR users to share the same physical geometric space. The geometric transformation between two world spaces, defined separately by AR and VR systems, are estimated using a specially designed tracking board. Once initially obtained, the transformation will allow users to collaborate with each other within an integrated physical environment while making the best use of both AR and VR technologies.
Wooyoung Chun, Gyujin Choi, Jaepung An, Woong Seo, Sanghun Park, Insung Ihm
VR5
2019 Construction of a flexible and scalable 4D light field camera array using Raspberry Pi clusters
Jaepung An, Sanghun Park, Insung Ihm
Vis. Comput.2
2016 Ray tracing-based interactive diffuse indirect illumination
Byungjoon Chang, Sanghun Park, Insung Ihm
Multim. Tools Appl.2
2016 Video-based weathering gallery
Gyuhyun Hwang, Sanghun Park
Multim. Tools Appl.3
2015 A new reconstruction algorithm for photoacoustic imaging based on geometric information of ROI
abstract
In this paper, we propose an acoustic signal synthesizing algorithm called two-step reconstruction algorithm based on the geometrical information of ROI(region of interest). Even though we apply the same conventional reconstruction algorithm, we can obtain the better image quality of ROI by using the proposed two-step reconstruction algorithm. We comment on the mathematical minor mistakes in applying Residue theorem for the derivation of Green's function in famous paper to which many researchers are still referring. A mathematical k-wave simulation is used for comparing the image quality of ROI with or without two-step reconstruction algorithm. From the simulation results, we prove the effectiveness of proposed acoustic signal synthesizing of two-step reconstruction algorithm.
Woonchul Ham, Kyumann Im, Sanghun Park, Kangsan Lee, Chulgyu Song
BIBE3
2015 Diffuse global illumination in particle spaces
Byungjoon Chang, Sanghun Park, Insung Ihm
Multim. Tools Appl.2
2013 Components for bidirectional augmented broadcasting services on smart TVs
Gyuhyun Hwang, Sanghun Park, Seungchul Kim
Multim. Tools Appl.2
2003 Interactive Stereoscopic Visualization of Very Large Visible Men on CAVE
Insung Ihm, Bumdae Lee, Joong-Youn Lee, Minsu Joh, Sanghun Park
ICCSA (1)5
2002 Case Study: Interactive Rendering of Adaptive Mesh Refinement Data
abstract
Adaptive mesh refinement (AMR) is a popular computational simulation technique used in various scientific and engineering fields. Although AMR data is organized in a hierarchical multi-resolution data structure, the traditional volume visualization algorithms such as ray-casting and splatting cannot handle the form without converting it to a sophisticated data structure. In this paper, we present a hierarchical multi-resolution splatting technique using k-d trees and octrees for AMR data that is suitable for implementation on the latest consumer PC graphics hardware. We describe a graphical user interface to set transfer function and viewing/rendering parameters interactively. Experimental results obtained on a general purpose PC equipped with NVIDIA GeForce card are presented to demonstrate that the technique can interactively render AMR data (over 20 frames per second). Our scheme can easily be applied to parallel rendering of time-varying AMR data.
Sanghun Park, Chandrajit L. Bajaj, Vinay Siddavanahalli
IEEE Visualization1
2001 Visualization-Specific Compression of Large Volume Data
abstract
When interactive real-time applications are developed with very large volume data, the use of lossy compression is often inevitable. Lossy compression schemes generally encode data without consideration of the purpose of visualization that is actually performed, which often results in inefficient compression. In this paper, we present a new method for classifying voxels according to their importance in visualization, and assigning appropriate weights to them. The associated weight information can be combined with lossy compression schemes to reduce the visual degradation of reconstructed images, resulting in higher compression rates and visual fidelity. Test results demonstrate that the proposed technique improves both the amount of compression and the quality of visualization significantly.
Chandrajit L. Bajaj, Sanghun Park, Insung Ihm
PG2
2001 Performance-driven high-level synthesis with bit-level chaining andclock selection
abstract
This paper presents a new scheme for scheduling and control synthesis in high-level circuit design. The scheduling algorithm tries to maximize the performance of a design under resource constraints by maximizing the utilization of resources and minimizing clock slack. It exploits the technique of bit-level chaining (BLC) to target high-speed design. It also exploits noninteger multicycling and chaining, which allows multiple cycle execution of a set of chained operations and even sharing of chained functional units to obtain further performance at the cost of a small increase in the complexity of the control unit. Experimental results on several datapath-intensive designs show significant improvement in throughput over the conventional scheduling algorithms.
Sanghun Park, Kiyoung Choi
IEEE Trans. Comput. Aided Des. Integr. Circuits Syst.1
2001 3D RGB image compression for interactive applications
abstract
This paper presents a new 3D RGB image compression scheme designed for interactive real-time applications. In designing our compression method, we have compromised between two important goals: high compression ratio and fast random access ability, and have tried to minimize the overhead caused during run-time reconstruction. Our compression technique is suitable for applications wherein data are accessed in a somewhat unpredictable fashion, and real-time performance of decompression is necessary. The experimental results on three different kinds of 3D images from medical imaging, image-based rendering, and solid texture mapping suggest that the compression method can be used effectively in developing real-time applications that must handle large volume data, made of color samples taken in three- or higher-dimensional space.
Chandrajit L. Bajaj, Insung Ihm, Sanghun Park
ACM Trans. Graph.3
2000 Compression-Based 3D Texture Mapping for Real-Time Rendering
Chandrajit L. Bajaj, Insung Ihm, Sanghun Park
Graph. Model.3
1999 Performance-Driven Scheduling with Bit-Level Chaining
abstract
This paper presents a new scheduling algorithm that maximizes the performance of a design under resource constraints in high-level synthesis. The algorithm tries to achieve the maximal utilization of resources and the minimal waste of clock slack time. Moreover, it exploits the technique of bit-level chaining to target high-speed designs. The algorithm tries non-integer multiple-cycling and chaining, which allows multiple cycle execution of chained operations, to further increase the performance at the cost of small increase in the complexity of the control unit. Experimental results on several datapath-intensive designs show significant improvement in execution time, over the conventional scheduling algorithms. 1 Introduction Scheduling in high-level synthesis takes a crucial role of determining the performance of synthesized hardware. As a performance measure, we can use data introduction interval (sample period) or latency when pipelining [1, 2, 3] is not used. Given a data flow g...
Sanghun Park, Kiyoung Choi
DAC1
1999 Making 3D Textures Practical
abstract
While 2D texture mapping is one of the most powerful rendering techniques that make 3D objects appear visually interesting, it suffers from visual artifacts produced when 2D image patterns are wrapped onto the surface of objects with arbitrary shapes. On the other hand, 3D texture mapping generates highly natural visual effects in which objects appear carved from lumps of materials rather than laminated with thin sheets as in 2D texture mapping. Storing 3D texture images in a table for fast mapping computations, instead of evaluating procedures on the fly, however, has been considered impractical due to the extremely high memory requirements. In this paper, we present a new effective method for 3D texture mapping designed for real-time rendering of polygonal models. Our scheme attempts to resolve the potential texture memory problem arising from the very large size of 3D images by compressing them using a wavelet-based encoding method. The experimental results on various non-trivial 3D textures and polygonal models show that high compression rates are achieved with few visual artifacts in the rendered image and a small impact on rendering time. The simplicity of our compression-based scheme will make it possible to implement practical 3D texture mapping in software/hardware rendering systems including the real-time 3D graphics APIs like OpenGL and Direct3D.
Chandrajit L. Bajaj, Insung Ihm, Sanghun Park
PG3
1999 Wavelet-Based 3D Compression Scheme for Interactive Visualization of Very Large Volume Data
abstract
Interactive visualization of very large volume data has been recognized as a task requiring great effort in a variety of science and engineering fields. In particular, such data usually places considerable demands on run‐time memory space. In this paper, we present an effective 3D compression scheme for interactive visualization of very large volume data, that exploits the power of wavelet theory. In designing our method, we have compromised between two important factors: high compression ratio and fast run‐time random access ability. Our experimental results on the Visual Human data sets show that our method achieves fairly good compression ratios. In addition, it minimizes the overhead caused during run‐time reconstruction of voxel values. This 3D compression scheme will be useful in developing many interactive visualization systems for huge volume data, especially when they are based on personal computers or workstations with limited memory.
Insung Ihm, Sanghun Park
Comput. Graph. Forum2
1998 Wavelet-Based 3D Compression Scheme for Very Large Volume Data
Insung Ihm, Sanghun Park
Graphics Interface2