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Jungjin Park

dblp:50/153 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · unresolved

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

Graphics, computer vision, multimedia, augmented reality and games · 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 · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character control
0.512021
Motion recommendation for online character control · ACM Trans. Graph. 2021
Computer animation and physical simulation
data-driven animation
0.512021
Motion recommendation for online character control · ACM Trans. Graph. 2021

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

reinforcement learning · 0.5proposal network · 0.5k-nearest neighbor action sampler · 0.5
YearPublicationVenuePosition
2021 Motion recommendation for online character control
abstract
Reinforcement learning (RL) has been proven effective in many scenarios, including environment exploration and motion planning. However, its application in data-driven character control has produced relatively simple motion results compared to recent approaches that have used large complex motion data without RL. In this paper, we provide a real-time motion control method that can generate high-quality and complex motion results from various sets of unstructured data while retaining the advantage of using RL, which is the discovery of optimal behaviors by trial and error. We demonstrate the results for a character achieving different tasks, from simple direction control to complex avoidance of moving obstacles. Our system works equally well on biped/quadruped characters, with motion data ranging from 1 to 48 minutes, without any manual intervention. To achieve this, we exploit a finite set of discrete actions, where each action represents full-body future motion features. We first define a subset of actions that can be selected in each state and store these pieces of information in databases during the preprocessing step. The use of this subset of actions enables the effective learning of control policy even from a large set of motion data. To achieve interactive performance at run-time, we adopt a proposal network and a k-nearest neighbor action sampler.
Kyungmin Cho, Chaelin Kim, Jungjin Park, Joonkyu Park, Jun-yong Noh
ACM Trans. Graph.3