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Jeong-Mo Hong

dblp:55/3680 · DBLP profile ↗
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15ranked-venue papers
6as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 15 · 6 first-author

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
5 papers
Computer animation and physical simulation · 71% Audio and music processing · 29%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
0.232010
Bubbles alive · ACM Trans. Graph. 2008
Discontinuous fluids · ACM Trans. Graph. 2005
Sounding liquids: Automatic sound synthesis from fluid simulation · ACM Trans. Graph. 2010
Audio and music processing › sound synthesis
physical modeling synthesis
0.112010
Sounding liquids: Automatic sound synthesis from fluid simulation · ACM Trans. Graph. 2010
Audio and music processing
sound synthesis
0.112010
Sounding liquids: Automatic sound synthesis from fluid simulation · ACM Trans. Graph. 2010
Computer animation and physical simulation › fluid simulation
eulerian-lagrangian simulation
0.112008
Bubbles alive · ACM Trans. Graph. 2008
Computer animation and physical simulation
collision handling
0.112007
Fracturing Rigid Materials · IEEE Trans. Vis. Comput. Graph. 2007
Computer animation and physical simulation
fracture simulation
0.112007
Fracturing Rigid Materials · IEEE Trans. Vis. Comput. Graph. 2007
Computer animation and physical simulation › fluid simulation
multiphase fluid simulation
0.112005
Discontinuous fluids · ACM Trans. Graph. 2005

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

level set method · 0.2jump conditions · 0.1shallow water simulation · 0.1bubble resonance modeling · 0.1SPH simulation · 0.1smoothed particle hydrodynamics · 0.1eulerian grid simulation · 0.1virtual node algorithm · 0.1navier-stokes equations · 0.1finite element analysis · 0.1
YearPublicationVenuePosition
2016 Water simulation using a responsive surface tracking for flow-type changes
Jae-Gwang Lim, Bong-Jun Kim, Jeong-Mo Hong
Vis. Comput.3
2015 Interpolation and parallel adjustment of center-sampled trees with new balancing constraints
Panagiotis Tsiotras, Jeong-Mo Hong, Oh-Young Song
Vis. Comput.3
2013 A heterogeneous CPU-GPU parallel approach to a multigrid Poisson solver for incompressible fluid simulation
abstract
ABSTRACT One of the major obstacles in incompressible fluid simulations is the projection step that enforces zero divergence of the velocity field. We propose a novel heterogeneous CPU–GPU parallel multigrid Poisson solver that decomposes the high‐frequency components of the residual field using a wavelet decomposition and conducts an additional smoothing process on them, using the CPU, while the GPU is performing projection at the coarsest level. In example animations of smoke and turbulent flow with thermal buoyancy, this additional smoothing improves the accuracy of the parallel multigrid Poisson solver in a single multigrid cycle and reduces the number of multigrid cycles required to reach a specified accuracy. Copyright © 2013 John Wiley & Sons, Ltd.
Hwi-ryong Jung, Sun-Tae Kim, Jun-yong Noh, Jeong-Mo Hong
Comput. Animat. Virtual Worlds4
2013 Visual simulation of turbulent fluids using MLS interpolation profiles
Sun-Tae Kim, Jeong-Mo Hong
Vis. Comput.2
2010 Sounding liquids: Automatic sound synthesis from fluid simulation
abstract
We present a novel approach for synthesizing liquid sounds directly from visual simulation of fluid dynamics. Our approach takes advantage of the fact that the sound generated by liquid is mainly due to the vibration of resonating bubbles in the medium and performs automatic sound synthesis by coupling physically-based equations for bubble resonance with multiple fluid simulators. We effectively demonstrate our system on several benchmarks using a real-time shallow-water fluid simulator as well as a hybrid grid-SPH simulator.
William Moss, Hengchin Yeh, Jeong-Mo Hong, Ming C. Lin, Dinesh Manocha
ACM Trans. Graph.3
2009 Procedural Synthesis using Vortex Particle Method for Fluid Simulation
abstract
Abstract We propose a fast and effective technique to improve sub‐grid visual details of the grid based fluid simulation. Our method procedurally synthesizes the flow fields coming from the incompressible Navier‐Stokes solver and the vorticity fields generated by vortex particle method for sub‐grid turbulence. We are able to efficiently animate smoke which is highly turbulent and swirling with small scale details. Since this technique does not solve the linear system in high‐resolution grids, it can perform fluid simulation more rapidly. We can easily estimate the influence of turbulent and swirling effect to the fluid flow.
Jong-Chul Yoon, Hyeong Ryeol Kam, Jeong-Mo Hong
Comput. Graph. Forum3
2009 Simulation of swirling bubbly water using bubble particles
Jeong-Mo Hong
Vis. Comput.2
2009 Interchangeable SPH and level set method in multiphase fluids
Jeong-Mo Hong
Vis. Comput.2
2008 Divergence-constrained moving least squares for fluid simulation
abstract
Abstract Developing suitable interpolation methods to simulate dynamic motions of continuous materials such as fluids is an important problem. In this paper, we propose a novel method to enforce the divergence condition to the interpolated velocity field by moving least squares (MLS), by means of the diffusive derivatives and moving divergence constraints that allow the practical use and easy implementation. As results, we present the velocity interpolation examples and a fluid‐like particle simulation method to show the meaningful potential of our method as a tool of physical interpolation for fluid simulations. Copyright © 2008 John Wiley & Sons, Ltd.
Jeong-Mo Hong, Jong-Chul Yoon
Comput. Animat. Virtual Worlds1
2008 Bubbles alive
abstract
We propose a hybrid method for simulating multiphase fluids such as bubbly water. The appearance of subgrid visual details is improved by incorporating a new bubble model based on smoothed particle hydrodynamics (SPH) into an Eulerian grid-based simulation that handles background flows of large bodies of water and air. To overcome the difficulty in simulating small bubbles in the context of the multiphase flows on a coarse grid, we heuristically model the interphase properties of water and air by means of the interactions between bubble particles. As a result, we can animate lively motion of bubbly water with small scale details efficiently.
Jeong-Mo Hong, Jong-Chul Yoon
ACM Trans. Graph.1
2007 Wrinkled flames and cellular patterns
abstract
We model flames and fire using the Navier-Stokes equations combined with the level set method and jump conditions to model the reaction front. Previous works modeled the flame using a combination of propagation in the normal direction and a curvature term which leads to a level set equation that is parabolic in nature and thus overly dissipative and smooth. Asymptotic theory shows that one can obtain more interesting velocities and fully hyperbolic (as opposed to parabolic) equations for the level set evolution. In particular, researchers in the field of detonation shock dynamics (DSD) have derived a set of equations which exhibit characteristic cellular patterns. We show how to make use of the DSD framework in the context of computer graphics simulations of flames and fire to obtain interesting features such as flame wrinkling and cellular patterns.
Jeong-Mo Hong, Tamar Shinar, Ronald Fedkiw
ACM Trans. Graph.1
2007 Fracturing Rigid Materials
abstract
We propose a novel approach to fracturing (and denting) brittle materials. To avoid the computational burden imposed by the stringent time step restrictions of explicit methods or with solving nonlinear systems of equations for implicit methods, we treat the material as a fully rigid body in the limit of infinite stiffness. In addition to a triangulated surface mesh and level set volume for collisions, each rigid body is outfitted with a tetrahedral mesh upon which finite element analysis can be carried out to provide a stress map for fracture criteria. We demonstrate that the commonly used stress criteria can lead to arbitrary fracture (especially for stiff materials) and instead propose the notion of a time averaged stress directly into the FEM analysis. When objects fracture, the virtual node algorithm provides new triangle and tetrahedral meshes in a straightforward and robust fashion. Although each new rigid body can be rasterized to obtain a new level set, small shards can be difficult to accurately resolve. Therefore, we propose a novel collision handling technique for treating both rigid bodies and rigid body thin shells represented by only a triangle mesh.
Zhaosheng Bao, Jeong-Mo Hong, Joseph Teran, Ronald Fedkiw
IEEE Trans. Vis. Comput. Graph.2
2005 Discontinuous fluids
abstract
At interfaces between different fluids, properties such as density, viscosity, and molecular cohesion are discontinuous. To animate small-scale details of incompressible viscous multi-phase fluids realistically, we focus on the discontinuities in the state variables that express these properties. Surface tension of both free and bubble surfaces is modeled using the jump condition in the pressure field; and discontinuities in the velocity gradient field. driven by viscosity differences, are also considered. To obtain derivatives of the pressure and velocity fields with sub-grid accuracy, they are extrapolated across interfaces using continuous variables based on physical properties. The numerical methods that we present are easy to implement and do not impact the performance of existing solvers. Small-scale fluid motions, such as capillary instability, breakup of liquid sheets, and bubbly water can all be successfully animated.
Jeong-Mo Hong
ACM Trans. Graph.1
2004 Controlling fluid animation with geometric potential
abstract
Abstract We propose a new fluid control technique that uses a geometrically induced potential field. Instead of optimizing the control forces exerted at each frame, as was done in previous work, a potential is added as an extra dimension to the simulation space which coerces the fluid inside this space to form the target shape. This type of shape control requires practically no additional computing by the Navier‐Stokes solver at run‐time, and adds little overhead to implementation. The confinement potentials are induced from geometric information given by animators, and so the control forces that take fluids to a lower potential can be decided in a preprocessing step. We show that a slightly generalized Navier‐Stokes equation for fluids in potential fields can be simulated without changing the solver itself. A harmonic potential function can be quickly found with the Poisson solver which is already implemented as a part of the Navier‐Stokes solver. 2 and 3 dimensional flows designed by common methods such as hand drawing, traditional shape modeling and key‐framing, can be animated efficiently with our control technique. Copyright © 2004 John Wiley & Sons, Ltd.
Jeong-Mo Hong
Comput. Animat. Virtual Worlds1
2003 Animation of Bubbles in Liquid
abstract
Abstract We present a new fluid animation technique in which liquid and gas interact with each other, using the exampleof bubbles rising in water. In contrast to previous studies which only focused on one fluid, our system considersboth the liquid and the gas simultaneously. In addition to the flowing motion, the interactions between liquid andgas cause buoyancy, surface tension, deformation and movement of the bubbles. For the natural manipulationof topological changes and the removal of the numerical diffusion, we combine the volume‐of‐fluid method andthe front‐tracking method developed in the field of computational fluid dynamics. Our minimum‐stress surfacetension method enables this complementary combination. The interfaces are constructed using the marching cubesalgorithm. Optical effects are rendered using vertex shader techniques. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation
Jeong-Mo Hong
Comput. Graph. Forum1