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Jihun Yu

dblp:62/6222 · DBLP profile ↗
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7ranked-venue papers
2as first author
1since 2021 · last 2026
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 2

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.

Artificial intelligence
2 papers
3D vision · 65% Face, body and person analysis · 35%
Computer graphics and multimedia
3 papers
Geometric modeling and processing · 50% Computer animation and physical simulation · 50%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d human reconstruction
0.412020
HUMBI: A Large Multiview Dataset of Human Body Expressions · CVPR 2020
Computer vision › 3D vision
3d reconstruction
0.412020
HUMBI: A Large Multiview Dataset of Human Body Expressions · CVPR 2020
Computer vision › 3D vision › pose estimation › pose tracking
3d face tracking
0.212015
Unconstrained realtime facial performance capture · CVPR 2015
Computer vision › Face, body and person analysis › face modeling
facial performance capture
0.212015
Unconstrained realtime facial performance capture · CVPR 2015
Geometric modeling and processing
3d face modeling
0.212013
Realtime facial animation with on-the-fly correctives · ACM Trans. Graph. 2013
Computer animation and physical simulation › performance capture
facial performance capture
0.212013
Realtime facial animation with on-the-fly correctives · ACM Trans. Graph. 2013
Computer animation and physical simulation
fluid simulation
0.212013
Reconstructing surfaces of particle-based fluids using anisotropic kernels · ACM Trans. Graph. 2013
Computer animation and physical simulation › facial animation
real-time facial animation
0.212013
Realtime facial animation with on-the-fly correctives · ACM Trans. Graph. 2013
Geometric modeling and processing
surface fitting
0.212013
Non-local isotopic approximation of nonsingular surfaces · Comput. Aided Des. 2013
Geometric modeling and processing
surface reconstruction
0.212013
Reconstructing surfaces of particle-based fluids using anisotropic kernels · ACM Trans. Graph. 2013
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction
0.112020
HUMBI: A Large Multiview Dataset of Human Body Expressions · CVPR 2020
Computer animation and physical simulation › facial animation
facial motion retargeting
0.012013
Realtime facial animation with on-the-fly correctives · ACM Trans. Graph. 2013
Geometric modeling and processing
implicit surface
0.012013
Reconstructing surfaces of particle-based fluids using anisotropic kernels · ACM Trans. Graph. 2013

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

canonical atlas · 0.43d mesh models · 0.4temporal filtering · 0.2outlier detection · 0.2RGB-D sensing · 0.2principal component analysis · 0.2mesh deformation · 0.2incremental PCA · 0.2anisotropic smoothing kernels · 0.2adaptive PCA · 0.22d facial feature tracking · 0.2
YearPublicationVenuePosition
2026 Improving Facial Rig Semantics for Tracking and Retargeting
abstract
Abstract In this paper, we consider retargeting a tracked facial performance to other people or virtual characters. We utilize the same rig framework for both tracking and animation to remove the difficulties associated with retargeting the semantics of one framework to another. Our carefully designed set of Simon‐Says expressions and regularizers is used to calibrate each rig to the motion signatures of the relevant performer or target. Although a uniform set of Simon‐Says expressions can likely be used for all person‐to‐person retargeting, we argue that person‐to‐virtual‐character retargeting benefits from an expression set that captures the distinct motion signature of the virtual character rig. The Simon‐Says calibrated rigs tend to produce the desired expressions when exercising animation controls. Unfortunately, these well‐calibrated rigs still lead to undesirable controls when tracking a performance, even though they generally produce acceptable geometry reconstructions. Thus, we propose a fine‐tuning approach that modifies the rig used by the tracker to promote the output of more semantically meaningful animation controls, facilitating high efficacy retargeting. To better address real‐world scenarios, the fine‐tuning relies on implicit differentiation so that the tracker can be treated as a potentially non‐differentiable black box. Experiments demonstrate the benefits of our calibration methods on high‐fidelity expressive performance retargeting for different capture conditions, trackers, and rig frameworks.
Dalton Omens, Allise Thurman, Jihun Yu, Ronald Fedkiw
Comput. Graph. Forum3
2020 HUMBI: A Large Multiview Dataset of Human Body Expressions
abstract
This paper presents a new large multiview dataset called HUMBI for human body expressions with natural clothing. The goal of HUMBI is to facilitate modeling view-specific appearance and geometry of gaze, face, hand, body, and garment from assorted people. 107 synchronized HD cam- eras are used to capture 772 distinctive subjects across gen- der, ethnicity, age, and physical condition. With the mul- tiview image streams, we reconstruct high fidelity body ex- pressions using 3D mesh models, which allows representing view-specific appearance using their canonical atlas. We demonstrate that HUMBI is highly effective in learning and reconstructing a complete human model and is complemen- tary to the existing datasets of human body expressions with limited views and subjects such as MPII-Gaze, Multi-PIE, Human3.6M, and Panoptic Studio datasets.
Zhixuan Yu, Jae Shin Yoon, In Kyu Lee, Prashanth Venkatesh, Jaesik Park, Jihun Yu, Hyun Soo Park
CVPR6
2015 Unconstrained realtime facial performance capture
abstract
We introduce a realtime facial tracking system specifically designed for performance capture in unconstrained settings using a consumer-level RGB-D sensor. Our framework provides uninterrupted 3D facial tracking, even in the presence of extreme occlusions such as those caused by hair, hand-to-face gestures, and wearable accessories. Anyone's face can be instantly tracked and the users can be switched without an extra calibration step. During tracking, we explicitly segment face regions from any occluding parts by detecting outliers in the shape and appearance input using an exponentially smoothed and user-adaptive tracking model as prior. Our face segmentation combines depth and RGB input data and is also robust against illumination changes. To enable continuous and reliable facial feature tracking in the color channels, we synthesize plausible face textures in the occluded regions. Our tracking model is personalized on-the-fly by progressively refining the user's identity, expressions, and texture with reliable samples and temporal filtering. We demonstrate robust and high-fidelity facial tracking on a wide range of subjects with highly incomplete and largely occluded data. Our system works in everyday environments and is fully unobtrusive to the user, impacting consumer AR applications and surveillance.
Pei-Lun Hsieh, Chongyang Ma, Jihun Yu, Hao Li 0015
CVPR3
2013 Non-local isotopic approximation of nonsingular surfaces
Long Lin, Chee-Keng Yap, Jihun Yu
Comput. Aided Des.3
2013 Realtime facial animation with on-the-fly correctives
abstract
We introduce a real-time and calibration-free facial performance capture framework based on a sensor with video and depth input. In this framework, we develop an adaptive PCA model using shape correctives that adjust on-the-fly to the actor's expressions through incremental PCA-based learning. Since the fitting of the adaptive model progressively improves during the performance, we do not require an extra capture or training session to build this model. As a result, the system is highly deployable and easy to use: it can faithfully track any individual, starting from just a single face scan of the subject in a neutral pose. Like many real-time methods, we use a linear subspace to cope with incomplete input data and fast motion. To boost the training of our tracking model with reliable samples, we use a well-trained 2D facial feature tracker on the input video and an efficient mesh deformation algorithm to snap the result of the previous step to high frequency details in visible depth map regions. We show that the combination of dense depth maps and texture features around eyes and lips is essential in capturing natural dialogues and nuanced actor-specific emotions. We demonstrate that using an adaptive PCA model not only improves the fitting accuracy for tracking but also increases the expressiveness of the retargeted character.
Hao Li 0015, Jihun Yu, Yuting Ye, Christoph Bregler
ACM Trans. Graph.2
2013 Reconstructing surfaces of particle-based fluids using anisotropic kernels
abstract
In this article we present a novel surface reconstruction method for particle-based fluid simulators such as Smoothed Particle Hydrodynamics. In particle-based simulations, fluid surfaces are usually defined as a level set of an implicit function. We formulate the implicit function as a sum of anisotropic smoothing kernels, and the direction of anisotropy at a particle is determined by performing Principal Component Analysis (PCA) over the neighboring particles. In addition, we perform a smoothing step that repositions the centers of these smoothing kernels. Since these anisotropic smoothing kernels capture the local particle distributions more accurately, our method has advantages over existing methods in representing smooth surfaces, thin streams, and sharp features of fluids. Our method is fast, easy to implement, and our results demonstrate a significant improvement in the quality of reconstructed surfaces as compared to existing methods.
Jihun Yu, Greg Turk
ACM Trans. Graph.1
2012 Explicit Mesh Surfaces for Particle Based Fluids
abstract
Abstract We introduce the idea of using an explicit triangle mesh to track the air/fluid interface in a smoothed particle hydrodynamics (SPH) simulator. Once an initial surface mesh is created, this mesh is carried forward in time using nearby particle velocities to advect the mesh vertices. The mesh connectivity remains mostly unchanged across time‐steps; it is only modified locally for topology change events or for the improvement of triangle quality. In order to ensure that the surface mesh does not diverge from the underlying particle simulation, we periodically project the mesh surface onto an implicit surface defined by the physics simulation. The mesh surface gives us several advantages over previous SPH surface tracking techniques. We demonstrate a new method for surface tension calculations that clearly outperforms the state of the art in SPH surface tension for computer graphics. We also demonstrate a method for tracking detailed surface information (like colors) that is less susceptible to numerical diffusion than competing techniques. Finally, our temporally‐coherent surface mesh allows us to simulate high‐resolution surface wave dynamics without being limited by the particle resolution of the SPH simulation.
Jihun Yu, Christopher Wojtan, Greg Turk, Chee-Keng Yap
Comput. Graph. Forum1