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Ji-yong Kwon

dblp:69/1005 · DBLP profile ↗
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8ranked-venue papers
6as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 5 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 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
2 papers
Computer animation and physical simulation · 100%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.112012
The Squash-and-Stretch Stylization for Character Motions · IEEE Trans. Vis. Comput. Graph. 2012
Computer animation and physical simulation › motion synthesis › controllable motion generation
stylized motion generation
0.112012
The Squash-and-Stretch Stylization for Character Motions · IEEE Trans. Vis. Comput. Graph. 2012
Computer animation and physical simulation
motion editing
0.112011
Graphical interface for motion editing using procedure visualization · Sci. China Inf. Sci. 2011
User interface design and tools
graphical user interface
0.012011
Graphical interface for motion editing using procedure visualization · Sci. China Inf. Sci. 2011

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

procedure visualization · 0.2time warping · 0.1temporal exaggeration · 0.1spatial exaggeration · 0.1covariance matrix modeling · 0.1
YearPublicationVenuePosition
2012 CartoonModes: Cartoon stylization of video objects through modal analysis
Sun-Young Lee, Jong-Chul Yoon, Ji-yong Kwon, In-Kwon Lee
Graph. Model.3
2012 The Squash-and-Stretch Stylization for Character Motions
abstract
The squash-and-stretch describes the rigidity of the character. This effect is the most important technique in traditional cartoon animation. In this paper, we introduce a method that applies the squash-and-stretch effect to character motion. Our method exaggerates the motion by sequentially applying the spatial exaggeration technique and the temporal exaggeration technique. The spatial exaggeration technique globally deforms the pose in order to make the squashed or stretched pose by modeling it as a covariance matrix of joint positions. Then, the temporal exaggeration technique computes a time-warping function for each joint, and applies it to the position of the joint allowing the character to stretch its links appropriately. The motion stylized by our method is a sequence of squashed and stretched poses with stretching limbs. By performing a user survey, we prove that the motion created using our method is similar to that used in 2D cartoon animation and is funnier than the original motion for human observers who are familiar with 2D cartoon animation.
Ji-yong Kwon, In-Kwon Lee
IEEE Trans. Vis. Comput. Graph.1
2011 Graphical interface for motion editing using procedure visualization
Ji-yong Kwon, In-Kwon Lee
Sci. China Inf. Sci.1
2011 An animation bilateral filter for slow-in and slow-out effects
Ji-yong Kwon, In-Kwon Lee
Graph. Model.1
2008 Exaggerating Character Motions Using Sub-Joint Hierarchy
abstract
Abstract Motion capture cannot generate cartoon‐style animation directly. We emulate the rubber‐like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon‐like movement. We achieve this using trajectory‐based motion exaggeration while allowing the violation of link‐length constraints. We extend this technique to obtain smooth, rubber‐like motion by dividing the original links into shorter sub‐links and computing the positions of joints using Bézier curve interpolation and a mass‐spring simulation. This method is fast enough to be used in real time.
Ji-yong Kwon, In-Kwon Lee
Comput. Graph. Forum1
2008 Determination of camera parameters for character motions using motion area
Ji-yong Kwon, In-Kwon Lee
Vis. Comput.1
2007 Rubber-like Exaggeration for Character Animation
abstract
Motion capture cannot generate cartoon-style animation directly. We emulate the rubber-like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon-like movement. We achieve this using trajectory-based motion exaggeration while allowing the violation of link-length constraints. We extend this technique to obtain smooth, rubber-like motion by dividing the original links into shorter sub-links and computing the positions of joints using B´ezier curve interpolation and a mass-spring simulation. This method is fast enough to be used in real time.
Ji-yong Kwon, In-Kwon Lee
PG1
2007 Caricature video
abstract
Abstract We make moving caricatures from videos on human faces. Using training images, we created a 3D model of an average face. This allows us to transform the image in each frame of an input video, so that it is seen from the front. Then we apply 2D exaggeration rules to caricature each face. Finally, we rotate the face in each frame back to its original position. A panel of viewers gave positive scores to a series of test videos. Copyright © 2007 John Wiley & Sons, Ltd.
Ji-yong Kwon, In-Kwon Lee
Comput. Animat. Virtual Worlds2