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Yeongho Seol

dblp:80/6690 · DBLP profile ↗
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15ranked-venue papers
3as first author
2since 2021 · last 2025
0000-0002-7327-2950ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 15 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 1

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
6 papers
Computer animation and physical simulation · 70% Rendering · 21% Geometric modeling and processing · 9%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
facial animation
1.132025
Speed-Aware Audio-Driven Speech Animation using Adaptive Windows · ACM Trans. Graph. 2025
Spacetime expression cloning for blendshapes · ACM Trans. Graph. 2012
Artist friendly facial animation retargeting · ACM Trans. Graph. 2011
Computer animation and physical simulation › facial animation
speech-driven facial animation
0.912025
Speed-Aware Audio-Driven Speech Animation using Adaptive Windows · ACM Trans. Graph. 2025
Rendering
differentiable rendering
0.412020
Modular primitives for high-performance differentiable rendering · ACM Trans. Graph. 2020
Rendering
rasterization
0.412020
Modular primitives for high-performance differentiable rendering · ACM Trans. Graph. 2020
Computer animation and physical simulation › facial animation
blendshape retargeting
0.322012
Spacetime expression cloning for blendshapes · ACM Trans. Graph. 2012
Artist friendly facial animation retargeting · ACM Trans. Graph. 2011
Computer animation and physical simulation
motion editing
0.212016
SketchiMo: sketch-based motion editing for articulated characters · ACM Trans. Graph. 2016
Geometric modeling and processing › shape deformation
cage-based deformation
0.212014
Interactive manipulation of large-scale crowd animation · ACM Trans. Graph. 2014
Computer animation and physical simulation
crowd simulation
0.212014
Interactive manipulation of large-scale crowd animation · ACM Trans. Graph. 2014
Geometric modeling and processing
shape deformation
0.212014
Interactive manipulation of large-scale crowd animation · ACM Trans. Graph. 2014
Computer vision › Face, body and person analysis › face modeling
facial performance capture
0.112020
Modular primitives for high-performance differentiable rendering · ACM Trans. Graph. 2020
Computer animation and physical simulation
keyframe animation
0.112011
Artist friendly facial animation retargeting · ACM Trans. Graph. 2011

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

self-supervised learning · 0.9neural network · 0.9adaptive window · 0.9inverse rendering · 0.9automatic differentiation · 0.9sketch-based optimization engine · 0.2projective constraints · 0.2cage-based deformation · 0.2as-rigid-as-possible deformation · 0.2bayesian formulation · 0.1
YearPublicationVenuePosition
2025 Speed-Aware Audio-Driven Speech Animation using Adaptive Windows
abstract
We present a novel method that can generate realistic speech animations of a 3D face from audio using multiple adaptive windows. In contrast to previous studies that use a fixed size audio window, our method accepts an adaptive audio window as input, reflecting the audio speaking rate to use consistent phonemic information. Our system consists of three parts. First, the speaking rate is estimated from the input audio using a neural network trained in a self-supervised manner. Second, the appropriate window size that encloses the audio features is predicted adaptively based on the estimated speaking rate. Another key element lies in the use of multiple audio windows of different sizes as input to the animation generator: a small window to concentrate on detailed information and a large window to consider broad phonemic information near the center frame. Finally, the speech animation is generated from the multiple adaptive audio windows. Our method can generate realistic speech animations from in-the-wild audios at any speaking rate, i.e., fast raps, slow songs, as well as normal speech. We demonstrate via extensive quantitative and qualitative evaluations including a user study that our method outperforms state-of-the-art approaches.
Sunjin Jung, Yeongho Seol, Kwanggyoon Seo, Hyeonho Na, Seonghyeon Kim, Vanessa Tan, Jun-yong Noh
ACM Trans. Graph.2
2021 Interactive multi-character motion retargeting
abstract
Abstract A motion retargeting process is necessary as the body size and proportion of the actors are generally different from those of the target characters. However, the original spatial relationship between the multiple characters and the environment is easily broken when using previous motion retargeting methods, which are generally performed for each character independently. Therefore, time‐consuming manual adjustments by animators are usually required to obtain satisfactory results. To address these issues, we present a novel multicharacter motion retargeting method that preserves various types of spatial relationships between characters and environments. We establish a unified deformation‐based framework for the motion retargeting of multiple characters (more than two) or nonhuman characters with complex interactions. Also, an interactive motion editing interface with immediate feedback to the user is provided. We experimentally show that our method achieves a speedup when compared with previous motion retargeting methods.
Jongmin Kim 0005, Yeongho Seol, Taesoo Kwon
Comput. Animat. Virtual Worlds2
2020 Interactive character posing with efficient collision handling
abstract
Abstract An interactive interface for character posing is important in the field of computer graphics, games, and virtual reality. The inverse kinematics (IK) solver is the most popular approach that satisfies both the kinematic equations and the user‐defined position and orientation constraints on the end‐effectors. In this article, we present a novel interactive IK framework that efficiently handles various types of collisions and the spatial relationship constraints during the character posing process. Based on our method, a desired human pose can be easily obtained while resolving a collision with the environment and maintaining the spatial relationship of body parts. In addition, the character pose is smoothly updated throughout the user manipulation.
Jongmin Kim 0005, Yeongho Seol, Hoemin Kim, Taesoo Kwon
Comput. Animat. Virtual Worlds2
2020 Modular primitives for high-performance differentiable rendering
abstract
We present a modular differentiable renderer design that yields performance superior to previous methods by leveraging existing, highly optimized hardware graphics pipelines. Our design supports all crucial operations in a modern graphics pipeline: rasterizing large numbers of triangles, attribute interpolation, filtered texture lookups, as well as user-programmable shading and geometry processing, all in high resolutions. Our modular primitives allow custom, high-performance graphics pipelines to be built directly within automatic differentiation frameworks such as PyTorch or TensorFlow. As a motivating application, we formulate facial performance capture as an inverse rendering problem and show that it can be solved efficiently using our tools. Our results indicate that this simple and straightforward approach achieves excellent geometric correspondence between rendered results and reference imagery.
Samuli Laine, Janne Hellsten, Tero Karras, Yeongho Seol, Jaakko Lehtinen, Timo Aila
ACM Trans. Graph.4
2019 Optimal and interactive keyframe selection for motion capture
abstract
Motion capture is increasingly used in games and movies, but often requires editing before it can be used, for many reasons. The motion may need to be adjusted to correctly interact with virtual objects or to fix problems that result from mapping the motion to a character of a different size or, beyond such technical requirements, directors can request stylistic changes. Unfortunately, editing is laborious because of the low-level representation of the data. While existing motion editing methods accomplish modest changes, larger edits can require the artist to “re-animate” the motion by manually selecting a subset of the frames as keyframes. In this paper, we automatically find sets of frames to serve as keyframes for editing the motion. We formulate the problem of selecting an optimal set of keyframes as a shortest-path problem, and solve it efficiently using dynamic programming. We create a new simplified animation by interpolating the found keyframes using a naive curve fitting technique. Our algorithm can simplify motion capture to around 10% of the original number of frames while retaining most of its detail. By simplifying animation with our algorithm, we realize a new approach to motion editing and stylization founded on the time-tested keyframe interface. We present results that show our algorithm outperforms both research algorithms and a leading commercial tool.
Richard Roberts 0004, John P. Lewis, Ken Anjyo, Jaewoo Seo, Yeongho Seol
Comput. Vis. Media5
2016 SketchiMo: sketch-based motion editing for articulated characters
abstract
We present SketchiMo, a novel approach for the expressive editing of articulated character motion. SketchiMo solves for the motion given a set of projective constraints that relate the sketch inputs to the unknown 3 D poses. We introduce the concept of sketch space, a contextual geometric representation of sketch targets---motion properties that are editable via sketch input---that enhances, right on the viewport, different aspects of the motion. The combination of the proposed sketch targets and space allows for seamless editing of a wide range of properties, from simple joint trajectories to local parent-child spatiotemporal relationships and more abstract properties such as coordinated motions. This is made possible by interpreting the user's input through a new sketch-based optimization engine in a uniform way. In addition, our view-dependent sketch space also serves the purpose of disambiguating the user inputs by visualizing their range of effect and transparently defining the necessary constraints to set the temporal boundaries for the optimization.
Byungkuk Choi, Roger Blanco Ribera, John P. Lewis, Yeongho Seol, Seokpyo Hong, Haegwang Eom, Sunjin Jung, Jun-yong Noh
ACM Trans. Graph.4
2014 Interactive manipulation of large-scale crowd animation
abstract
Editing large-scale crowd animation is a daunting task due to the lack of an efficient manipulation method. This paper presents a novel cage-based editing method for large-scale crowd animation. The cage encloses animated characters and supports convenient space/time manipulation methods that were unachievable with previous approaches. The proposed method is based on a combination of cage-based deformation and as-rigid-as-possible deformation with a set of constraints integrated into the system to produce desired results. Our system allows animators to edit existing crowd animations intuitively with real-time performance while maintaining complex interactions between individual characters. Our examples demonstrate how our cage-based user interfaces mitigate the time and effort for the user to manipulate large crowd animation.
Jongmin Kim 0005, Yeongho Seol, Taesoo Kwon, Jehee Lee
ACM Trans. Graph.2
2013 Human motion reconstruction from sparse 3D motion sensors using kernel CCA-based regression
abstract
ABSTRACT This paper presents a real‐time performance animation system that reproduces full‐body character animation based on sparse three‐dimensional (3D) motion sensors on a performer. Producing faithful character animation from this setting is a mathematically ill‐posed problem, because input data from the sensors are not sufficient to determine the full degrees of freedom of a character. Given the input data from 3D motion sensors, we select similar poses from a motion database and build an online local model that transforms the low‐dimensional input signal into a high‐dimensional character pose. A regression method based on kernel canonical correlation analysis (CCA) is employed, because it effectively handles a wide variety of motions. Examples show that various human motions are naturally reproduced by the proposed method. Copyright © 2013 John Wiley & Sons, Ltd.
Jongmin Kim 0005, Yeongho Seol, Jehee Lee
Comput. Animat. Virtual Worlds2
2012 Realtime Performance Animation Using Sparse 3D Motion Sensors
Jongmin Kim 0005, Yeongho Seol, Jehee Lee
MIG2
2012 Spacetime expression cloning for blendshapes
abstract
The goal of a practical facial animation retargeting system is to reproduce the character of a source animation on a target face while providing room for additional creative control by the animator. This article presents a novel spacetime facial animation retargeting method for blendshape face models. Our approach starts from the basic principle that the source and target movements should be similar. By interpreting movement as the derivative of position with time, and adding suitable boundary conditions, we formulate the retargeting problem as a Poisson equation. Specified (e.g., neutral) expressions at the beginning and end of the animation as well as any user-specified constraints in the middle of the animation serve as boundary conditions. In addition, a model-specific prior is constructed to represent the plausible expression space of the target face during retargeting. A Bayesian formulation is then employed to produce target animation that is consistent with the source movements while satisfying the prior constraints. Since the preservation of temporal derivatives is the primary goal of the optimization, the retargeted motion preserves the rhythm and character of the source movement and is free of temporal jitter. More importantly, our approach provides spacetime editing for the popular blendshape representation of facial models, exhibiting smooth and controlled propagation of user edits across surrounding frames.
Yeongho Seol, John P. Lewis, Jaewoo Seo, Byungkuk Choi, Ken Anjyo, Jun-yong Noh
ACM Trans. Graph.1
2012 Weighted pose space editing for facial animation
Yeongho Seol, Jaewoo Seo, Paul Hyunjin Kim, John P. Lewis, Jun-yong Noh
Vis. Comput.1
2011 Characteristic facial retargeting
abstract
Abstract Facial motion retargeting has been developed mainly in the direction of representing high fidelity between a source and a target model. We present a novel facial motion retargeting method that properly regards the significant characteristics of target face model. We focus on stylistic facial shapes and timings that reveal the individuality of the target model well, after the retargeting process is finished. The method works with a range of expression pairs between the source and the target facial expressions and emotional sequence pairs of the source and the target facial motions. We first construct a prediction model to place semantically corresponding facial shapes. Our hybrid retargeting model, which combines the radial basis function (RBF) and kernel canonical correlation analysis (kCCA)‐based regression methods copes well with new input source motions without visual artifacts. 1D Laplacian motion warping follows after the shape retargeting process, replacing stylistically important emotional sequences and thus, representing the characteristics of the target face. Copyright © 2011 John Wiley & Sons, Ltd.
Jaewon Song, Byungkuk Choi, Yeongho Seol, Jun-yong Noh
Comput. Animat. Virtual Worlds3
2011 Artist friendly facial animation retargeting
abstract
This paper presents a novel facial animation retargeting system that is carefully designed to support the animator's workflow. Observation and analysis of the animators' often preferred process of key-frame animation with blendshape models informed our research. Our retargeting system generates a similar set of blendshape weights to those that would have been produced by an animator. This is achieved by rearranging the group of blendshapes into several sequential retargeting groups and solving using a matching pursuit-like scheme inspired by a traditional key-framing approach. Meanwhile, animators typically spend a tremendous amount of time simplifying the dense weight graphs created by the retargeting. Our graph simplification technique effectively produces editable weight graphs while preserving the visual characteristics of the original retargeting. Finally, we automatically create GUI controllers to help artists perform key-framing and editing very efficiently. The set of proposed techniques greatly reduce the time and effort required by animators to achieve high quality retargeted facial animations.
Yeongho Seol, Jaewoo Seo, Paul Hyunjin Kim, John P. Lewis, Jun-yong Noh
ACM Trans. Graph.1
2010 A Smoke Visualization Model for Capturing Surface-Like Features
abstract
Abstract Incense, candle smoke and cigarette smoke often exhibit smoke flows with a surface‐like appearance. Although delving into well‐known computational fluid dynamics may provide a solution to create such an appearance, we propose a much efficient alternative that combines a low‐resolution fluid simulation with explicit geometry provided by NURBS surfaces. Among a wide spectrum of fluid simulation, our algorithm specifically tailors to reproduce the semi‐transparent surface look and motion of the smoke. The main idea is that we follow the traces called streaklines created by the advected particles from a simulation and reconstruct NURBS surfaces passing through them. Then, we render the surfaces by applying an opacity map to each surface, where the opacity map is created by utilizing the smoke density and the characteristics of the surface contour. Augmenting the results from low‐resolution simulations such a way requires a low computational cost and memory usage by design.
Jinho Park 0002, Yeongho Seol, Frederic Cordier, Jun-yong Noh
Comput. Graph. Forum2
2010 Rigging transfer
abstract
Abstract Realistic character animation requires elaborate rigging built on top of high quality 3D models. Sophisticated anatomically based rigs are often the choice of visual effect studios where life‐like animation of CG characters is the primary objective. However, rigging a character with a muscular‐skeletal system is very involving and time‐consuming process, even for professionals. Although, there have been recent research efforts to automate either all or some parts of the rigging process, the complexity of anatomically based rigging nonetheless opens up new research challenges. We propose a new method to automate anatomically based rigging that transfers an existing rig of one character to another. The method is based on a data interpolation in the surface and volume domain, where various rigging elements can be transferred between different models. As it only requires a small number of corresponding input feature points, users can produce highly detailed rigs for a variety of desired character with ease. Copyright © 2010 John Wiley & Sons, Ltd.
Jaewoo Seo, Yeongho Seol, Daehyeon Wi, Younghui Kim, Jun-yong Noh
Comput. Animat. Virtual Worlds2