EDBT 2026 Demo / reviewers in the wild / expert
Jun-yong Noh
dblp:91/3290 · also Junyong Noh
· DBLP profile ↗
81ranked-venue papers
2as first author
35since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 74 · 2 first-author · 29 since 2021Artificial intelligence and machine learning · 7 · 6 since 2021Human-computer interaction and ubiquitous computing · 6 · 1 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ComVi: Context-Aware Optimized Comment Display in Video PlaybackabstractOn general video-sharing platforms like YouTube, comments are displayed independently of video playback. As viewers often read comments while watching a video, they may encounter ones referring to moments unrelated to the current scene, which can reveal spoilers and disrupt immersion. To address this problem, we present ComVi, a novel system that displays comments at contextually relevant moments, enabling viewers to see time-synchronized comments and video content together. We first map all comments to relevant video timestamps by computing audio-visual correlation, then construct the comment sequence through an optimization that considers temporal relevance, popularity (number of likes), and display duration for comfortable reading. In a user study, ComVi provided a significantly more engaging experience than conventional video interfaces (i.e., YouTube and Danmaku), with 71.9% of participants selecting ComVi as their most preferred interface. Minsun Kim, Dawon Lee, Jun-yong Noh |
CHI | 3 |
| 2026 | Skinned Motion Retargeting with Spatially Adaptive Interaction GuidanceabstractRetargeting motion across characters with varying body shapes while preserving interaction semantics, such as self-contact and near-body proximity, remains a challenging problem. While recent geometry-aware approaches address this by maintaining spatial relationships between predefined corresponding regions, their reliance on static correspondences often struggles when the target character exhibits exaggerated body proportions. In this paper, we present a geometry-aware motion retargeting framework that preserves interaction semantics by performing proximity matching over spatially adaptive anchors. Unlike prior methods with static anchor definitions, the proposed method dynamically repositions anchors to reachable regions on the target character. This is achieved via a Transformer-based anchor refinement strategy that predicts anchor displacements and constrains the translated anchors to remain on the target character geometry through differentiable soft projection. By incorporating pose-dependent spatial structures from the source character, the adapted anchors provide structurally coherent guidance for interaction-aware retargeting. Conditioned on these anchors, a graph-based autoencoder predicts target skeletal motion that preserves the spatial configuration of the source. To encourage task-aligned optimization between anchor adaptation and motion retargeting, we adopt an alternating training scheme in which each module is optimized in turn. Through extensive evaluations, we demonstrate that our method outperforms state-of-the-art approaches in preserving interaction fidelity across diverse character geometries. Code is available at Project Page . Soojin Choi, Seokhyeon Hong, Chaelin Kim, Junghyun Nam, Junhyuk Jeon, Jun-yong Noh |
ACM Trans. Graph. | 6 |
| 2026 | Emotion Manipulation for Talking-Head Videos via Facial LandmarksabstractManipulating the emotion of a performer in a video is a challenging task. The lip motion needs to be preserved while performing the desired changes in the emotion of the subject; however, simply utilizing existing image-based editing methods sabotages the original lip synchronization. We tackle this problem by utilizing a pretrained StyleGAN paired with a landmark-based editing module that modifies the bias present in the edit direction used in image manipulation. The proposed editing module consists of a latent-based landmark detection network and an editing network that modifies the editing direction to match the original lip synchronization while preserving the desired emotion manipulation results. This is realized by taking the facial landmarks as control points. Both networks operate on the latent space, which enables fast training and inference. We show that the proposed method runs significantly faster and performs better in terms of visual quality than alternative approaches, which was validated through a perceptual study. The proposed method can also be extended to perform face reenactment to generate a talking-head video from a single image and face image manipulation using facial landmarks as control points. Kwanggyoon Seo, Rene Culaway, Byeong-Uk Lee, Jun-yong Noh |
ACM Trans. Graph. | 4 |
| 2026 | StyleID: A Perception-Aware Dataset and Metric for Stylization-Agnostic Facial Identity RecognitionabstractCreative face stylization aims to render portraits in diverse visual idioms such as cartoons, sketches, and paintings while retaining recognizable identity. However, current identity encoders, which are typically trained and calibrated on natural photographs, exhibit severe brittleness under stylization. They often mistake changes in texture or color palette for identity drift or fail to detect geometric exaggerations. This reveals the lack of a style-agnostic framework to evaluate and supervise identity consistency across varying styles and strengths. To address this gap, we introduce StyleID, a human perception-aware dataset and evaluation framework for facial identity under stylization. StyleID comprises two datasets: (i) StyleBench-H, a benchmark that captures human same-different verification judgments across diffusion- and flow-matching-based stylization at multiple style strengths, and (ii) StyleBench-S, a supervision set derived from psychometric recognition-strength curves obtained through controlled two-alternative forced-choice (2AFC) experiments. Leveraging StyleBench-S, we fine-tune existing semantic encoders to align their similarity orderings with human perception across styles and strengths. Experiments demonstrate that our calibrated models yield significantly higher correlation with human judgments and enhanced robustness for out-of-domain, artist drawn portraits. All of our datasets, code, and pretrained models will be publicly available. Kwan Yun, Ayeong Jeong, Youngseo Kim, Seungmi Lee, Jun-yong Noh |
ACM Trans. Graph. | 6 |
| 2025 | Generating Highlight Videos of a User-Specified Length using Most Replayed Data
Minsun Kim, Dawon Lee, Jun-yong Noh |
CHI | 3 |
| 2025 | OptiSub: Optimizing Video Subtitle Presentation for Varied Display and Font Sizes via Speech Pause-Driven Chunking
Dawon Lee, Jun-yong Noh |
CHI | 3 |
| 2025 | SALAD: Skeleton-aware Latent Diffusion for Text-driven Motion Generation and EditingabstractText-driven motion generation has advanced significantly with the rise of denoising diffusion models. However, previous methods often oversimplify representations for the skeletal joints, temporal frames, and textual words, limiting their ability to fully capture the information within each modality and their interactions. Moreover, when using pre-trained models for downstream tasks, such as editing, they typically require additional efforts, including manual interventions, optimization, or fine-tuning. In this paper, we introduce a skeleton-aware latent diffusion (SALAD), a model that explicitly captures the intricate inter-relationships between joints, frames, and words. Furthermore, by leveraging cross-attention maps produced during the generation process, we enable attention-based zero-shot text-driven motion editing using a pre-trained SALAD model, requiring no additional user input beyond text prompts. Our approach significantly outperforms previous methods in terms of text-motion alignment without compromising generation quality, and demonstrates practical versatility by providing diverse editing capabilities beyond generation. Code is available at project page. Seokhyeon Hong, Chaelin Kim, Serin Yoon, Junghyun Nam, Sihun Cha, Jun-yong Noh |
CVPR | 6 |
| 2025 | AnyMoLe: Any Character Motion In-betweening Leveraging Video Diffusion ModelsabstractDespite recent advancements in learning-based motion in-betweening, a key limitation has been overlooked: the requirement for character-specific datasets. In this work, we introduce AnyMoLe, a novel method that addresses this limitation by leveraging video diffusion models to generate motion in-between frames for arbitrary characters without external data. Our approach employs a two-stage frame generation process to enhance contextual understanding. Furthermore, to bridge the domain gap between real-world and rendered character animations, we introduce ICAdapt, a fine-tuning technique for video diffusion models. Additionally, we propose a "motion-video mimicking" optimization technique, enabling seamless motion generation for characters with arbitrary joint structures using 2D and 3D-aware features. AnyMoLe significantly reduces data dependency while generating smooth and realistic transitions, making it applicable to a wide range of motion in-betweening tasks. The code and videos are available at project page. Kwan Yun, Seokhyeon Hong, Chaelin Kim, Jun-yong Noh |
CVPR | 4 |
| 2025 | FFaceNeRF: Few-shot Face Editing in Neural Radiance FieldsabstractRecent 3D face editing methods using masks have produced high-quality edited images by leveraging Neural Radiance Fields (NeRF). Despite their impressive performance, existing methods often provide limited user control due to the use of pre-trained segmentation masks. To utilize masks with a desired layout, an extensive training dataset is required, which is challenging to gather. We present FFaceNeRF, a NeRF-based face editing technique that can overcome the challenge of limited user control due to the use of fixed mask layouts. Our method employs a geometry adapter with feature injection, allowing for effective manipulation of geometry attributes. Additionally, we adopt latent mixing for tri-plane augmentation, which enables training with a few samples. This facilitates rapid model adaptation to desired mask layouts, crucial for applications in fields like personalized medical imaging or creative face editing. Our comparative evaluations demonstrate that FFaceNeRF surpasses existing mask based face editing methods in terms of flexibility, control, and generated image quality, paving the way for future advancements in customized and high-fidelity 3D face editing. The code is available on the project-page. Kwan Yun, Chaelin Kim, Hangyeul Shin, Jun-yong Noh |
CVPR | 4 |
| 2025 | Neural Face Skinning for Mesh-agnostic Facial Expression CloningabstractAbstract Accurately retargeting facial expressions to a face mesh while enabling manipulation is a key challenge in facial animation retargeting. Recent deep‐learning methods address this by encoding facial expressions into a global latent code, but they often fail to capture fine‐grained details in local regions. While some methods improve local accuracy by transferring deformations locally, this often complicates overall control of the facial expression. To address this, we propose a method that combines the strengths of both global and local deformation models. Our approach enables intuitive control and detailed expression cloning across diverse face meshes, regardless of their underlying structures. The core idea is to localize the influence of the global latent code on the target mesh. Our model learns to predict skinning weights for each vertex of the target face mesh through indirect supervision from predefined segmentation labels. These predicted weights localize the global latent code, enabling precise and region‐specific deformations even for meshes with unseen shapes. We supervise the latent code using Facial Action Coding System (FACS)‐based blendshapes to ensure interpretability and allow straightforward editing of the generated animation. Through extensive experiments, we demonstrate improved performance over state‐of‐the‐art methods in terms of expression fidelity, deformation transfer accuracy, and adaptability across diverse mesh structures. Sihun Cha, Serin Yoon, Kwanggyoon Seo, Jun-yong Noh |
Comput. Graph. Forum | 4 |
| 2025 | Deep-Learning-Based Facial Retargeting Using Local PatchesabstractAbstract In the era of digital animation, the quest to produce lifelike facial animations for virtual characters has led to the development of various retargeting methods. While the retargeting facial motion between models of similar shapes has been very successful, challenges arise when the retargeting is performed on stylized or exaggerated 3D characters that deviate significantly from human facial structures. In this scenario, it is important to consider the target character's facial structure and possible range of motion to preserve the semantics assumed by the original facial motions after the retargeting. To achieve this, we propose a local patch‐based retargeting method that transfers facial animations captured in a source performance video to a target stylized 3D character. Our method consists of three modules. The Automatic Patch Extraction Module extracts local patches from the source video frame. These patches are processed through the Reenactment Module to generate correspondingly re‐enacted target local patches. The Weight Estimation Module calculates the animation parameters for the target character at every frame for the creation of a complete facial animation sequence. Extensive experiments demonstrate that our method can successfully transfer the semantic meaning of source facial expressions to stylized characters with considerable variations in facial feature proportion. Yeonsoo Choi, Inyup Lee, Sihun Cha, Seonghyeon Kim, Sunjin Jung, Jun-yong Noh |
Comput. Graph. Forum | 6 |
| 2025 | ASMR: Adaptive Skeleton-Mesh Rigging and Skinning via 2D Generative PriorabstractAbstract Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the skeleton should be adjusted in accordance with the size and proportions of the mesh, ensuring that all joints are accurately positioned within the character mesh. Furthermore, defining skinning weights is complicated by variations in skeletal configurations, such as the number of joints and their hierarchy, as well as differences in mesh configurations, including their connectivity and shapes. While existing approaches have made efforts to automate this process, they hardly address the variations in both skeletal and mesh configurations. In this paper, we present a novel method for the automatic rigging and skinning of character meshes using skeletal motion data, accommodating arbitrary configurations of both meshes and skeletons. The proposed method predicts the optimal skeleton aligned with the size and proportion of the mesh as well as defines skinning weights for various meshskeleton configurations, without requiring explicit supervision tailored to each of them. By incorporating Diffusion 3D Features (Diff3F) as semantic descriptors of character meshes, our method achieves robust generalization across different configurations. To assess the performance ofour method in comparison to existing approaches, we conducted comprehensive evaluations encompassing both quantitative and qualitative analyses, specifically examining the predicted skeletons, skinning weights, and deformation quality. Seokhyeon Hong, Soojin Choi, Chaelin Kim, Sihun Cha, Jun-yong Noh |
Comput. Graph. Forum | 5 |
| 2025 | StyleMM: Stylized 3D Morphable Face Model via Text-Driven Aligned Image TranslationabstractAbstract We introduce StyleMM, a novel framework that can construct a stylized 3D Morphable Model (3DMM) based on user‐defined text descriptions specifying a target style. Building upon a pre‐trained mesh deformation network and a texture generator for original 3DMM‐based realistic human faces, our approach fine‐tunes these models using stylized facial images generated via text‐guided image‐to‐image (i2i) translation with a diffusion model, which serve as stylization targets for the rendered mesh. To prevent undesired changes in identity, facial alignment, or expressions during i2i translation, we introduce a stylization method that explicitly preserves the facial attributes of the source image. By maintaining these critical attributes during image stylization, the proposed approach ensures consistent 3D style transfer across the 3DMM parameter space through image‐based training. Once trained, StyleMM enables feed‐forward generation of stylized face meshes with explicit control over shape, expression, and texture parameters, producing meshes with consistent vertex connectivity and animatability. Quantitative and qualitative evaluations demonstrate that our approach outperforms state‐of‐the‐art methods in terms of identity‐level facial diversity and stylization capability. The code and videos are available at kwanyun.github.io/stylemm_page . Categories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Methodology and Techniques— Seungmi Lee, Kwan Yun, Jun-yong Noh |
Comput. Graph. Forum | 3 |
| 2025 | Speed-Aware Audio-Driven Speech Animation using Adaptive WindowsabstractWe 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. | 7 |
| 2025 | A Deep Learning-based Virtual Oculoplastic Surgery SimulatorabstractOculoplastic surgery is a critical treatment for various eye conditions, such as ptosis, which can cause both aesthetic and functional issues. Due to the anxiety about the outcome, patients are often hesitant to undergo the necessary procedures required for the surgery. Virtual oculoplastic surgery simulation technology offers a solution to alleviate these concerns by providing realistic previews of post-surgical results. In this paper, we present a novel deep learning-based virtual oculoplastic surgery simulation system that addresses the limitations of existing methods. The proposed system aims to improve the accuracy of simulations by considering the anatomical structure and characteristics of the eye. Our method utilizes a deformable parametric mesh to enhance the controllability of the image transformation process. Furthermore, the combination of a style-based generator and a neural texture has been implemented to generate high-quality results. The proposed system is expected to facilitate better communication between doctors and patients by providing anatomically inspired high-quality simulation results. The development of this advanced virtual simulation system has the potential to enhance patient experiences and improve satisfaction with outcomes in the field of oculoplastic surgery. Seonghyeon Kim, Chang Wook Seo, Kwanggyoon Seo, Seung Han Song, Jun-yong Noh |
ACM Trans. Graph. | 5 |
| 2024 | User Performance in Consecutive Temporal Pointing: An Exploratory StudyabstractA significant amount of research has recently been conducted on user performance in so-called temporal pointing tasks, in which a user is required to perform a button input at the timing required by the system. Consecutive temporal pointing (CTP), in which two consecutive button inputs must be performed while satisfying temporal constraints, is common in modern interactions, yet little is understood about user performance on the task. Through a user study involving 100 participants, we broadly explore user performance in a variety of CTP scenarios. The key finding is that CTP is a unique task that cannot be considered as two ordinary temporal pointing processes. Significant effects of button input method, motor limitations, and different hand use were also observed. Dawon Lee, Sunjun Kim, Jun-yong Noh, Byungjoo Lee |
CHI | 3 |
| 2024 | StyleCineGAN: Landscape Cinemagraph Generation Using a Pre-trained StyleGANabstractWe propose a method that can generate cinemagraphs automatically from a still landscape image using a pre-trained StyleGAN. Inspired by the success of recent un-conditional video generation, we leverage a powerful pre-trained image generator to synthesize high-quality cinema-graphs. Unlike previous approaches that mainly utilize the latent space of a pre-trained StyleGAN, our approach utilizes its deep feature space for both GAN inversion and cin-emagraph generation. Specifically, we propose multi-scale deep feature warping (MSDFW), which warps the intermediate features of a pre-trained StyleGAN at different resolutions. by using MSDFW, the generated cinemagraphs are of high resolution and exhibit plausible looping animation. We demonstrate the superiority of our method through user studies and quantitative comparisons with state-of-the-art cinemagraph generation methods and a video generation method that uses a pre-trained StyleGAN. Kwanggyoon Seo, Amirsaman Ashtari, Jun-yong Noh |
CVPR | 4 |
| 2024 | LeGO: Leveraging a Surface Deformation Network for Animatable Stylized Face Generation with One ExampleabstractRecent advances in 3D face stylization have made significant strides in few to zero-shot settings. However, the degree of stylization achieved by existing methods is often not sufficient for practical applications because they are mostly based on statistical 3D Morphable Models (3DMM) with limited variations. To this end, we propose a method that can produce a highly stylized 3D face model with desired topology. Our methods train a surface deformation network with 3DMM and translate its domain to the target style using a paired exemplar. The network achieves stylization of the 3D face mesh by mimicking the style of the target using a differentiable renderer and directional CLIP losses. Additionally, during the inference process, we utilize a Mesh Agnostic Encoder (MAGE) that takes deformation target, a mesh of diverse topologies as input to the stylization process and encodes its shape into our latent space. The resulting stylized face model can be animated by commonly used 3DMM blend shapes. A set of quantitative and qualitative evaluations demonstrate that our method can produce highly stylized face meshes according to a given style and output them in a desired topology. We also demonstrate example applications of our method including image-based stylized avatar generation, linear interpolation of geometric styles, and facial animation of stylized avatars. Soyeon Yoon, Kwan Yun, Kwanggyoon Seo, Sihun Cha, Jung Eun Yoo, Jun-yong Noh |
CVPR | 6 |
| 2024 | Long-term Motion In-betweening via Keyframe PredictionabstractAbstract Motion in‐betweening has emerged as a promising approach to enhance the efficiency of motion creation due to its flexibility and time performance. However, previous in‐betweening methods are limited to generating short transitions due to growing pose ambiguity when the number of missing frames increases. This length‐related constraint makes the optimization hard and it further causes another constraint on the target pose, limiting the degrees of freedom for artists to use. In this paper, we introduce a keyframe‐driven approach that effectively solves the pose ambiguity problem, allowing robust in‐betweening performance on various lengths of missing frames. To incorporate keyframe‐driven motion synthesis, we introduce a keyframe score that measures the likelihood of a frame being used as a keyframe as well as an adaptive keyframe selection method that maintains appropriate temporal distances between resulting keyframes. Additionally, we employ phase manifolds to further resolve the pose ambiguity and incorporate trajectory conditions to guide the approximate movement of the character. Comprehensive evaluations, encompassing both quantitative and qualitative analyses, were conducted to compare our method with state‐of‐the‐art in‐betweening approaches across various transition lengths. The code for the paper is available at https://github.com/seokhyeonhong/long-mib Seokhyeon Hong, Haemin Kim, Kyungmin Cho, Jun-yong Noh |
Comput. Graph. Forum | 4 |
| 2024 | Interactive Locomotion Style Control for a Human Character based on Gait Cycle FeaturesabstractAbstract This article introduces a data‐driven locomotion style controller for full‐body human characters using gait cycle features. Based on gait analysis, we define a set of gait features that can represent various locomotion styles as spatio‐temporal patterns within a single gait cycle. We compute the gait features for every single gait cycle in motion capture data and use them to search for the desired motion. Our real‐time style controller provides users with visual feedback for the changing inputs, exploiting the Motion Matching algorithm. We also provide a graphical controller interface that visualizes our style representation to enable intuitive control for users. We show that the proposed method is capable of retrieving appropriate locomotions for various gait cycle features, from simple walking motions to single‐foot motions such as hopping and dragging. To validate the effectiveness of our method, we conducted a user study that compares the usability and performance of our system with those of an existing footstep animation tool. The results show that our method is preferred over the baseline method for intuitive control and fast visual feedback. Chaelin Kim, Haekwang Eom, Jung Eun Yoo, Soojin Choi, Jun-yong Noh |
Comput. Graph. Forum | 5 |
| 2024 | Stylized Face Sketch Extraction via Generative Prior with Limited DataabstractAbstract Facial sketches are both a concise way of showing the identity of a person and a means to express artistic intention. While a few techniques have recently emerged that allow sketches to be extracted in different styles, they typically rely on a large amount of data that is difficult to obtain. Here, we propose StyleSketch, a method for extracting high‐resolution stylized sketches from a face image. Using the rich semantics of the deep features from a pretrained StyleGAN, we are able to train a sketch generator with 16 pairs of face and the corresponding sketch images. The sketch generator utilizes part‐based losses with two‐stage learning for fast convergence during training for high‐quality sketch extraction. Through a set of comparisons, we show that StyleSketch outperforms existing state‐of‐the‐art sketch extraction methods and few‐shot image adaptation methods for the task of extracting high‐resolution abstract face sketches. We further demonstrate the versatility of StyleSketch by extending its use to other domains and explore the possibility of semantic editing. The project page can be found in https://kwanyun.github.io/stylesketch_project . Kwan Yun, Kwanggyoon Seo, Chang Wook Seo, Soyeon Yoon, Soohyun Ji, Amirsaman Ashtari, Jun-yong Noh |
Comput. Graph. Forum | 8 |
| 2024 | Real-Time CNN Training and Compression for Neural-Enhanced Adaptive Live StreamingabstractWe propose a real-time convolutional neural network (CNN) training and compression method for delivering high-quality live video even in a poor network environment. The server delivers a low-resolution video segment along with the corresponding CNN for super resolution (SR), after which the client applies the CNN to the segment in order to recover high-resolution video frames. To generate a trained CNN corresponding to a video segment in real-time, our method rapidly increases the training accuracy by promoting the overfitting property of the CNN while also using curriculum-based training. In addition, assuming that the pretrained CNN is already downloaded on the client side, we transfer only residual values between the updated and pretrained CNN parameters. These values can be quantized with low bits in real time while minimizing the amount of loss, as the distribution range is significantly narrower than that of the updated CNN. Quantitatively, our neural-enhanced adaptive live streaming pipeline (NEALS) achieves higher SR accuracy and a lower CNN compression loss rate within a constrained training time compared to the state-of-the-art CNN training and compression method. NEALS achieves 15 to 48% higher quality of the user experience compared to state-of-the-art neural-enhanced live streaming systems. Seunghwa Jeong, Bumki Kim, Seunghoon Cha, Kwanggyoon Seo, Hayoung Chang, Jungjin Lee, Younghui Kim, Jun-yong Noh |
IEEE Trans. Pattern Anal. Mach. Intell. | 8 |
| 2024 | Geometry-Aware Retargeting for Two-Skinned Characters InteractionabstractInteractive motion between multiple characters is widely utilized in games and movies. However, the method for generating interactive motions considering the character's diverse mesh shape has yet to be studied. We propose a Spatio Cooperative Transformer (SCT) to retarget the interacting motions of two characters having arbitrary mesh connectivity. SCT predicts the residual of root position and joint rotations considering the shape difference between the source and target of interacting characters. In addition, we introduce an anchor loss function for SCT to maintain the geometric distance between the interacting characters when they are retargeted. We also propose a motion augmentation method with deformation-based adaptation to prepare a source-target paired dataset with an identical mesh connectivity for training. In experiments, our method achieved higher accuracy for semantic preservation and produced less artifacts of inter-penetration between the interacting characters for unseen characters and motions than the baselines. Moreover, we conducted a user evaluation using characters with various shapes, spanning low-to-high interaction levels to prove better semantic preservation of our method compared to previous studies. Inseo Jang, Soojin Choi, Seokhyeon Hong, Chaelin Kim, Jun-yong Noh |
ACM Trans. Graph. | 5 |
| 2023 | Generating Texture for 3D Human Avatar from a Single Image using Sampling and Refinement NetworksabstractAbstract There has been significant progress in generating an animatable 3D human avatar from a single image. However, recovering texture for the 3D human avatar from a single image has been relatively less addressed. Because the generated 3D human avatar reveals the occluded texture of the given image as it moves, it is critical to synthesize the occluded texture pattern that is unseen from the source image. To generate a plausible texture map for 3D human avatars, the occluded texture pattern needs to be synthesized with respect to the visible texture from the given image. Moreover, the generated texture should align with the surface of the target 3D mesh. In this paper, we propose a texture synthesis method for a 3D human avatar that incorporates geometry information. The proposed method consists of two convolutional networks for the sampling and refining process. The sampler network fills in the occluded regions of the source image and aligns the texture with the surface of the target 3D mesh using the geometry information. The sampled texture is further refined and adjusted by the refiner network. To maintain the clear details in the given image, both sampled and refined texture is blended to produce the final texture map. To effectively guide the sampler network to achieve its goal, we designed a curriculum learning scheme that starts from a simple sampling task and gradually progresses to the task where the alignment needs to be considered. We conducted experiments to show that our method outperforms previous methods qualitatively and quantitatively. Sihun Cha, Kwanggyoon Seo, Amirsaman Ashtari, Jun-yong Noh |
Comput. Graph. Forum | 4 |
| 2023 | Online Avatar Motion Adaptation to Morphologically-similar SpacesabstractAbstract In avatar‐mediated telepresence systems, a similar environment is assumed for involved spaces, so that the avatar in a remote space can imitate the user's motion with proper semantic intention performed in a local space. For example, touching on the desk by the user should be reproduced by the avatar in the remote space to correctly convey the intended meaning. It is unlikely, however, that the two involved physical spaces are exactly the same in terms of the size of the room or the locations of the placed objects. Therefore, a naive mapping of the user's joint motion to the avatar will not create the semantically correct motion of the avatar in relation to the remote environment. Existing studies have addressed the problem of retargeting human motions to an avatar for telepresence applications. Few studies, however, have focused on retargeting continuous full‐body motions such as locomotion and object interaction motions in a unified manner. In this paper, we propose a novel motion adaptation method that allows to generate the full‐body motions of a human‐like avatar on‐the‐fly in the remote space. The proposed method handles locomotion and object interaction motions as well as smooth transitions between them according to given user actions under the condition of a bijective environment mapping between morphologically‐similar spaces. Our experiments show the effectiveness of the proposed method in generating plausible and semantically correct full‐body motions of an avatar in room‐scale space. Soojin Choi, Seokpyo Hong, Kyungmin Cho, Chaelin Kim, Jun-yong Noh |
Comput. Graph. Forum | 5 |
| 2023 | Recurrent Motion Refiner for Locomotion StitchingabstractAbstract Stitching different character motions is one of the most commonly used techniques as it allows the user to make new animations that fit one's purpose from pieces of motion. However, current motion stitching methods often produce unnatural motion with foot sliding artefacts, depending on the performance of the interpolation. In this paper, we propose a novel motion stitching technique based on a recurrent motion refiner (RMR) that connects discontinuous locomotions into a single natural locomotion. Our model receives different locomotions as input, in which the root of the last pose of the previous motion and that of the first pose of the next motion are aligned. During runtime, the model slides through the sequence, editing frames window by window to output a smoothly connected animation. Our model consists of a two‐layer recurrent network that comes between a simple encoder and decoder. To train this network, we created a sufficient number of paired data with a newly designed data generation. This process employs a K‐nearest neighbour search that explores a predefined motion database to create the corresponding input to the ground truth. Once trained, the suggested model can connect various lengths of locomotion sequences into a single natural locomotion. Haemin Kim, Kyungmin Cho, Seokhyeon Hong, Jun-yong Noh |
Comput. Graph. Forum | 4 |
| 2023 | Semi-supervised reference-based sketch extraction using a contrastive learning frameworkabstractSketches reflect the drawing style of individual artists; therefore, it is important to consider their unique styles when extracting sketches from color images for various applications. Unfortunately, most existing sketch extraction methods are designed to extract sketches of a single style. Although there have been some attempts to generate various style sketches, the methods generally suffer from two limitations: low quality results and difficulty in training the model due to the requirement of a paired dataset. In this paper, we propose a novel multi-modal sketch extraction method that can imitate the style of a given reference sketch with unpaired data training in a semi-supervised manner. Our method outperforms state-of-the-art sketch extraction methods and unpaired image translation methods in both quantitative and qualitative evaluations. Chang Wook Seo, Amirsaman Ashtari, Jun-yong Noh |
ACM Trans. Graph. | 3 |
| 2023 | Real-time tunnel projection from a moving subway train
Jaedong Kim, Haegwang Eom, Younghui Kim, Jun-yong Noh |
Vis. Comput. | 5 |
| 2022 | A Drone Video Clip Dataset and its Applications in Automated CinematographyabstractAbstract Drones became popular video capturing tools. Drone videos in the wild are first captured and then edited by humans to contain aesthetically pleasing camera motions and scenes. Therefore, edited drone videos have extremely useful information for cinematography and for applications such as camera path planning to capture aesthetically pleasing shots. To design intelligent camera path planners, learning drone camera motions from these edited videos is essential. However, first, this requires to filter drone clips and extract their camera motions out of these edited videos that commonly contain both drone and non‐drone content. Moreover, existing video search engines return the whole edited video as a semantic search result and cannot return only drone clips inside an edited video. To address this problem, we proposed the first approach that can automatically retrieve drone clips from an unlabeled video collection using high‐level search queries, such as “drone clips captured outdoor in daytime from rural places”. The retrieved clips also contain camera motions, camera view, and 3D reconstruction of a scene that can help develop intelligent camera path planners. To train our approach, we needed numerous examples of edited drone videos. To this end, we introduced the first large‐scale dataset composed of edited drone videos. This dataset is also used for training and validating our drone video filtering algorithm. Both quantitative and qualitative evaluations have confirmed the validity of our method. Amirsaman Ashtari, Raehyuk Jung, Eve Mingxiao Li, Jun-yong Noh |
Comput. Graph. Forum | 4 |
| 2022 | StylePortraitVideo: Editing Portrait Videos with Expression OptimizationabstractAbstract High‐quality portrait image editing has been made easier by recent advances in GANs (e.g., StyleGAN) and GAN inversion methods that project images onto a pre‐trained GAN's latent space. However, extending the existing image editing methods, it is hard to edit videos to produce temporally coherent and natural‐looking videos. We find challenges in reproducing diverse video frames and preserving the natural motion after editing. In this work, we propose solutions for these challenges. First, we propose a video adaptation method that enables the generator to reconstruct the original input identity, unusual poses, and expressions in the video. Second, we propose an expression dynamics optimization that tweaks the latent codes to maintain the meaningful motion in the original video. Based on these methods, we build a StyleGAN‐based high‐quality portrait video editing system that can edit videos in the wild in a temporally coherent way at up to 4K resolution. Kwanggyoon Seo, Seoung Wug Oh, Jingwan Lu, Joon-Young Lee, Seonghyeon Kim, Jun-yong Noh |
Comput. Graph. Forum | 6 |
| 2022 | Reference Based Sketch Extraction via Attention MechanismabstractWe propose a model that extracts a sketch from a colorized image in such a way that the extracted sketch has a line style similar to a given reference sketch while preserving the visual content identically to the colorized image. Authentic sketches drawn by artists have various sketch styles to add visual interest and contribute feeling to the sketch. However, existing sketch-extraction methods generate sketches with only one style. Moreover, existing style transfer models fail to transfer sketch styles because they are mostly designed to transfer textures of a source style image instead of transferring the sparse line styles from a reference sketch. Lacking the necessary volumes of data for standard training of translation systems, at the core of our GAN-based solution is a self-reference sketch style generator that produces various reference sketches with a similar style but different spatial layouts. We use independent attention modules to detect the edges of a colorized image and reference sketch as well as the visual correspondences between them. We apply several loss terms to imitate the style and enforce sparsity in the extracted sketches. Our sketch-extraction method results in a close imitation of a reference sketch style drawn by an artist and outperforms all baseline methods. Using our method, we produce a synthetic dataset representing various sketch styles and improve the performance of auto-colorization models, in high demand in comics. The validity of our approach is confirmed via qualitative and quantitative evaluations. Amirsaman Ashtari, Chang Wook Seo, Cholmin Kang, Sihun Cha, Jun-yong Noh |
ACM Trans. Graph. | 5 |
| 2022 | PopStage: The Generation of Stage Cross-Editing Video Based on Spatio-Temporal MatchingabstractStageMix is a mixed video that is created by concatenating the segments from various performance videos of an identical song in a visually smooth manner by matching the main subject's silhouette presented in the frame. We introduce PopStage , which allows users to generate a StageMix automatically. PopStage is designed based on the StageMix Editing Guideline that we established by interviewing creators as well as observing their workflows. PopStage consists of two main steps: finding an editing path and generating a transition effect at a transition point. Using a reward function that favors visual connection and the optimality of transition timing across the videos, we obtain the optimal path that maximizes the sum of rewards through dynamic programming. Given the optimal path, PopStage then aligns the silhouettes of the main subject from the transitioning video pair to enhance the visual connection at the transition point. The virtual camera view is next optimized to remove the black areas that are often created due to the transformation needed for silhouette alignment, while reducing pixel loss. In this process, we enforce the view to be the maximum size while maintaining the temporal continuity across the frames. Experimental results show that PopStage can generate a StageMix of a similar quality to those produced by professional creators in a highly reduced production time. Dawon Lee, Jung Eun Yoo, Kyungmin Cho, Bumki Kim, Gyeonghun Im, Jun-yong Noh |
ACM Trans. Graph. | 6 |
| 2021 | Virtual Camera Layout Generation using a Reference VideoabstractWe propose a method that generates a virtual camera layout of a 3D animation scene by following the cinematic intention of a reference video. From a reference video, cinematic features such as the start frame, end frame, framing, camera movement, and the visual features of the subjects are extracted automatically. The extracted information is used to generate the virtual camera layout, which resembles the camera layout of the reference video. Our method handles stylized as well as human characters with body proportions different from those of humans. We demonstrate the effectiveness of our approach with various reference videos and 3D animation scenes. The user evaluation results show that the generated layouts are comparable to layouts created by the artist, allowing us to assert that our method can provide effective assistance to both novice and professional users when positioning a virtual camera. Jung Eun Yoo, Kwanggyoon Seo, Sanghun Park, Jaedong Kim, Dawon Lee, Jun-yong Noh |
CHI | 6 |
| 2021 | Deep Learning-Based Unsupervised Human Facial RetargetingabstractAbstract Traditional approaches to retarget existing facial blendshape animations to other characters rely heavily on manually paired data including corresponding anchors, expressions, or semantic parametrizations to preserve the characteristics of the original performance. In this paper, inspired by recent developments in face swapping and reenactment, we propose a novel unsupervised learning method that reformulates the retargeting of 3D facial blendshape‐based animations in the image domain. The expressions of a source model is transferred to a target model via the rendered images of the source animation. For this purpose, a reenactment network is trained with the rendered images of various expressions created by the source and target models in a shared latent space. The use of shared latent space enable an automatic cross‐mapping obviating the need for manual pairing. Next, a blendshape prediction network is used to extract the blendshape weights from the translated image to complete the retargeting of the animation onto a 3D target model. Our method allows for fully unsupervised retargeting of facial expressions between models of different configurations, and once trained, is suitable for automatic real‐time applications. Seonghyeon Kim, Sunjin Jung, Kwanggyoon Seo, Roger Blanco Ribera, Jun-yong Noh |
Comput. Graph. Forum | 5 |
| 2021 | Motion recommendation for online character controlabstractReinforcement 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. | 5 |
| 2020 | Synthesizing Character Animation with Smoothly Decomposed Motion LayersabstractAbstract The processing of captured motion is an essential task for undertaking the synthesis of high‐quality character animation. The motion decomposition techniques investigated in prior work extract meaningful motion primitives that help to facilitate this process. Carefully selected motion primitives can play a major role in various motion‐synthesis tasks, such as interpolation, blending, warping, editing or the generation of new motions. Unfortunately, for a complex character motion, finding generic motion primitives by decomposition is an intractable problem due to the compound nature of the behaviours of such characters. Additionally, decomposed motion primitives tend to be too limited for the chosen model to cover a broad range of motion‐synthesis tasks. To address these challenges, we propose a generative motion decomposition framework in which the decomposed motion primitives are applicable to a wide range of motion‐synthesis tasks. Technically, the input motion is smoothly decomposed into three motion layers. These are base‐level motion, a layer with controllable motion displacements and a layer with high‐frequency residuals. The final motion can easily be synthesized simply by changing a single user parameter that is linked to the layer of controllable motion displacements or by imposing suitable temporal correspondences to the decomposition framework. Our experiments show that this decomposition provides a great deal of flexibility in several motion synthesis scenarios: denoising, style modulation, upsampling and time warping. Haegwang Eom, Byungkuk Choi, Kyungmin Cho, Sunjin Jung, Seokpyo Hong, Jun-yong Noh |
Comput. Graph. Forum | 6 |
| 2020 | Enhanced Interactive 360° Viewing via Automatic GuidanceabstractWe present a new interactive playback method to enhance 360° viewing experiences. Our method automatically rotates the virtual camera of a 360° panoramic video (360° video) player during interactive viewing to guide the viewer through the most important regions of the video. With this method, the viewer can watch a 360° video with minimum efforts to find important events in a scene both in interactive (e.g., HMD) and less-interactive (e.g., PC and TV) viewing environments. To estimate the importance of each viewing direction, we combine spatial and temporal saliency with cluster-based weighting. A maximum backward cumulative importance volume (MBCIV) is then constructed by accumulating this importance in the video space. During playback, which uses a forward tracing scheme through the MBCIV, the initial optimal path is found based on the viewer’s viewing direction. A smooth path is then derived using penalized curve fitting. Finally, the virtual camera is rotated to follow the path. The experiments and user studies demonstrate that our method allows the viewer to effectively enjoy 360° videos with minimum interaction efforts, or even through a non-interactive display. Seunghoon Cha, Jungjin Lee, Seunghwa Jeong, Younghui Kim, Jun-yong Noh |
ACM Trans. Graph. | 5 |
| 2020 | Model Predictive Control with a Visuomotor System for Physics-based Character AnimationabstractThis article presents a Model Predictive Control framework with a visuomotor system that synthesizes eye and head movements coupled with physics-based full-body motions while placing visual attention on objects of importance in the environment. As the engine of this framework, we propose a visuomotor system based on human visual perception and full-body dynamics with contacts. Relying on partial observations with uncertainty from a simulated visual sensor, an optimal control problem for this system leads to a Partially Observable Markov Decision Process, which is difficult to deal with. We approximate it as a deterministic belief Markov Decision Process for effective control. To obtain a solution for the problem efficiently, we adopt differential dynamic programming, which is a powerful scheme to find a locally optimal control policy for nonlinear system dynamics. Guided by a reference skeletal motion without any a priori gaze information, our system produces realistic eye and head movements together with full-body motions for various tasks such as catching a thrown ball, walking on stepping stones, balancing after being pushed, and avoiding moving obstacles. Haegwang Eom, Daseong Han, Joseph S. Shin, Jun-yong Noh |
ACM Trans. Graph. | 4 |
| 2020 | Neural crossbreed: neural based image metamorphosisabstractWe propose Neural Crossbreed, a feed-forward neural network that can learn a semantic change of input images in a latent space to create the morphing effect. Because the network learns a semantic change, a sequence of meaningful intermediate images can be generated without requiring the user to specify explicit correspondences. In addition, the semantic change learning makes it possible to perform the morphing between the images that contain objects with significantly different poses or camera views. Furthermore, just as in conventional morphing techniques, our morphing network can handle shape and appearance transitions separately by disentangling the content and the style transfer for rich usability. We prepare a training dataset for morphing using a pre-trained BigGAN, which generates an intermediate image by interpolating two latent vectors at an intended morphing value. This is the first attempt to address image morphing using a pre-trained generative model in order to learn semantic transformation. The experiments show that Neural Crossbreed produces high quality morphed images, overcoming various limitations associated with conventional approaches. In addition, Neural Crossbreed can be further extended for diverse applications such as multi-image morphing, appearance transfer, and video frame interpolation. Sanghun Park, Kwanggyoon Seo, Jun-yong Noh |
ACM Trans. Graph. | 3 |
| 2019 | Real-Time Human Shadow Removal in a Front Projection SystemabstractAbstract When a person is located between a display and an operating projector, a shadow is cast on the display. The shadow on the display may eliminate important visual information and therefore adversely affect the viewing experiences. There have been various attempts to remove the human shadow cast on a projection display by using multiple projectors. While previous approaches successfully removed the shadow region when a person moderately moves around or stands stationary in front of the display, there is still an afterimage effect due to the lack of consideration of the limb motion of the person. We propose a new real‐time approach to removing the shadow cast by a person who dynamically interacts with the display, making limb motions in a front projection system. The proposed method utilizes a human skeleton obtained from a depth camera to track the posture of the person which changes over time. A model that consists of spheres and conical frustums is constructed based on the skeleton information in order to represent volumetric information of the person being tracked. Our method precisely estimates the shadow region by projecting the volumetric model onto the display. In addition, employment of intensity masks that are built based on a distance field helps suppress the afterimage of the shadow that appears when the person moves abruptly. It also helps blend the projected overlapping images from different projectors and show one smoothly combined display. The experiment results verify that our approach removes the shadow of a person effectively in a front projection environment and is fast enough to achieve real‐time performance. Jaedong Kim, Hyunggoog Seo, Seunghoon Cha, Jun-yong Noh |
Comput. Graph. Forum | 4 |
| 2019 | Physics-based full-body soccer motion control for dribbling and shootingabstractPlaying with a soccer ball is not easy even for a real human because of dynamic foot contacts with the moving ball while chasing and controlling it. The problem of online full-body soccer motion synthesis is challenging and has not been fully solved yet. In this paper, we present a novel motion control system that produces physically-correct full-body soccer motions: dribbling forward, dribbling to the side, and shooting, in response to an online user motion prescription specified by a motion type, a running speed, and a turning angle. This system performs two tightly-coupled tasks: data-driven motion prediction and physics-based motion synthesis. Given example motion data, the former synthesizes a reference motion in accordance with an online user input and further refines the motion to make the character kick the ball at a right time and place. Provided with the reference motion, the latter then adopts a Model Predictive Control (MPC) framework to generate a physically-correct soccer motion, by solving an optimal control problem that is formulated based on dynamics for a full-body character and the moving ball together with their interactions. Our demonstration shows the effectiveness of the proposed system that synthesizes convincing full-body soccer motions in various scenarios such as adjusting the desired running speed of the character, changing the velocity and the mass of the ball, and maintaining balance against external forces. Seokpyo Hong, Daseong Han, Kyungmin Cho, Joseph S. Shin, Jun-yong Noh |
ACM Trans. Graph. | 5 |
| 2019 | Video Extrapolation Using Neighboring FramesabstractWith the popularity of immersive display systems that fill the viewer’s field of view (FOV) entirely, demand for wide FOV content has increased. A video extrapolation technique based on reuse of existing videos is one of the most efficient ways to produce wide FOV content. Extrapolating a video poses a great challenge, however, due to the insufficient amount of cues and information that can be leveraged for the estimation of the extended region. This article introduces a novel framework that allows the extrapolation of an input video and consequently converts a conventional content into one with wide FOV. The key idea of the proposed approach is to integrate the information from all frames in the input video into each frame. Utilizing the information from all frames is crucial because it is very difficult to achieve the goal with a two-dimensional transformation based approach when parallax caused by camera motion is apparent. Warping guided by three-dimensnional scene points matches the viewpoints between the different frames. The matched frames are blended to create extended views. Various experiments demonstrate that the results of the proposed method are more visually plausible than those produced using state-of-the-art techniques. Jungjin Lee, Bumki Kim, Kyehyun Kim, Jun-yong Noh |
ACM Trans. Graph. | 5 |
| 2018 | Physics-based trajectory optimization with automatic time warpingabstractAbstract This paper presents a novel online model predictive control framework based on automatic time warping. In general, existing model predictive control frameworks employ reference motions with sampling time uniform and fixed. Unlike these, our framework allows to change the sampling time of a reference motion based on physics‐based simulation so that the character effectively responds to external forces unexpectedly applied to it. In order to do so, we formulate an optimal control problem, taking into account both optimal time warping and full‐body dynamics simultaneously. We adopt differential dynamic programming to produce an optimal control policy by solving the problem, which is used to compute the optimal feedback information for character motion and sampling time. We show the robustness of our framework to external perturbations through experiments. We also show the effectiveness of this framework for rhythmic motion synthesis. Daseong Han, Jun-yong Noh, Joseph S. Shin |
Comput. Animat. Virtual Worlds | 2 |
| 2018 | Object Segmentation Ensuring Consistency Across Multi-Viewpoint ImagesabstractWe present a hybrid approach that segments an object by using both color and depth information obtained from views captured from a low-cost RGBD camera and sparsely-located color cameras. Our system begins with generating dense depth information of each target image by using Structure from Motion and Joint Bilateral Upsampling. We formulate the multi-view object segmentation as the Markov Random Field energy optimization on the graph constructed from the superpixels. To ensure inter-view consistency of the segmentation results between color images that have too few color features, our local mapping method generates dense inter-view geometric correspondences by using the dense depth images. Finally, the pixel-based optimization step refines the boundaries of the results obtained from the superpixel-based binary segmentation. We evaluate the validity of our method under various capture conditions such as numbers of views, rotations, and distances between cameras. We compared our method with the state-of-the-art methods that use the standard multi-view datasets. The comparison verified that the proposed method works very efficiently especially in a sparse wide-baseline capture environment. Seunghwa Jeong, Jungjin Lee, Bumki Kim, Younghui Kim, Jun-yong Noh |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2017 | Sparse Rig Parameter Optimization for Character AnimationabstractWe propose a novel motion retargeting method that efficiently estimates artist-friendly rig space parameters. Inspired by the workflow typically observed in keyframe animation, our approach transfers a source motion into a production friendly character rig by optimizing the rig space parameters while balancing the considerations of fidelity to the source motion and the ease of subsequent editing. We propose the use of an intermediate object to transfer both the skeletal motion and the mesh deformation. The target rig-space parameters are then optimized to minimize the error between the motion of an intermediate object and the target character. The optimization uses a set of artist defined weights to modulate the effect of the different rig space parameters over time. Sparsity inducing regularizers and keyframe extraction streamline any additional editing processes. The results obtained with different types of character rigs demonstrate the versatility of our method and its effectiveness in simplifying any necessary manual editing within the production pipeline. Jaewon Song, Roger Blanco Ribera, Kyungmin Cho, Mi You, John P. Lewis, Byungkuk Choi, Jun-yong Noh |
Comput. Graph. Forum | 7 |
| 2017 | Age-related gait motion transformation based on biomechanical observationsabstractAbstract We present a novel approach for synthesizing human gait motions according to a range of input ages by transforming a given motion based on biomechanical observations. Given an original motion, our method first extracts gait cycles that are periodically defined by foot contact on the ground and then transforms the original motion to achieve a desirable posture and motions that respectively correspond to the input age. Among many biomechanical features that gradually change with aging, we mainly focus on spatiotemporal and kinematic features as well as postural changes. Exploiting these features, we formulate the biomechanical changes as continuous functions that reflect visually significant features corresponding to the input age. Finally, we demonstrate that our system can automatically generate plausible gait motions given a wide range of input ages. Sunjin Jung, Seokpyo Hong, Kyungmin Cho, Haegwang Eom, Byungkuk Choi, Jun-yong Noh |
Comput. Animat. Virtual Worlds | 6 |
| 2017 | Facial retargeting with automatic range of motion alignmentabstractWhile facial capturing focuses on accurate reconstruction of an actor's performance, facial animation retargeting has the goal to transfer the animation to another character, such that the semantic meaning of the animation remains. Because of the popularity of blendshape animation, this effectively means to compute suitable blendshape weights for the given target character. Current methods either require manually created examples of matching expressions of actor and target character, or are limited to characters with similar facial proportions (i.e., realistic models). In contrast, our approach can automatically retarget facial animations from a real actor to stylized characters. We formulate the problem of transferring the blendshapes of a facial rig to an actor as a special case of manifold alignment, by exploring the similarities of the motion spaces defined by the blendshapes and by an expressive training sequence of the actor. In addition, we incorporate a simple, yet elegant facial prior based on discrete differential properties to guarantee smooth mesh deformation. Our method requires only sparse correspondences between characters and is thus suitable for retargeting marker-less and marker-based motion capture as well as animation transfer between virtual characters. Roger Blanco Ribera, Eduard Zell, John P. Lewis, Jun-yong Noh, Mario Botsch |
ACM Trans. Graph. | 4 |
| 2017 | ScreenX: Public Immersive Theatres with Uniform Movie Viewing ExperiencesabstractThis paper introduces ScreenX, which is a novel movie viewing platform that enables ordinary movie theatres to become multi-projection movie theatres. This enables the general public to enjoy immersive viewing experiences. The left and right side walls are used to form surrounding screens. This surrounding display environment delivers a strong sense of immersion in general movie viewing. However, naïve display of the content on the side walls results in the appearance of distorted images according to the location of the viewer. In addition, the different dimensions in width, height, and depth among theatres may lead to different viewing experiences. Therefore, for successful deployment of this novel platform, an approach to providing similar movie viewing experiences across target theatres is presented. The proposed image representation model ensures minimum average distortion of the images displayed on the side walls when viewed from different locations. Furthermore, the proposed model assists with determining the appropriate variation of the content according to the diverse viewing environments of different theatres. The theatre suitability estimation method excludes outlier theatres that have extraordinary dimensions. In addition, the content production guidelines indicate appropriate regions to place scene elements for the side wall, depending on their importance. The experiments demonstrate that the proposed method improves the movie viewing experiences in ScreenX theatres. Finally, ScreenX and the proposed techniques are discussed with regard to various aspects and the research issues that are relevant to this movie viewing platform are summarized. Jungjin Lee, Younghui Kim, Jun-yong Noh |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2016 | Data-guided Model Predictive Control Based on Smoothed Contact DynamicsabstractAbstract In this paper, we propose an efficient data‐guided method based on Model Predictive Control (MPC) to synthesize a full‐body motion. Guided by a reference motion, our method repeatedly plans the full‐body motion to produce an optimal control policy for predictive control while sliding the fixed‐span window along the time axis. Based on this policy, the method computes the joint torques of a character at every time step. Together with contact forces and external perturbations if there are any, the joint torques are used to update the state of the character. Without including the contact forces in the control vector, our formulation of the trajectory optimization problem enables automatic adjustment of contact timings and positions for balancing in response to environmental changes and external perturbations. For efficiency, we adopt derivative‐based trajectory optimization on top of state‐of‐the‐art smoothed contact dynamics. Use of derivatives enables our method to run much faster than the existing sampling‐based methods. In order to further accelerate the performance of MPC, we propose efficient numerical differentiation of the system dynamics of a full‐body character based on two schemes: data reuse and data interpolation. The former scheme exploits data dependency to reuse physical quantities of the system dynamics at near‐by time points. The latter scheme allows the use of derivatives at sparse sample points to interpolate those at other time points in the window. We further accelerate evaluation of the system dynamics by exploiting the sparsity of physical quantities such as Jacobian matrix resulting from the tree‐like structure of the articulated body. Through experiments, we show that the proposed method efficiently can synthesize realistic motions such as locomotion, dancing, gymnastic motions, and martial arts at interactive rates using moderate computing resources. Daseong Han, Haegwang Eom, Jun-yong Noh, Joseph S. Shin |
Comput. Graph. Forum | 3 |
| 2016 | Online real-time locomotive motion transformation based on biomechanical observationsabstractAbstract In the paper, we present an online real‐time method for automatically transforming a basic locomotive motion to a desired motion of the same type, based on biomechanical results. Given an online request for a motion of a certain type with desired moving speed and turning angle, our method first extracts a basic motion of the same type from a motion graph, and then transforms it to achieve the desired moving speed and turning angle by exploiting the following biomechanical observations: contact‐driven center‐of‐mass control, anticipatory reorientation of upper body segments, moving speed adjustment, and whole‐body leaning. Exploiting these observations, we propose a simple but effective method to add physical and behavioral naturalness to the resulting locomotive motions without preprocessing. Through experiments, we show that our method enables a character to respond agilely to online user commands while efficiently generating walking, jogging, and running motions with a compact motion library. Our method can also deal with certain dynamical motions such as forward roll. Copyright © 2016 John Wiley & Sons, Ltd. Daseong Han, Seokpyo Hong, Jun-yong Noh, Xiaogang Jin 0001, Joseph S. Shin |
Comput. Animat. Virtual Worlds | 3 |
| 2016 | SketchiMo: sketch-based motion editing for articulated charactersabstractWe 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. | 8 |
| 2016 | Rich360: optimized spherical representation from structured panoramic camera arraysabstractThis paper presents Rich360, a novel system for creating and viewing a 360° panoramic video obtained from multiple cameras placed on a structured rig. Rich360 provides an as-rich-as-possible 360° viewing experience by effectively resolving two issues that occur in the existing pipeline. First, a deformable spherical projection surface is utilized to minimize the parallax from multiple cameras. The surface is deformed spatio-temporally according to the depth constraints estimated from the overlapping video regions. This enables fast and efficient parallax-free stitching independent of the number of views. Next, a non-uniform spherical ray sampling is performed. The density of the sampling varies depending on the importance of the image region. Finally, for interactive viewing, the non-uniformly sampled video is mapped onto a uniform viewing sphere using a UV map. This approach can preserve the richness of the input videos when the resolution of the final 360° panoramic video is smaller than the overall resolution of the input videos, which is the case for most 360° panoramic videos. We show various results from Rich360 to demonstrate the richness of the output video and the advancement in the stitching results. Jungjin Lee, Bumki Kim, Kyehyun Kim, Younghui Kim, Jun-yong Noh |
ACM Trans. Graph. | 5 |
| 2015 | Interactive Rigging with Intuitive ToolsabstractRigging is a core element in the process of bringing a 3D character to life. The rig defines and delimits the motions of the character and provides an interface for an animator with which to interact with the 3D character. The quality of the rig has a key impact on the expressiveness of the character. Creating a usable, rich, production ready rig is a laborious task requiring direct intervention by a trained professional because the goal is difficult to achieve with fully automatic methods. We propose a semi-automatic rigging editing framework which eases the need for manual intervention while maintaining an important degree of control over the final rig. Starting by automatically generated base rig, we provide interactive operations which efficiently configure the skeleton structure and mesh skinning. Seungbae Bang, Byungkuk Choi, Roger Blanco Ribera, Meekyoung Kim, Sung-Hee Lee, Jun-yong Noh |
Comput. Graph. Forum | 6 |
| 2015 | A geometric approach to animating thin surface features in smoothed particle hydrodynamics waterabstractAbstract We propose a geometric approach to animating thin surface features of smoothed particle hydrodynamics‐based water. Explicit interparticle connections are created among smoothed particle hydrodynamics particles to approximate the geometries of thin surfaces while addressing the issue of unresolved surface areas. The deformations measured on the connections actuate the animations of the surfaces by disconnecting the stretched and bent connections. The reconstruction of thin surfaces and the accuracy of the animation are improved by adding auxiliary particles over the connections via Poisson‐disk sampling. Copyright © 2014 John Wiley & Sons, Ltd. Taekwon Jang, Jun-yong Noh |
Comput. Animat. Virtual Worlds | 2 |
| 2015 | High-Quality Depth Estimation Using an Exemplar 3D Model for Stereo ConversionabstractHigh-quality depth painting for each object in a scene is a challenging task in 2D to 3D stereo conversion. One way to accurately estimate the varying depth within the object in an image is to utilize existing 3D models. Automatic pose estimation approaches based on 2D-3D feature correspondences have been proposed to obtain depth from a given 3D model. However, when the 3D model is not identical to the target object, previous methods often produce erroneous depth in the vicinity of the silhouette of the object. This paper introduces a novel 3D model-based depth estimation method that effectively produces high-quality depth information for rigid objects in a stereo conversion workflow. Given an exemplar 3D model and user correspondences, our method generates detailed depth of an object by optimizing the initial depth obtained by the application of structural fitting and silhouette matching in the image domain. The final depth is accurate up to the given 3D model, while consistent with the image. Our method was applied to various image sequences containing objects with different appearances and varying poses. The experiments show that our method can generate plausible depth information that can be utilized for high-quality 2D to 3D stereo conversion. Jungjin Lee, Younghui Kim, Bumki Kim, Jun-yong Noh |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2014 | Data-Driven Reconstruction of Human Locomotion Using a Single SmartphoneabstractAbstract Generating a visually appealing human motion sequence using low‐dimensional control signals is a major line of study in the motion research area in computer graphics. We propose a novel approach that allows us to reconstruct full body human locomotion using a single inertial sensing device, a smartphone. Smartphones are among the most widely used devices and incorporate inertial sensors such as an accelerometer and a gyroscope. To find a mapping between a full body pose and smartphone sensor data, we perform low dimensional embedding of full body motion capture data, based on a Gaussian Process Latent Variable Model. Our system ensures temporal coherence between the reconstructed poses by using a state decomposition model for automatic phase segmentation. Finally, application of the proposed nonlinear regression algorithm finds a proper mapping between the latent space and the sensor data. Our framework effectively reconstructs plausible 3D locomotion sequences. We compare the generated animation to ground truth data obtained using a commercial motion capture system. Haegwang Eom, Byungkuk Choi, Jun-yong Noh |
Comput. Graph. Forum | 3 |
| 2014 | On-line real-time physics-based predictive motion control with balance recoveryabstractAbstract In this paper, we present an on‐line real‐time physics‐based approach to motion control with contact repositioning based on a low‐dimensional dynamics model using example motion data. Our approach first generates a reference motion in run time according to an on‐line user request by transforming an example motion extracted from a motion library. Guided by the reference motion, it repeatedly generates an optimal control policy for a small time window one at a time for a sequence of partially overlapping windows, each covering a couple of footsteps of the reference motion, which supports an on‐line performance. On top of this, our system dynamics and problem formulation allow to derive closed‐form derivative functions by exploiting the low‐dimensional dynamics model together with example motion data. These derivative functions and their sparse structures facilitate a real‐time performance. Our approach also allows contact foot repositioning so as to robustly respond to an external perturbation or an environmental change as well as to perform locomotion tasks such as stepping on stones effectively. Daseong Han, Jun-yong Noh, Xiaogang Jin 0001, Joseph S. Shin |
Comput. Graph. Forum | 2 |
| 2014 | Visual fluid animation via lifting wavelet transformabstractABSTRACT While small‐scale fluid details are crucial elements for the creation of visually pleasing fluid animations, their synthesis often requires heavy computation with traditional grid‐based fluid simulation methods. This paper proposes a novel method for enhancing the appearance of small‐scale details through frequency‐domain analysis. Different from previous work, our method detects and improves fluid details in the frequency‐domain via lifting wavelet decomposition. Based on a coarse‐to‐fine mechanism, the lifting wavelet composition first transforms the velocity in a fine grid into the frequency domain. Next, the velocity field is enhanced separately for different frequency bands. A novel velocity fusion method is developed for the enhancement of low‐frequency parts. On the other hand, high‐frequency parts are enhanced using a specially designed vorticity confinement method. Finally, the application of the inverse lifting wavelet transform determines the final velocity field with increased fine details. Our method can generate perceptually interesting fluid details, matching human visual perception theory. The results of various experiments validate the effectiveness and efficiency of our method. Copyright © 2014 John Wiley & Sons, Ltd. Shiguang Liu, Jun-yong Noh, Yiying Tong |
Comput. Animat. Virtual Worlds | 3 |
| 2014 | Depth manipulation using disparity histogram analysis for stereoscopic 3D
Younghui Kim, Jungjin Lee, Kyehyun Kim, Kyunghan Lee, Jun-yong Noh |
Vis. Comput. | 6 |
| 2013 | A heterogeneous CPU-GPU parallel approach to a multigrid Poisson solver for incompressible fluid simulationabstractABSTRACT 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 Worlds | 3 |
| 2013 | Realistic paint simulation based on fluidity, diffusion, and absorptionabstractABSTRACT We present a new method to create realistic paint simulation, utilizing the characteristics of paint, such as fluidity, diffusion, and absorption. We treat the painting elements separately as pigment, binder, solvent, and paper. Adopting smoothed‐particle hydrodynamics including a consideration of viscoelastic movement, we simulate the fluid motion of the paint and the solvent. To handle the diffusion of the pigment in the solvent, we utilize the mass transfer method. Following Fick's law, the concentration of pigment changes and each pigment particle is diffused to the neighborhood accordingly. As time elapses, the binder and the solvent are absorbed, and for the most part, the pigment remains on the paper. The Lucas–Washburn equation determines the distance of absorption. The examples show that our approach can effectively generate various types of painting. Copyright © 2013 John Wiley & Sons, Ltd. Mi You, Taekwon Jang, Seunghoon Cha, Jun-yong Noh |
Comput. Animat. Virtual Worlds | 5 |
| 2013 | Data-driven control of flapping flightabstractWe present a physically based controller that simulates the flapping behavior of a bird in flight. We recorded the motion of a dove using marker-based optical motion capture and high-speed video cameras. The bird flight data thus acquired allow us to parameterize natural wingbeat cycles and provide the simulated bird with reference trajectories to track in physics simulation. Our controller simulates articulated rigid bodies of a bird's skeleton and deformable feathers to reproduce the aerodynamics of bird flight. Motion capture from live birds is not as easy as human motion capture because of the lack of cooperation from subjects. Therefore, the flight data we could acquire were limited. We developed a new method to learn wingbeat controllers even from sparse, biased observations of real bird flight. Our simulated bird imitates life-like flapping of a flying bird while actively maintaining its balance. The bird flight is interactively controllable and resilient to external disturbances. Eunjung Ju, Jungdam Won, Jehee Lee, Byungkuk Choi, Jun-yong Noh, Min Gyu Choi |
ACM Trans. Graph. | 5 |
| 2012 | Video Panorama for 2D to 3D ConversionabstractAbstract Accurate depth estimation is a challenging, yet essential step in the conversion of a 2D image sequence to a 3D stereo sequence. We present a novel approach to construct a temporally coherent depth map for each image in a sequence. The quality of the estimated depth is high enough for the purpose of2D to 3D stereo conversion. Our approach first combines the video sequence into a panoramic image. A user can scribble on this single panoramic image to specify depth information. The depth is then propagated to the remainder of the panoramic image. This depth map is then remapped to the original sequence and used as the initial guess for each individual depth map in the sequence. Our approach greatly simplifies the required user interaction during the assignment of the depth and allows for relatively free camera movement during the generation of a panoramic image. We demonstrate the effectiveness of our method by showing stereo converted sequences with various camera motions. Roger Blanco Ribera, Sungwoo Choi, Younghui Kim, Jungjin Lee, Jun-yong Noh |
Comput. Graph. Forum | 5 |
| 2012 | Spacetime expression cloning for blendshapesabstractThe 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. | 6 |
| 2012 | An efficient diffusion model for viscous fingering
Seunghoon Cha, Jinho Park 0002, Jonghyun Hwang, Jun-yong Noh |
Vis. Comput. | 4 |
| 2012 | Weighted pose space editing for facial animation
Yeongho Seol, Jaewoo Seo, Paul Hyunjin Kim, John P. Lewis, Jun-yong Noh |
Vis. Comput. | 5 |
| 2011 | A Single Image Representation Model for Efficient Stereoscopic Image CreationabstractAbstract Computer graphics is one of the most efficient ways to create a stereoscopic image. The process of stereoscopic CG generation is, however, still very inefficient compared to that of monoscopic CG generation. Despite that stereo images are very similar to each other, they are rendered and manipulated independently. Additional requirements for disparity control specific to stereo images lead to even greater inefficiency. This paper proposes a method to reduce the inefficiency accompanied in the creation of a stereoscopic image. The system automatically generates an optimized single image representation of the entire visible area from both cameras. The single image can be easily manipulated with conventional techniques, as it is spatially smooth and maintains the original shapes of scene objects. In addition, a stereo image pair can be easily generated with an arbitrary disparity setting. These convenient and efficient features are achieved by the automatic generation of a stereo camera pair, robust occlusion detection with a pair of Z‐buffers, an optimization method for spatial smoothness, and stereo image pair generation with a non‐linear disparity adjustment. Experiments show that our technique dramatically improves the efficiency of stereoscopic image creation while preserving the quality of the results. Younghui Kim, Hwi-ryong Jung, Sungwoo Choi, Jungjin Lee, Jun-yong Noh |
Comput. Graph. Forum | 5 |
| 2011 | Stereoscopic image generation of background terrain scenesabstractAbstract The reconstruction of 3D terrain geometry from images is essential for compositing CG objects into a live‐action background or for 2D to 3D conversion of terrain scenes. We present a novel mesh refinement algorithm for the creation of stereoscopic images of terrain scenes. Previous approaches emphasise the smoothness of the resulting terrain mesh over accuracy 1 . Point cloud‐based methods cannot effectively recover the entire surface, leading to visual discrepancies after monocular sequences are converted into 3D stereo. As misalignment or inaccurate 3D terrain data over corresponding 2D background images can result in visual fatigue when stereo sequences are generated, ensuring accuracy of the reconstructed geometry is very important. To achieve the necessary accuracy, our method evaluates mesh errors utilising a texture projection onto the geometry and refines the mesh using Laplacian‐based editing. Our algorithm automatically generates stereoscopic images of terrain scenes. In addition, our method simplifies identification and compositing of foreground objects on the terrain geometry. Copyright © 2011 John Wiley & Sons, Ltd. Huicheol Hwang, Kyehyun Kim, Roger Blanco Ribera, Jun-yong Noh |
Comput. Animat. Virtual Worlds | 4 |
| 2011 | Characteristic facial retargetingabstractAbstract 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 Worlds | 4 |
| 2011 | Compression and direct manipulation of complex blendshape modelsabstractWe present a method to compress complex blendshape models and thereby enable interactive, hardware-accelerated animation of these models. Facial blendshape models in production are typically large in terms of both the resolution of the model and the number of target shapes. They are represented by a single huge blendshape matrix, whose size presents a storage burden and prevents real-time processing. To address this problem, we present a new matrix compression scheme based on a hierarchically semi-separable (HSS) representation with matrix block reordering. The compressed data are also suitable for parallel processing. An efficient GPU implementation provides very fast feedback of the resulting animation. Compared with the original data, our technique leads to a huge improvement in both storage and processing efficiency without incurring any visual artifacts. As an application, we introduce an extended version of the direct manipulation method to control a large number of facial blendshapes efficiently and intuitively. Jaewoo Seo, Geoffrey Irving, John P. Lewis, Jun-yong Noh |
ACM Trans. Graph. | 4 |
| 2011 | Artist friendly facial animation retargetingabstractThis 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. | 5 |
| 2011 | Sketching of Mirror-Symmetric ShapesabstractThis paper presents a system to create mirror-symmetric surfaces from free-form sketches. The system takes as input a hand-drawn sketch and generates a surface whose silhouette approximately matches the input sketch. The input sketch typically consists of a set of curves connected at their endpoints, forming T-junctions and cusps. Our system is able to identify the skewed-mirror and translational symmetry between the hand-drawn curves and uses this information to reconstruct the occluded parts of the surface and its 3D shape. Frederic Cordier, Hyewon Seo, Jinho Park 0002, Jun-yong Noh |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2010 | A Hybrid Approach to Multiple Fluid Simulation using Volume FractionsabstractAbstract This paper presents a hybrid approach to multiple fluid simulation that can handle miscible and immiscible fluids, simultaneously. We combine distance functions and volume fractions to capture not only the discontinuous interface between immiscible fluids but also the smooth transition between miscible fluids. Our approach consists of four steps: velocity field computation, volume fraction advection, miscible fluid diffusion, and visualization. By providing a combining scheme between volume fractions and level set functions, we are able to take advantages of both representation schemes of fluids. From the system point of view, our work is the first approach to Eulerian grid‐based multiple fluid simulation including both miscible and immiscible fluids. From the technical point of view, our approach addresses the issues arising from variable density and viscosity together with material diffusion. We show that the effectiveness of our approach to handle multiple miscible and immiscible fluids through experiments. Nahyup Kang, Jinho Park 0002, Jun-yong Noh, Joseph S. Shin |
Comput. Graph. Forum | 3 |
| 2010 | A Smoke Visualization Model for Capturing Surface-Like FeaturesabstractAbstract 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. Forum | 4 |
| 2010 | Rigging transferabstractAbstract 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 Worlds | 5 |
| 2010 | Multilevel vorticity confinement for water turbulence simulation
Taekwon Jang, Heeyoung Kim, Jinhyuk Bae, Jaewoo Seo, Jun-yong Noh |
Vis. Comput. | 5 |
| 2008 | Extended spatial keyframing for complex character animationabstractAbstract As 3D computer animation becomes more accessible to novice users, it makes it possible for these users to create high‐quality animations. This paper introduces a more powerful system to create highly articulated character animations with an intuitive setup then the previous research, Spatial Keyframing (SK). As the main purpose of SK was the rapid generation of primitive animation over quality animation, we propose Extended Spatial Keyframing (ESK) that exploits a global control structure coupled with multiple sets of spatial keyframes, and hierarchical relationship between controllers. The generated structure can be flexibly embedded into the given rigged character, and the system enables the given character to be animated delicately by user performance. During the performance, the movement of the highest ranking controllers across the control hierarchy is recorded in layered style to increase the level of detail for final motions. Copyright © 2008 John Wiley & Sons, Ltd. Byungkuk Choi, Mi You, Jun-yong Noh |
Comput. Animat. Virtual Worlds | 3 |
| 2008 | A physically faithful multigrid method for fast cloth simulationabstractAbstract We present an efficient multigrid algorithm that is adequate to solve a heavy linear system given in cloth simulation. Although a multigrid solver has been successfully employed to the Poisson problems, it is hard to apply the solver to complicated cloth deformations due to its lack of physical meaning in level construction. We address this problem by developing a physically faithful technique ensuring the conservation of all physical quantities across levels. The performance of our approach is demonstrated on a number of garment simulations implemented by the state of the art techniques: the implicit integration, the triangle‐based in‐plane energy model, and the curvature‐based bending energy model. Our multigrid algorithm is about four times faster than the preconditioned Conjugate Gradient method for a garment with 20K particles. Copyright © 2008 John Wiley & Sons, Ltd. Seungwoo Oh, Jun-yong Noh, Kwangyun Wohn |
Comput. Animat. Virtual Worlds | 2 |
| 2008 | A unified handling of immiscible and miscible fluidsabstractAbstract Conventional level set‐based approaches have an inherent difficulty in tracking miscible fluids due to its discrete treatment for interface. This paper proposes a unified framework to efficiently handle both miscible and immiscible fluid simulations. Based on the chemical potential energy, our method describes the evolution of multiple fluids as time‐varying concentration fields. Handling of multiple fluids is straightforward and, unlike level set methods, ad hoc reinitialization or fictitious particle deployment is not necessary. For numerical computation of the Navier—Stokes equations, we adopt advanced lattice Boltzmann methods (LBMs) for computational efficiency. The experiments show that our approach works well with immiscible fluids, miscible fluids, and interaction with objects. Copyright © 2008 John Wiley & Sons, Ltd. Jinho Park 0002, Younghui Kim, Daehyeon Wi, Nahyup Kang, Joseph S. Shin, Jun-yong Noh |
Comput. Animat. Virtual Worlds | 6 |
| 2001 | Expression cloningabstractWe present a novel approach to producing facial expression animations for new models. Instead of creating new facial animations from scratch for each new model created, we take advantage of existing animation data in the form of vertex motion vectors. Our method allows animations created by any tools or methods to be easily retargeted to new models. We call this process expression cloning and it provides a new alternative for creating facial animations for character models. Expression cloning makes it meaningful to compile a high-quality facial animation library since this data can be reused for new models. Our method transfers vertex motion vectors from a source face model to a target model having different geometric proportions and mesh structure (vertex number and connectivity). With the aid of an automated heuristic correspondence search, expression cloning typically requires a user to select fewer than ten points in the model. Cloned expression animations preserve the relative motions, dynamics, and character of the original facial animations. Jun-yong Noh, Ulrich Neumann |
SIGGRAPH | 1 |
| 2000 | Animated deformations with radial basis functionsabstractWe present a novel approach to creating deformations of polygonal models using Radial Basis Functions (RBFs) to produce localized real-time deformations. Radial Basis Functions assume surface smoothness as a minimal constraint and animations produce smooth displacements of affected vertices in a model. Animations are produced by controlling an arbitrary sparse set of control points defined on or near the surface of the model. The ability to directly manipulate a facial surface with a small number of point motions facilitates an intuitive method for creating facial expressions for virtual environment applications such as an immersive teleconferencing system or entertainment. Smooth deformations of the human face or other models are possible and illustrated with examples of a variety of expressions and mouth shapes. Jun-yong Noh, Douglas Fidaleo, Ulrich Neumann |
VRST | 1 |