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Guest Editing of Special Issue for Applied Science Journal: Virtual and Augmented Reality Systems (Click Here)
Congratulations !!
Professor Jeong, Won-Ki (alumni of KUCG) is at our department of Korea University
Update photo of memories
CASA 2017 Best Paper Award (Jaeho Im)
"Visual simulation of rapidly freezing water based on crystallization"
CASA 2016 Best Paper Award (Jong-Hyun Kim)
"Subtle features of ice with cloudy effects and scratches from collision damage"
New Papers
International Journal of Human–Computer Interaction 2022 Publication (Qimeng Zhang)
"Multi-Finger-Based Arbitrary Region-of-Interest Selection in Virtual Reality"
Applied Sciences 2021 Publication (Ki-Hoon Kim)
"Visual Simulation of Turbulent Foams by Incorporating the Angular Momentum of Foam Particles into the Projective Framework"
IEEE ACCESS 2021 Publication (Wang Lin)
"Automatic Chinese Meme Generation Using Deep Neural Networks"
Applied Sciences 2021 Publication (Myungjin Choi)
"Deep Representation of a Normal Map for Screen-Space Fluid Rendering"
Symmetry 2021 Publication (Ki-Hoon Kim)
"Particle-Based Dynamic Water Drops with High Surface Tension in Real Time"
IEEE Access 2021 Publication (ByeongSun Hong)
"Accelerated Smoke Simulation by Super-Resolution With Deep Learning on Downscaled and Binarized Space"
IEEE Access 2021 Publication (MyungJin Choi)
"Learning Representation of Secondary Effects for Fire-Flake Animation"
Sensors 2021 Publication (Zhang Qimeng)
"Low-Asymmetry Interface for Multiuser VR Experiences with Both HMD and Non-HMD Users"
Symmetry 2020 Publication (Kisung Jeong)
"Asymmetric Interface: User Interface of Asymmetric Virtual Reality for New Presence and Experience"
IJHCI 2019 Publication (Mingyu Kim)
"Grasping VR: Presence of Pseudo-Haptic Interface Based Portable Hand Grip System in Immersive Virtual Reality"
KCGS 2019 논문발표 (홍병선)
"CNN을 이용한 Quad Tree 기반 2D Smoke Super-resolution"
C&G 2019 Publication (Zhang Qimeng)
"Shrubbery-shell inspired 3D model stylization"
Symmetry 2018 Publication (Mingyu Kim)
"TPVR: User Interaction of Third Person Virtual Reality for New Presence and Experience"
Complexity 2017 Publication (YoungBin Kim)
"Predicting the Currency Market in Online Gaming via Lexicon-Based Analysis on Its Online Forum"
MTAP 2017 Publication (Jaeho Im)
"An Optimized Real time Algorithm for Window Frost Formation Suited to Mobile Devices"
PLOS ONE 2017 Publication (YoungBin Kim)
"When Bitcoin Encounters Information in an Online Forum:
Using Text Mining to Analyse User Opinions and Predict Value Fluctuation"
TVCJ 2017 Publication (TaeHyeong Kim)
"Visual simulation of fire-flakes synchronized with flame"
CAVW 2017 Publication(Jaeho Im)
"Visual simulation of rapidly freezing water based on crystallization"
PLOS ONE 2016 Publication(YoungBin Kim)
"Predicting Virtual World User Population Fluctuations with Deep Learning"
TVCG 2016 Publication (Jong-Hyun Kim)
"Efficient Representation of Detailed Foam Waves by Incorporating Projective Space"
PLOS ONE 2016 Publication (YoungBin Kim)
"Predicting Fluctuations in Cryptocurrency Transactions Based on User Comments and Replies"
2011 한국 컴퓨터그래픽스 대상 수상
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People
왕린 장치멍
Invitation
Reseacher Invitation
Post-Doc. Invitation
ACM Transactions on Graphics (SIGGRAPH Proceedings)

Bubbles Alive


"A hybrid method for simulating multiphase fluids such as bubbly water. It's modeled by SPH into an Euler grid-based simulation that handles background flows of large bodies of water and air. "
"Bubbles Alive", ACM Transactions on Graphics (In Proceedings of SIGGRAPH 2008)

Discontinuous Fluids


"At interfaces between different fluids, properties such as density, viscosity, and molecular cohesion are discontinuous. To animate small-scale details of incompressible viscous multi-phase fluids realistically, we focus on the discontinuities in the state variables that express these properties. "
"Discontinuous Fluids", ACM Transactions on Graphics (In Proceedings of SIGGRAPH 2005)

IEEE Transactions on Visualization and Computer Graphics

Efficient representation of detailed foam waves by incorporating projective space
"We propose an efficient framework to realistically simulate foam effects in which 3D water particles from a base water solver are first projected onto 2D screen space in order to reduce computational complexity of finding foam particles. Because foam effects are often created primarily in fast and complicated water flows, we analyze acceleration and curvature values to identify the areas exhibiting such flow patterns."
"Efficient representation of detailed foam waves by incorporating projective space", IEEE Transactions on Visualization and Computer Graphics 2016

Analytic Solutions of Integral Moving Least Squares for Polygon Soups
"This paper presents analytic solutions to the integral moving least squares (MLS) equations originally proposed by Shen et al. by choosing another specific weighting function that renders the numerator in the MLS equation unitless. In addition, we analyze the original method to show that their approximation surfaces (i.e., enveloping surfaces with nonzero ε values in the weighting function) often form zero isosurfaces near concavities behind the triangle-soup models."
"Analytic Solutions of Integral Moving Least Squares for Polygon Soups", IEEE Transactions on Visualization and Computer Graphics 2012

Adaptive Synthesis of Distance Fields
"We address the computational resource requirements of 3D example-based synthesis with an adaptive synthesis technique that uses a tree-based synthesis map. A signed-distance field (SDF) is determined for the 3D exemplars, and then new models can be synthesized as SDFs by neighborhood matching."
"Adaptive Synthesis of Distance Fields", IEEE Transactions on Visualization and Computer Graphics 2012

Computer Graphics Forum

Combustion Waves on the Point Set Surface
"This paper introduces a combustion model of heat transfer and fuel consumption for the propagation of a fire front on a point cloud surface. The heat transfer includes the heat advection by the airflow as well as diffusion, chemical reaction, and heat loss to generate complex, but controllable heat flows with a designed airflow velocity. "
"Combustion Waves on the Point Set Surface", Computer Graphics Forum (In Proceedings of Pacific Graphics 2013), to be published

Primitive Trees for Precomputed Distance Queries
"We propose the primitive tree, a novel and compact space-partition method that samples and reconstructs a distance field with high accuracy, even for regions far from the surfaces. The primitive tree is based on the octree and stores the indices of the nearest primitives in its leaf nodes"
"Primitive Trees for Precomputed Distance Queries", Computer Graphics Forum (In Proceedings of EUROGRAPHICS 2013)

A Particle-Grid Method for Opaque Ice Formation
"We represents a particle-grid method to simulate the generation of opaque ice which has air bubbles in it. Water temperature is diffused over a grid, and the exchange of dissolved air between ice and water particles is simulated. We render a particle as an air bubble if it has sufficient air. Otherwise, it is treated as a cloudy volume by distributing air into dissolved air field when the final state has been reached."
"A Particle-Grid Method for Opaque Ice Formation", Computer Graphics Forum (In Proceedings of EUROGRAPHICS 2013)

Simulation of Morphology Changes in Drying Leaves
"We introduce a biologically motivated simulation technique for the realistic shape deformation of drying leaves. We represent a leaf as a triangulated double-layer structure that consists of a Delaunay triangulation discretized along the vein structure and its corresponding Voronoi diagram. The proposed osmotic water flow successfully models the gradual changes of dehydrated regions advancing towards the veins."
"Simulation of Morphology Changes in Drying Leaves", Computer Graphics Forum 2013

Hybrid Simulation of Miscible Mixing with Viscous Fingering
"We simulate solids and liquids dissolving or changing to other substances. We have produced animations showing fluids mixing and objects dissolving."
"Hybrid Simulation of Miscible Mixing with Viscous Fingering", Computer Graphics Forum (In Proceedings of EUROGRAPHICS 2010)

Procedural Synthesis using Vortex Particle Method for Fluid Simulation
"A fast and effective technique to improve sub-grid visual details of the grid based fluid simulation. "
"Procedural Synthesis using Vortex Particle Method for Fluid Simulation", Computer Graphics Forum (In Proceedings of Pacific Graphics 2009)

Animation of Bubbles in Liquid
"A new fluid animation method in which liquid and gas interact with each other, using the example of bubbles rising in water. "
"Animation of Bubbles in Liquid", Computer Graphics Forum (In Proceedings of Pacific Graphics 2003)

Other

Physics-inspired controllable flame animation
"We propose a novel method conceptualized from the properties of physics where in particular the shape of a flame is determined by temperature that enables a control mechanism for the intuitive shaping of a flame. We focused on a trade-off issue from computer graphics whereby the turbulent flow that expresses the characteristics of the flame has a tendency to shift continuously, whereas the velocity constraints that contain a fluid within a target shape have a tendency to force movement in a particular direction."
"Physics-inspired controllable flame animation", The Visual Computer 2016

Subtle Features of Ice with Cloudy Effects and Scratches from Collision Damage
"We propose a simulation framework for expressing cloudy effects and scratches on ice caused by the collision of other objects. Cloudy effects are created and diffused in proportion to the collision on the ice surfaces calculated by a combination of a grid-projection technique and the boundary particle method."
"Subtle Features of Ice with Cloudy Effects and Scratches from Collision Damage", Computer Animation and Virtual Worlds 2016

Incorporating Particle Motion into an ADF for Fast Coupling of Fluids with Rigid and Deformable
"We present a new method for the fast simulation of interactions between fluids and solids by incorporating particle-based water flow into an adaptive signed distance field. This paper addresses the problem by (i) considering particles only on the leaf nodes in the adaptive structure to improve the processing time required for the water–solid coupling and (ii) considering the water flow to avoid the tunneling artifact by incorporating particle motion into the tree structure of the adaptive signed distance field."
"Incorporating Particle Motion into an ADF for Fast Coupling of Fluids with Rigid and Deformable", Computer Animation and Virtual Worlds 2016

A hybrid SDF for the detailed representation of liquid-solid mixed surfaces
"We propose a hybrid signed distance field (SDF) method for reconstructing the detailed surface of a model as it changes from a solid state to a liquid state. Our method constructs a hybrid SDF by combining level-set values from the solid and liquid parts of the object. This makes it possible to represent the detailed features and smooth surfaces of an object when both solid and liquid parts are mixed in that object."
A hybrid SDF for the detailed representation of liquid-solid mixed surfaces", Computer Animation and Virtual Worlds 2015

Multi-exemplar Inhomogeneous Texture Synthesis
"This paper presents a new framework for the semi-automatic synthesis of an inhomogeneous texture from a theoretically infinite number of input exemplars. Our algorithm generates a result with natural multiway transitions, maintaining a reasonable synthesis time to keep interactivity. Our algorithm is semiautomatic, spatially deterministic and well suited to acceleration via parallel processors. "
"Multi-exemplar Inhomogeneous Texture Synthesis", Computers & Graphics 2013

Controlling shapes of air bubbles in a multi-phase fluid simulation
"Controlling shapes is a challenging problem in a multi-phase fluid simulation. Bubble particles enable the details of air bubbles to be represented within a simulation based on an Euler grid. We control the target shapes of bubbles by the gradient vectors of the signed distance field and attraction forces associated with control particles."
"Controlling shapes of air bubbles in a multi-phase fluid simulation", The Visual Computer 2012

Shrinkage, Wrinkling and Ablation of Burning Cloth and Paper
"The burning of a sheet of cellulose-based material, such as paper or cloth, involves uneven shrinkage which causes wrinkling. We simulate this geometrically complicated phenomenon by modeling the effects of heat transfer, shrinkage and partial ablation on a thin shell. "
"Shrinkage, Wrinkling and Ablation of Burning Cloth and Paper", The Visual Computer 2011

Live path: adaptive agent navigation in the interactive virtual world
"We present a novel approach to adaptive navigation in the interactive virtual world by using data from the user. Our method constructs automatically a navigation mesh that provides new paths for agents by referencing the user movements. To acquire accurate data samples from all the user data in the interactive world, we use the following techniques: an agent of interest (AOI), a region of interest (ROI) map, and a discretized path graph (DPG). "
"Live path: adaptive agent navigation in the interactive virtual world", The Visual Computer 2010

Interchangeable SPH and Level set Method in Multiphase Fluids
"Combining SPH and Eulerinan grid-based level set method in multiphase fluids simulation. It improved the accuracy of a simulation and realistic of fluids animation."
"Interchangeable SPH and Level set Method in Multiphase Fluids", The Visual Computer 2009

Simulation of Swirling Bubbly Water using Bubble Particles
"Effect of surface tension using molecule-like movement of bubble particles."
"Simulation of Swirling Bubbly Water using Bubble Particles", The Visual Computer 2009

Divergence-constrained Moving Least Squares for Fluid Simulation
"A novel method to enforce the facedivergence condition to the interpolated velocity field by moving least squares (MLS) such as bubbly water. "
"Divergence-constrained Moving Least Squares for Fluid Simulation", Computer Animation and Virtual Worlds 2008

Target-driven liquid animation with interfacial discontinuities
"Controlling a multi-phase fluid so that it flows into a target shape in a natural way. "
"Target-driven liquid animation with interfacial discontinuities", Computer Animation and Virtual Worlds 2007

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