mobile off
ABOUT US  |  RESEARCH  |  PUBLICATION   |  COURSE  |  SEMINAR  |  LINKS

What's New?


CGI 2017 Accepted(김태형)
"Visual Simulation of Fire-Flake in Sync with Flame"
CASA 2017 Accepted(임재호)
"Visual simulation of rapidly freezing water based on crystallization"
PLOS ONE 2016 Publication(김영빈)
"Predicting Virtual World User Population Fluctuations with Deep Learning"
TVCG 2016 Publication(김종현)
"Efficient Representation of Detailed Foam Waves by Incorporating Projective Space"
PLOS ONE 2016 Publication(김영빈)
"Predicting Fluctuations in Cryptocurrency Transactions Based on User Comments and Replies"
KCGS 2016 신진연구자상 후보 발표(김종현)
"Scalable Visual Simulation of Fluid-Solid Coupling"
KCGS 2016 논문발표(김태형)
"불 시뮬레이션에 대응하는 불똥 애니메이션 기법"
KCGS 2016 논문발표(김종현)
"젖은 헤어 애니메이션을 위한 응집력과 스티프니스 처리"
CASA 2016 Best Paper Award 수상(김종현)
"Subtle features of ice with cloudy effects and scratches from collision damage"
CGI 2016 발표(김태형)
"Physics-inspired controllable flame animation"
CAVW 2016 Publication(김종현)
"Incorporating particle motion into an ADF for fast coupling of fluids with rigid and deformable solids"
2011 한국 컴퓨터그래픽스 대상 수상
▼ 더 보기


People
양기선 박밝은누리 박민주 김기훈 홍만기
최명진 정기성 김영빈 임재호 김용오
김태형 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

ABOUT_US  |  RESEARCH  |  PUBLICATION  |  COURSE  |  SEMINAR  |  LINKS