Sang Oak Woo
Samsung
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Publication
Featured researches published by Sang Oak Woo.
IEEE Transactions on Circuits and Systems for Video Technology | 2004
Euee S. Jang; James D. K. Kim; Seok Yoon Jung; Mahn-Jin Han; Sang Oak Woo; Shin-Jun Lee
Interpolator representation in key-frame animation is now the most popular method for computer animation. The interpolator data consist of key and key value pairs, where a key is a time stamp and a key value is the corresponding value to the key. In this paper, we propose a set of new technologies to compress the interpolator data. The performance of the proposed technique is compared with the existing MPEG-4 generic compression tool. Throughout the core experiments in MPEG-4, the proposed technique showed its superiority over the existing tool, becoming a part of MPEG-4 standard within the Animation Framework eXtension framework.
international conference on image processing | 2002
James D. K. Kim; Seok Yoon Jung; Mahn-Jin Han; Euee S. Jang; Sang Oak Woo; Shin Jun Lee; Gyeong Ja Jang
In this paper, we propose new technologies to compress the interpolator nodes in VRML/MPEG-4 BIFS (binary format for scene). Interpolators are used to animate the 3D objects in a VRML/MPEG-4 BIFS scene. For interactive applications with quite a few animated 3D synthetic objects, two components are dominant in the amount of data to represent the animation: 3D object and its animation. In the current MPEG-4, 3D model coding (3DMC) yields a high compression ratio with reasonable quality for the 3D object, while predictive MFField coding (PMFC) yields a moderate compression ratio with reasonable quality for the animation data. The proposed techniques are to provide a high compression on animation data and have been adopted to MPEG-4 system amendment 4 (AFX/MUW).
international conference on consumer electronics | 2013
Sang Oak Woo; Jeong-Soo Park; Seok Yoon Jung; Shihwa Lee
Mobile 3D graphics use tile-based rendering algorithm in order to lower power consumption. For rendering tile by tile in the tile-based rendering, tile-binning process is inevitable and has to store the results of geometry processing into scene buffer, which causes memory access severely. Several methods were proposed to reduce memory bandwidth for tile-binning process. However, these memory-bandwidth reduction methods require more computations. Hsieh et al. attempted to eliminate edges in order to decrease the number of overlap test. Their method could only eliminate 0.02% of edges because the edges parallel to the axes can be eliminated. In this study, we propose a simple method to reduce the number of the overlap test by detecting 1D-tile overlapped primitives, which are overlapped with only one-dimensional tiles while keeping low memory bandwidth.
Archive | 2011
Sung Jin Son; Seok Yoon Jung; Chan Min Park; Kyoung June Min; Sang Oak Woo
Archive | 2012
Sung Jin Son; Seok Yoon Jung; Shi Hwa Lee; Sang Oak Woo
Archive | 2010
Seok Yoon Jung; Kyoung June Min; Sang Oak Woo
Archive | 2006
Kyoung June Min; Jeong Wook Kim; Dong Soo Kang; Suk Jin Kim; Hee Seok Kim; Seok Yoon Jung; Sang Oak Woo
Archive | 2011
Sang Oak Woo; Seok Yoon Jung
Archive | 2010
Sang Oak Woo; Seok Yoon Jung; Kwon Taek Kwon
Archive | 2013
Sung Jin Son; Sang Oak Woo; Seok Yoon Jung