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Dive into the research topics where Seok Yoon Jung is active.

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Featured researches published by Seok Yoon Jung.


IEEE Transactions on Circuits and Systems for Video Technology | 2004

Interpolator data compression for MPEG-4 animation

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

Animation data compression in MPEG-4: interpolators

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).


IEEE Transactions on Visualization and Computer Graphics | 2015

HART: A Hybrid Architecture for Ray Tracing Animated Scenes

Jae Ho Nah; Jin-Woo Kim; Junho Park; Won Jong Lee; Jeong Soo Park; Seok Yoon Jung; Woo-Chan Park; Dinesh Manocha; Tack-Don Han

We present a hybrid architecture, inspired by asynchronous BVH construction [1], for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray traversal and a CPU for BVH reconstruction. We also present a traversal scheme using a primitives axis-aligned bounding box (PrimAABB). This scheme reduces ray-primitive intersection tests by reusing existing BVH traversal units and the primAABB data for tree updates; it enables the use of shallow trees to reduce tree build times, tree sizes, and bus bandwidth requirements. Furthermore, we present a cache scheme that exploits consecutive memory access by reusing data in an L1 cache block. We perform cycle-accurate simulations to verify our architecture, and the simulation results indicate that the proposed architecture can achieve real-time Whitted ray tracing animated scenes at 1,920 × 1,200 resolution. This result comes from our high-performance hardware architecture and minimized resource requirements for tree updates.


international conference on consumer electronics | 2013

Fast tile-binning method by detecting 1D-overlapped primitives

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 | 2006

Method and apparatus for providing panoramic view with high speed image matching and mild mixed color blending

Keun Ho Kim; Do Kyoon Kim; Seok Yoon Jung; Hee Sae Lee; Anton Konouchine; Vladimir Vezhnevets


Archive | 2010

Method, apparatus and computer-readable medium rendering three-dimensional (3D) graphics

Gyeong Ja Jang; Seok Yoon Jung


Archive | 2006

Method and apparatus for providing panoramic view with geometric correction

Keun Ho Kim; Do Kyoon Kim; Seok Yoon Jung; Hee Sae Lee; Anton Konouchine; Vladimir Vezhnevets


Archive | 2011

Apparatus and method of early pixel discarding in graphic processing unit

Sung Jin Son; Seok Yoon Jung; Chan Min Park; Kyoung June Min; Sang Oak Woo


Archive | 2012

GRAPHICS PROCESSING METHOD AND APPARATUS USING POST FRAGMENT SHADER

Sung Jin Son; Seok Yoon Jung; Shi Hwa Lee; Sang Oak Woo


Archive | 2012

Method and apparatus for tile based rendering using tile-to-tile locality

Won Jong Lee; Seok Yoon Jung

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