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Dive into the research topics where Sung Yong Shin is active.

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Featured researches published by Sung Yong Shin.


IEEE Transactions on Visualization and Computer Graphics | 1997

Scattered data interpolation with multilevel B-splines

Seungyong Lee; George Wolberg; Sung Yong Shin

The paper describes a fast algorithm for scattered data interpolation and approximation. Multilevel B-splines are introduced to compute a C/sup 2/ continuous surface through a set of irregularly spaced points. The algorithm makes use of a coarse to fine hierarchy of control lattices to generate a sequence of bicubic B-spline functions whose sum approaches the desired interpolation function. Large performance gains are realized by using B-spline refinement to reduce the sum of these functions into one equivalent B-spline function. Experimental results demonstrate that high fidelity reconstruction is possible from a selected set of sparse and irregular samples.


international conference on computer graphics and interactive techniques | 1999

A hierarchical approach to interactive motion editing for human-like figures

Jehee Lee; Sung Yong Shin

This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique with a new inverse kinematics solver. Using the kinematics solver, we can adjust the configuration of an articulated figure to meet the constraints in each frame. Through the fitting technique, the motion displacement of every joint at each constrained frame is interpolated and thus smoothly propagated to frames. We are able to adaptively add motion details to satisfy the constraints within a specified tolerance by adopting a multilevel Bspline representation which also provides a speedup for the interpolation. The performance of our system is further enhanced by the new inverse kinematics solver. We present a closed-form solution to compute the joint angles of a limb linkage. This analytical method greatly reduces the burden of a numerical optimization to find the solutions for full degrees of freedom of a human-like articulated figure. We demonstrate that the technique can be used for retargetting a motion to compensate for geometric variations caused by both characters and environments. Furthermore, we can also use this technique for directly manipulating a motion clip through a graphical interface. CR Categories: I.3.7 [Computer Graphics]: Threedimensional Graphics—Animation; G.1.2 [Numerical Analysis]: Approximation—Spline and piecewise polynomial approximation


ACM Transactions on Graphics | 2001

Computer puppetry: An importance-based approach

Hyun Joon Shin; Jehee Lee; Sung Yong Shin; Michael Gleicher

Computer puppetry maps the movements of a performer to an animated character in real-time. In this article, we provide a comprehensive solution to the problem of transferring the observations of the motion capture sensors to an animated character whose size and proportion may be different from the performers. Our goal is to map as many of the important aspects of the motion to the target character as possible, while meeting the online, real-time demands of computer puppetry. We adopt a Kalman filter scheme that addresses motion capture noise issues in this setting. We provide the notion of dynamic importance of an end-effector that allows us to determine what aspects of the performance must be kept in the resulting motion. We introduce a novel inverse kinematics solver that realizes these important aspects within tight real-time constraints. Our approach is demonstrated by its application to broadcast television performances.


IEEE Transactions on Visualization and Computer Graphics | 1996

Image metamorphosis with scattered feature constraints

Seungyong Lee; George Wolberg; Kyung-Yong Chwa; Sung Yong Shin

This paper describes an image metamorphosis technique to handle scattered feature constraints specified with points, polylines, and splines. Solutions to the following three problems are presented: feature specification, warp generation, and transition control. We demonstrate the use of snakes to reduce the burden of feature specification. Next, we propose the use of multilevel free-form deformations (MFFD) to compute C/sup 2/-continuous and one-to-one mapping functions among the specified features. The resulting technique, based on B-spline approximation, is simpler and faster than previous warp generation methods. Furthermore, it produces smooth image transformations without undesirable ripples and foldovers. Finally, we simplify the MFFD algorithm to derive transition functions to control geometry and color blending. Implementation details are furnished and comparisons among various metamorphosis techniques are presented.


international conference on computer graphics and interactive techniques | 1995

Image metamorphosis using snakes and free-form deformations

Seungyong Lee; Kyung-Yong Chwa; Sung Yong Shin

This paper presents new solutions to the following three problems in image morphing: feature specification, warp generation, and transition control. To reduce the burden of feature specification, we first adopt a computer vision technique called snakes. We next propose the use of multilevel free-form deformations (MFFD) to achieve -continuous and one-to-one warps among feature point pairs. The resulting technique, based on B-spline approximation, is simpler and faster than previous warp generation methods. Finally, we simplify the MFFD method to construct -continuous surfaces for deriving transition functions to control geometry and color blending.


symposium on computer animation | 2002

On-line locomotion generation based on motion blending

Sang Il Park; Hyun Joon Shin; Sung Yong Shin

Locomotion such as walking, jogging, and running is one of the most basic forms of daily human motions. However, the previous methods can hardly generate the convincing locomotion of a character following a curved path with a desired speed and style. Based on scattered data interpolation, we propose a novel approach for on-the-fly generation of convincing locomotion, given parameters such as speed, turning angle, and style, on top of others given in the previous approaches. We first present an incremental scheme for timewarping to align the example motion clips of various speeds. Then, we provide a novel scheme for joint angle blending which guarantees similar poses to have similar representations. Finally, we show how to adapt the blended motion to the target character and the environment in an on-line, real-time manner. The resulting motions are not only convincing but also effectively controlled to reflect animators intention. Our approach is efficient enough for on-line applications such as real-time animation systems and video games.


ACM Transactions on Graphics | 2003

Planning biped locomotion using motion capture data and probabilistic roadmaps

Min Gyu Choi; Jehee Lee; Sung Yong Shin

Typical high-level directives for locomotion of human-like characters are useful for interactive games and simulations as well as for off-line production animation. In this paper, we present a new scheme for planning natural-looking locomotion of a biped figure to facilitate rapid motion prototyping and task-level motion generation. Given start and goal positions in a virtual environment, our scheme gives a sequence of motions to move from the start to the goal using a set of live-captured motion clips. Based on a novel combination of probabilistic path planning and hierarchical displacement mapping, our scheme consists of three parts: roadmap construction, roadmap search, and motion generation. We randomly sample a set of valid footholds of the biped figure from the environment to construct a directed graph, called a roadmap, that guides the locomotion of the figure. Every edge of the roadmap is associated with a live-captured motion clip. Augmenting the roadmap with a posture transition graph, we traverse it to obtain the sequence of input motion clips and that of target footprints. We finally adapt the motion sequence to the constraints specified by the footprint sequence to generate a desired locomotion.


international conference on computer graphics and interactive techniques | 1995

A general construction scheme for unit quaternion curves with simple high order derivatives

Myoung-Jun Kim; Myung Soo Kim; Sung Yong Shin

This paper proposes a new class of unit quaternion curves in 3 . A general method is developed that transforms a curve in 3 (defined as a weighted sum of basis functions) into its unit quaternion analogue in 3 . Applying the method to well-known spline curves (such as B´ ezier, Hermite, and B-spline curves), we are able to construct various unit quaternion curves which share many important differential properties with their original curves. Many of our naive common beliefs in geometry break down even in the simple non-Euclidean space 3 or 3 . For example, the de Casteljau type construction of cubic B-spline quaternion curves does not preserve 2 -continuity [10]. Through the use of decomposition into simple primitive quaternion curves, our quaternion curves preserve most of the algebraic and differential properties of the original spline curves.


symposium on computer animation | 2005

Motion modeling for on-line locomotion synthesis

Taesoo Kwon; Sung Yong Shin

In this paper, we propose an example-based approach to on-line locomotion synthesis. Our approach consists of two parts: motion analysis and motion synthesis. In the motion analysis part, an unlabeled motion sequence is first decomposed into motion segments, exploiting the behavior of the COM (center of mass) trajectory of the performer. Those motion segments are subsequently classified into groups of motion segments such that the same group of motion segments share an identical footstep pattern. Finally, we construct a hierarchical motion transition graph by representing these groups and their connectivity to other groups as nodes and edges, respectively. The coarse level of this graph models locomotive motions and their transitions, and the fine level mainly captures the cyclic nature of locomotive motions. In the motion synthesis part, given a stream of motion specifications in an on-line manner, the motion transition graph is traversed while blending the motion segments to synthesize a motion at a node, one by one, guided by the motion specifications. Our main contributions are the motion labeling scheme and a new motion model, embodied by the hierarchical motion transition graph, which together enable not only artifact-free motion blending but also seamless motion transition.


Computer Animation and Virtual Worlds | 2004

On‐line motion blending for real‐time locomotion generation

Sang Il Park; Hyun Joon Shin; Taehoon Kim; Sung Yong Shin

In this paper, we present an integrated framework of on‐line motion blending for locomotion generation. We first provide a novel scheme for incremental timewarping, which always guarantees that the time goes forward. Combining the idea of motion blending with that of posture rearrangement, we introduce a motion transition graph to address on‐line motion blending and transition simultaneously. Guided by a stream of motion specifications, our motion synthesis scheme moves from node to node in an on‐line manner while blending a motion at a node and generating a transition motion at an edge. For smooth on‐line motion transition, we also attach a set of example transition motions to an edge. To represent similar postures consistently, we exploit the inter‐frame coherency embedded in the input motion specification. Finally, we provide a comprehensive solution to on‐line motion retargeting by integrating existing techniques. Copyright

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Seungyong Lee

Pohang University of Science and Technology

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Jehee Lee

Seoul National University

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Ho Kyung Kim

Pusan National University

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