My research interests include physics-based computer graphics/animation, specifically in control and simulation of deformable body which has a skeleton.
I am currently Ph.D. student in Motion Computing Lab, Culture Technology from KAIST, Korea.
I received the B.S.(2005) and the M.S.(2010) degree in Mathematics from Kyoungbook National University and KAIST, respectively.
I also have a career as a math teacher at middle school and science high school.
ACM Transactions on Graphics, (Proc. SIGGRAPH), 36(4), 2017 (article)
Data driven models of human poses and soft-tissue deformations can produce very realistic results, but they only model the visible surface of the human body and cannot create skin deformation due to interactions with the environment. Physical simulations can generalize to external forces, but their parameters are difficult to control. In this paper, we present a layered volumetric human body model learned from data. Our model is composed of a data-driven inner layer and a physics-based external layer. The inner layer is driven with a volumetric statistical body model (VSMPL). The soft tissue layer consists of a tetrahedral mesh that is driven using the finite element method (FEM). Model parameters, namely the segmentation of the body into layers and the soft tissue elasticity, are learned directly from 4D registrations of humans exhibiting soft tissue deformations. The learned two layer model is a realistic full-body avatar that generalizes to novel motions and external forces. Experiments show that the resulting avatars produce realistic results on held out sequences and react to external forces. Moreover, the model supports the retargeting of physical properties from one avatar when they share the same topology.
Our goal is to understand the principles of Perception, Action and Learning in autonomous systems that successfully interact with complex environments and to use this understanding to design future systems