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[Author] Junghyun HAN(4hit)

1-4hit
  • Painterly Morphing Effects for Mobile Smart Devices

    SungIk CHO  JungHyun HAN  

     
    LETTER-Computer Graphics

      Pubricized:
    2017/11/06
      Vol:
    E101-D No:2
      Page(s):
    568-571

    This paper proposes a painterly morphing algorithm for mobile smart devices, where each frame in the morphing sequence looks like an oil-painted picture with brush strokes. It can be presented, for example, during the transition between the main screen and a specific application screen. For this, a novel dissimilarity function and acceleration data structures are developed. The experimental results show that the algorithm produces visually stunning effects at an interactive time.

  • Optimal Bit Allocation with Priority Layer Dropping for H.264 Scalable Video

    Junghyun HAN  Jitae SHIN  Sang-Hyo KIM  

     
    LETTER-Multimedia Systems for Communications

      Vol:
    E95-B No:2
      Page(s):
    684-688

    This letter proposes a practical algorithm for video transmission of the scalable extension of H.264/AVC (SVC) over limited bit-rate and varying channel signal-to-noise ratio (SNR). The proposal consists of SVC source-layer dropping and layered FEC using LDPC codes to maximize the video quality. The experimental results show that the proposed method realizes better video quality than the compared unequal error protection (UEP) without source-layer dropping. This implies that the dropping of a certain number of source-layers and using the resultant bit-budget for channel coding is more effective than the other UEP case which uses all possible source-layers.

  • Real-Time Approximation of a Normal Distribution Function for Normal-Mapped Surfaces

    Han-sung SON  JungHyun HAN  

     
    LETTER-Computer Graphics

      Pubricized:
    2018/02/06
      Vol:
    E101-D No:5
      Page(s):
    1462-1465

    This paper proposes to pre-compute approximate normal distribution functions and store them in textures such that real-time applications can process complex specular surfaces simply by sampling the textures. The proposed method is compatible with the GPU pipeline-based algorithms, and rendering is completed at real time. The experimental results show that the features of complex specular surfaces, such as the glinty appearance of leather and metallic flakes, are successfully reproduced.

  • Locomotion Control with Inverted Pendulum Model and Hierarchical Low-Dimensional Data

    Ku-Hyun HAN  Byung-Ha PARK  Kwang-Mo JUNG  JungHyun HAN  

     
    LETTER-Computer Graphics

      Pubricized:
    2017/07/27
      Vol:
    E100-D No:11
      Page(s):
    2744-2746

    This paper presents an interactive locomotion controller using motion capture data and an inverted pendulum model (IPM). The motion data of a character is decomposed into those of upper and lower bodies, which are then dimension-reduced via what we call hierarchical Gaussian process dynamical model (H-GPDM). The locomotion controller receives the desired walking direction from the user. It is integrated into the IPM to determine the pose of the center of mass and the stance-foot position of the character. They are input to the H-GPDM, which interpolates the low-dimensional data to synthesise a redirected motion sequence on an uneven surface. The locomotion controller allows the upper and lower bodies to be independently controlled and helps us generate natural locomotion. It can be used in various real-time applications such as games.