- Advanced Vision and Imaging
- Computer Graphics and Visualization Techniques
- Virtual Reality Applications and Impacts
- Advanced Optical Imaging Technologies
- Image Processing Techniques and Applications
- Advanced Image Processing Techniques
- Visual Attention and Saliency Detection
- Visual perception and processing mechanisms
- Image Enhancement Techniques
- Tactile and Sensory Interactions
- Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
- 3D Shape Modeling and Analysis
- Gaze Tracking and Assistive Technology
- Advanced Image and Video Retrieval Techniques
- Interactive and Immersive Displays
- Robotics and Sensor-Based Localization
- Augmented Reality Applications
- Psychosomatic Disorders and Their Treatments
- IoT Networks and Protocols
- 3D Surveying and Cultural Heritage
- Image and Video Stabilization
- Energy Harvesting in Wireless Networks
- Advanced Numerical Analysis Techniques
- Satellite Image Processing and Photogrammetry
- Color Science and Applications
Sungkyunkwan University
2015-2024
Max Planck Institute for Informatics
2009-2010
Max Planck Society
2009
Korea Post
2008
Pohang University of Science and Technology
2004-2008
We present a novel rendering system for defocus blur and lens effects. It supports physically-based outperforms previous approaches by involving GPU-based tracing method. Our solution achieves more precision than competing real-time solutions our results are mostly indistinguishable from offline rendering. method is also general can integrate advanced simulations, such as simple geometric models enabling various aberration These latter crucial realism, but often employed in artistic...
In this paper, we propose the first end-to-end convolutional neural network (CNN) architecture, Defocus Map Estimation Network (DMENet), for spatially varying defocus map estimation. To train network, produce a novel depth-of-field (DOF) dataset, SYNDOF, where each image is synthetically blurred with ground-truth depth map. Due to synthetic nature of feature characteristics images in SYNDOF can differ from those real defocused photos. address gap, use domain adaptation that transfers...
This article presents a real-time GPU-based post-filtering method for rendering acceptable depth-of-field effects suited virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from pinhole image. Major artifacts common in the techniques such as bilinear magnification artifact, intensity leakage, and blurring discontinuity are practically eliminated via with circular filter, anisotropic mipmapping, smoothing of degrees. The whole framework accelerated using...
We present a GPU-based real-time rendering method that simulates high-quality depth-of-field effects, similar in quality to multiview accumulation methods. Most approaches have difficulties obtain good approximations of visibility and view-dependent shading due the use single view image. Our also avoids multiple scene, but can approximate different views by relying on layered image-based scene representation. several performance improvements, such as early culling, cone tracing, jittered...
Visualization techniques often use color to present categorical differences a user. When selecting palette, the perceptual qualities of need careful consideration. Large coherent groups visually suppress smaller and are dominant in images. This paper introduces concept class visibility used quantitatively measure utility palette structure We optimization algorithm based on our metric make clearly visible performed two user experiments preference visual search validate over range palettes....
Lens flare is caused by light passing through a photographic lens system in an unintended way. Often considered degrading artifact, it has become crucial component for realistic imagery and artistic means that can even lead to increased perceived brightness. So far, only costly offline processes allowed convincing simulations of the complex interactions. In this paper, we present novel method interactively compute physically-plausible renderings lenses. The underlying model covers many...
Internet of things recently emerges as a common platform and service for consumer electronics. This paper presents an interactive framework visualizing authoring IoT in indoor environments such home or small office. Building blocks the are virtual sensors actuators that abstract physical their behaviors on top networks. Their abstracted programmed through visual tools web, which allows casual to easily monitor define even without knowing underlying connections. The user study performed...
Social anxiety disorder (SAD) is characterized by excessive fear of negative evaluation and humiliation in social interactions situations. Virtual reality (VR) treatment a promising intervention option for SAD.The purpose this study was to create participatory interactive VR SAD. Treatment progress, including the severity symptoms cognitive emotional aspects SAD, analyzed evaluate effectiveness intervention.In total, 32 individuals with SAD 34 healthy control participants were enrolled...
Background Although it has been well demonstrated that the efficacy of virtual reality therapy for social anxiety disorder is comparable to traditional cognitive behavioral therapy, little known about effect on pathological self-referential processes in individuals with disorder. Objective We aimed determine changes processing and their neural mechanisms following treatment. Methods recruited participants without a primary diagnosis undergo clinical assessments (Social Phobia Scale...
This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to conventional bottom-up (stimulus-driven) saliency map, proposed uses top-down (goal-directed) contexts inferred from user's spatial and temporal behaviors, identifies most plausibly among candidates object map. The computational was implemented using GPU, exhibiting high performance adequate A experiment also...
Lens flare is caused by light passing through a photographic lens system in an unintended way. Often considered degrading artifact, it has become crucial component for realistic imagery and artistic means that can even lead to increased perceived brightness. So far, only costly offline processes allowed convincing simulations of the complex interactions. In this paper, we present novel method interactively compute physically-plausible renderings lenses. The underlying model covers many...
Abstract We present a real‐time method for rendering depth‐of‐field effect based on the per‐pixel layered splatting where source pixels are scattered one of three layers destination pixel. In addition, missing information behind foreground objects is filled with an additional image areas occluded by nearer objects. The creates high‐quality results even in presence partial occlusion, without major artifacts often previous methods. can also be applied to simulating defocused highlights. entire...
Tactile feedback coordinated with visual stimuli has proven its worth in mediating immersive multimodal experiences, yet authoring relied on content artists. This article presents a fully automated framework of generating tactile cues from streaming images to provide synchronized visuotactile real time. The spatiotemporal features video are analyzed the basis saliency and then mapped into that rendered tactors installed chair. We also conducted two user experiments for performance...
In order to facilitate low-cost network connection of many devices, machine-type communication (MTC) has evolved MTC (LC-MTC) in the third-generation partnership project standard. LC-MTC should be able effectively handle intensive accesses through multiple narrowband random-access channels (RACHs) assigned within bandwidth a long-term evolution system. As number devices and their congestion rapidly increase, scheme for RACH needs improved. This paper presents novel that introduces virtual...
Journal Article Effects of visual cues and sustained attention on spatial presence in virtual environments based object distinction Get access Sungkil Lee, Lee a Haptics Virtual Reality Laboratory, Computer Science Engineering, POSTECH, Hyoja-dong, Nam-gu, Pohang, Gyungbuk, Republic Korea Search for other works by this author on: Oxford Academic Google Scholar Gerard Jounghyun Kim * b Digital eXPerience University, Anam-dong 5-ga, Seongbuk-gu, Seoul, Corresponding author. Tel.: +82 2 3290...
Abstract We present a practical real‐time approach for rendering lens‐flare effects. While previous work employed costly ray tracing or complex polynomial expressions, we coarser, but also significantly faster solution. Our method is based on first‐order approximation of the transfer in an optical system, which allows us to derive matrix that maps lens flare‐producing light rays directly sensor. The resulting easy implement and produces physically‐plausible images at high framerates standard...
This article presents an iterative backward-warping technique and its applications. It predictively synthesizes depth buffers for novel views. Our solution is based on a fixed-point iteration that converges quickly in practice. Unlike the previous techniques, our pure backward warping without using bidirectional sources. To efficiently seed process, we also propose tight bounding method motion vectors. Non-convergent holes are inpainted via deep buffers. works well with arbitrarily...
With proper guidance, virtual reality (VR) can provide psychiatric therapeutic strategies within a simulated environment. The visuo-haptic-based multimodal feedback VR solution has been developed to improve anxiety symptoms through immersive experience and feedback. A proof-of-concept study was performed investigate this solution. Nine subjects recently diagnosed with panic disorder were recruited, seven of them eventually completed the trial. Two sessions provided each subject. Depression,...
This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to conventional bottom-up (stimulus-driven) features, also uses topdown (goal-directed) contexts predict human gaze. The first builds feature maps using preattentive features such as luminance, hue, depth, size, and motion. are then integrated into single saliency map center-surround difference operation. pixel-level is...
We present an efficient ray-tracing technique to render bokeh effects produced by parametric aspheric lenses. Contrary conventional spherical lenses, lenses do generally not permit a simple closed-form solution of ray-surface intersections. propose numerical root-finding approach, which uses tight proxy surfaces ensure good initialization and convergence behavior. Additionally, we simulate mechanical imperfections resulting from the lens fabrication via texture-based approach. Fractional...
Social anxiety disorder (SAD) is the fear of social situations where a person anticipates being evaluated negatively. Changes in autonomic response patterns are related to expression symptoms. Virtual reality (VR) sickness can inhibit VR experiences.
We present a novel rendering system for defocus blur and lens effects. It supports physically-based outperforms previous approaches by involving GPU-based tracing method. Our solution achieves more precision than competing real-time solutions our results are mostly indistinguishable from offline rendering. method is also general can integrate advanced simulations, such as simple geometric models enabling various aberration These latter crucial realism, but often employed in artistic...
Abstract This paper presents a scalable online occlusion culling algorithm, which significantly improves the previous raster using object‐level bounding volume hierarchy. Given occluders found with temporal coherence, we find and rasterize coarse groups of potential occludees in Within rasterized bounds, per‐pixel ray casting tests fine‐grained visibilities every individual occludees. We further propose acceleration techniques including read‐back counters for tightly‐packed multidrawing...