노준용 교수
Jun-Yong No
KAIST 전산학부 · 컴퓨터과학
연구실 소개
노준용 교수의 연구실은 3D 캐릭터의 얼굴 애니메이션 기술에 중점을 두고 있으며, 기존의 애니메이션 데이터를 새로운 캐릭터 모델에 간편하게 리타겟팅할 수 있는 '표현 클로닝(Expression Cloning)' 기법을 핵심으로 개발하고 있습니다. 기하학적 변형과 표면 반사 특성 모델링을 융합한 고해상도 얼굴 애니메이션 구현, 특히 Radial Basis Functions(RBF) 기반의 실시간 국소적 변형 기술을 통해 직관적인 애니메이션 제작을 가능하게 합니다. 또한, 표정의 개성과 감정의 흐름을 유지하면서도 다양한 얼굴 모델 간의 정밀한 움직임 전이를 구현하는 고도화된 리타겟팅 기법을 연구하고 있습니다.
연구 현황
연구 성과 추이
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
주요 논문
15We present a novel approach to producing facial expression animations for new models. Instead of creating new facial animations from scratch for each new model created, we take advantage of existing animation data in the form of vertex motion vectors. Our method allows animations created by any tools or methods to be easily retargeted to new models. We call this process expression cloning and it provides a new alternative for creating facial animations for character models. Expression cloning ma
We present a novel approach to producing facial expression animations for new models. Instead of creating new facial animations from scratch for each new model created, we take advantage of existing animation data in the form of vertex motion vectors. Our method allows animations created by any tools or methods to be easily retargeted to new models. We call this process expression cloning and it provides a new alternative for creating facial animations for character models. Expression cloning ma
Realistic facial animation is achieved through geometric and image manipulations. Geometric deformations usually account for the shape and deformations unique to the physiology and expressions of a person. Image manipulations model the reflectance properties of the facial skin and hair to achieve smallscale detail that is difficult to model by geometric manipulation alone. Modeling and animation methods often exhibit elements of each realm. This paper summarizes the theoretical approaches used i
We present a novel approach to creating deformations of polygonal models using Radial Basis Functions (RBFs) to produce localized real-time deformations. Radial Basis Functions assume surface smoothness as a minimal constraint and animations produce smooth displacements of affected vertices in a model. Animations are produced by controlling an arbitrary sparse set of control points defined on or near the surface of the model. The ability to directly manipulate a facial surface with a small numbe
Abstract Facial motion retargeting has been developed mainly in the direction of representing high fidelity between a source and a target model. We present a novel facial motion retargeting method that properly regards the significant characteristics of target face model. We focus on stylistic facial shapes and timings that reveal the individuality of the target model well, after the retargeting process is finished. The method works with a range of expression pairs between the source and the tar
ABSTRACT We present a new method to create realistic paint simulation, utilizing the characteristics of paint, such as fluidity, diffusion, and absorption. We treat the painting elements separately as pigment, binder, solvent, and paper. Adopting smoothed‐particle hydrodynamics including a consideration of viscoelastic movement, we simulate the fluid motion of the paint and the solvent. To handle the diffusion of the pigment in the solvent, we utilize the mass transfer method. Following Fick's l
Abstract When a person is located between a display and an operating projector, a shadow is cast on the display. The shadow on the display may eliminate important visual information and therefore adversely affect the viewing experiences. There have been various attempts to remove the human shadow cast on a projection display by using multiple projectors. While previous approaches successfully removed the shadow region when a person moderately moves around or stands stationary in front of the dis
Abstract The processing of captured motion is an essential task for undertaking the synthesis of high‐quality character animation. The motion decomposition techniques investigated in prior work extract meaningful motion primitives that help to facilitate this process. Carefully selected motion primitives can play a major role in various motion‐synthesis tasks, such as interpolation, blending, warping, editing or the generation of new motions. Unfortunately, for a complex character motion, findin
Abstract We propose a geometric approach to animating thin surface features of smoothed particle hydrodynamics‐based water. Explicit interparticle connections are created among smoothed particle hydrodynamics particles to approximate the geometries of thin surfaces while addressing the issue of unresolved surface areas. The deformations measured on the connections actuate the animations of the surfaces by disconnecting the stretched and bent connections. The reconstruction of thin surfaces and t
Abstract Incense, candle smoke and cigarette smoke often exhibit smoke flows with a surface‐like appearance. Although delving into well‐known computational fluid dynamics may provide a solution to create such an appearance, we propose a much efficient alternative that combines a low‐resolution fluid simulation with explicit geometry provided by NURBS surfaces. Among a wide spectrum of fluid simulation, our algorithm specifically tailors to reproduce the semi‐transparent surface look and motion o
We present a method to generate mouth animations coupled with moderate movements of the head. Our method uses a coarse 2D textured mesh representation of images. With hardware texture mapping, we obtain 30 frames/sec animations on modest PC platforms. The synthesized animation sequence is realistic and lively. Radial basis functions are used in the underlying animation engine. At each phoneme transition, the positions of the mesh nodes are determined by RBF coefficients associated with a set of
Abstract In the paper, we present an online real‐time method for automatically transforming a basic locomotive motion to a desired motion of the same type, based on biomechanical results. Given an online request for a motion of a certain type with desired moving speed and turning angle, our method first extracts a basic motion of the same type from a motion graph, and then transforms it to achieve the desired moving speed and turning angle by exploiting the following biomechanical observations:
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