Skip to main content

윤성의 교수

Sungeui Yoon

KAIST 김재철AI대학원 · 컴퓨터과학

연구실 소개

윤성의 교수의 연구실은 대규모 3D 모델의 효율적 렌더링과 기하 처리를 위한 캐시-오브제리어스(-cache oblivious) 및 캐시-효율적 데이터 레이아웃 기법을 핵심으로 연구합니다. 특히, 다중 해상도 표현, 경계 볼륨 계층구조(BVH), 클러스터 기반 프로그레시브 메쉬(CHPM) 등을 활용해 상호작용 가능한 렌더링, 충돌 검출, 레이 트레이싱 등에서 높은 성능을 구현합니다. 연구는 메모리 계층 구조의 특성에 의존하지 않는 효율적인 알고리즘 설계에 초점을 맞추고 있습니다.

캐시-오브제리어스BVH 최적화CHPM대규모 3D 모델실시간 렌더링

연구 현황

논문 수
263
총 인용 수
3,905
최근 5년 논문
88
주요 분야
컴퓨터과학

연구 성과 추이

표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.

5개년 연도별 논문 게재 수
88총합
2022
2023
2024
2025
2026
5개년 연도별 피인용 수
492총합
20222023202420252026

주요 논문

15
1
논문|인용수 102·2005
Cache-oblivious mesh layouts
Sung‐Eui Yoon, Peter Lindström, Valerio Pascucci, Dinesh Manocha
SJR Q1ACM Transactions on GraphicsOA

We present a novel method for computing cache-oblivious layouts of large meshes that improve the performance of interactive visualization and geometric processing algorithms. Given that the mesh is accessed in a reasonably coherent manner, we assume no particular data access patterns or cache parameters of the memory hierarchy involved in the computation. Furthermore, our formulation extends directly to computing layouts of multi-resolution and bounding volume hierarchies of large meshes.We deve

Computer Graphics and Computer-Aided DesignComputer Science
2
논문|인용수 75·2005
Quick-VDR: interactive view-dependent rendering of massive models
Sung‐Eui Yoon, Brian Salomon, Russell Gayle, Dinesh Manocha

We present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarse-grained selective refinement and progressive meshes for fine-grained local refinement. We present an out-of-core algorithm for computation of a CHPM that includes cluster decomposition, hierarch

Computer Graphics and Computer-Aided DesignComputer Science
3
논문|인용수 71·2006
Cache‐Efficient Layouts of Bounding Volume Hierarchies
Sung‐Eui Yoon, Dinesh Manocha
SJR Q1Computer Graphics Forum

Abstract We present a novel algorithm to compute cache‐efficient layouts of bounding volume hierarchies (BVHs) of polygonal models. Our approach does not make any assumptions about the cache parameters or block sizes of the memory hierarchy. We introduce a new probabilistic model to predict the runtime access patterns of a BVH. Our layout computation algorithm utilizes parent‐child and spatial localities between the accessed nodes to reduce both the number of cache misses and the size of the wor

Signal ProcessingComputer Science
4
논문|인용수 54·2005
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
Sung‐Eui Yoon, Brian Salomon, Russell Gayle, Dinesh Manocha
SJR Q1IEEE Transactions on Visualization and Computer Graphics

We present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarse-grained selective refinement and progressive meshes for fine-grained local refinement. We present an out-of-core algorithm for computation of a CHPM that includes cluster decomposition, hierarch

Computer Graphics and Computer-Aided DesignComputer Science
5
논문|인용수 52·2004
Fast collision detection between massive models using dynamic simplification
Sung‐Eui Yoon, Brian Salomon, Ming C. Lin, Dinesh Manocha

We present a novel approach for collision detection between large models composed of tens of millions of polygons. Each model is represented as a clustered hierarchy of progressive meshes (CHPM). The CHPM is a dual hierarchy of the original model; it serves both as a multiresolution representation of the original model, as well as a bounding volume hierarchy. We use the cluster hierarchy of a CHPM to perform coarse-grained selective refinement and the progressive meshes for fine-grained local re

Computer Graphics and Computer-Aided DesignComputer Science
6
논문|인용수 50·2007
Ray tracing dynamic scenes using selective restructuring
Sung‐Eui Yoon, Sean Curtis, Dinesh Manocha

Ray tracing has been widely researched due to its ability to generate realistic images. However, the performance of current ray tracing algorithms is considerably slower than GPU-based rasterization algorithms, especially on dynamic scenes. In this paper we address the problem of efficient computation of bounding volume hierarchies (BVHs) of dynamic scenes for faster ray tracing.

Computer Graphics and Computer-Aided DesignComputer Science
7
논문|인용수 49·2006
Mesh Layouts for Block-Based Caches
Sung‐Eui Yoon, Peter Lindström
SJR Q1IEEE Transactions on Visualization and Computer Graphics

Current computer architectures employ caching to improve the performance of a wide variety of applications. One of the main characteristics of such cache schemes is the use of block fetching whenever an uncached data element is accessed. To maximize the benefit of the block fetching mechanism, we present novel cache-aware and cache-oblivious layouts of surface and volume meshes that improve the performance of interactive visualization and geometric processing algorithms. Based on a general I/O m

Computer Graphics and Computer-Aided DesignComputer Science
8
논문|인용수 43·2006
R-LODs: fast LOD-based ray tracing of massive models
Sung‐Eui Yoon, Christian Lauterbach, Dinesh Manocha
SJR Q2The Visual ComputerOA
Computer Graphics and Computer-Aided DesignComputer Science
9
book|인용수 43·2008
Real-Time Massive Model Rendering
Sung‐Eui Yoon, Enrico Gobbetti, David J. Kasik, Dinesh Manocha
Synthesis lectures on computer graphics and animation
Computer Graphics and Computer-Aided DesignComputer Science
10
논문|인용수 40·2006
R-LODs
Sung‐Eui Yoon, Dinesh Manocha

We present a novel LOD (level-of-detail) algorithm to accelerate ray tracing of massive models. Our approach computes drastic simplifications of the model and the LODs are well integrated with the kd-tree data structure. We introduce a simple and efficient LOD metric to bound the error for primary and secondary rays. The LOD representation has small runtime overhead and our algorithm can be combined with ray coherence techniques and cache-coherent layouts to improve the performance. In practice,

Computer Graphics and Computer-Aided DesignComputer Science
11
논문|인용수 39·2007
Random-Accessible Compressed Triangle Meshes
Sung‐Eui Yoon, Peter Lindström
SJR Q1IEEE Transactions on Visualization and Computer Graphics

With the exponential growth in size of geometric data, it is becoming increasingly important to make effective use of multilevel caches, limited disk storage, and bandwidth. As a result, recent work in the visualization community has focused either on designing sequential access compression schemes or on producing cache-coherent layouts of (uncompressed) meshes for random access. Unfortunately combining these two strategies is challenging as they fundamentally assume conflicting modes of data ac

Computer Graphics and Computer-Aided DesignComputer Science
12
book chapter|인용수 32·2020
Unsupervised Learning of Optical Flow with Deep Feature Similarity
Woobin Im, Tae‐Kyun Kim, Sung‐Eui Yoon
SJR Q2Lecture notes in computer science
Computer Vision and Pattern RecognitionComputer Science
13
논문|인용수 27·2005
Cache-oblivious mesh layouts
Sung‐Eui Yoon, Peter Lindström, Valerio Pascucci, Dinesh Manocha

We present a novel method for computing cache-oblivious layouts of large meshes that improve the performance of interactive visualization and geometric processing algorithms. Given that the mesh is accessed in a reasonably coherent manner, we assume no particular data access patterns or cache parameters of the memory hierarchy involved in the computation. Furthermore, our formulation extends directly to computing layouts of multi-resolution and bounding volume hierarchies of large meshes.We deve

Computer Graphics and Computer-Aided DesignComputer Science
14
논문|인용수 27·2004
Interactive view-dependent rendering with conservative occlusion culling in complex environments
Sung‐Eui Yoon, Brian Salomon, Dinesh Manocha
SJR Q1IEEE Transactions on Ultrasonics Ferroelectrics and Frequency Control

This paper presents an algorithm combining view-dependent rendering and conservative occlusion culling for interactive display of complex environments. A vertex hierarchy of the entire scene is decomposed into a cluster hierarchy through a novel clustering and partitioning algorithm. The cluster hierarchy is then used for view-frustum and occlusion culling. Using hardware accelerated occlusion queries and frame-to-frame coherence, a potentially visible set of clusters is computed. An active vert

Computer Graphics and Computer-Aided DesignComputer Science
15
논문|인용수 24·2004
Quick-VDR
Sung‐Eui Yoon, Brian Salomon, Russell Gayle, Dinesh Manocha

No abstract available.

Computer Graphics and Computer-Aided DesignComputer Science

대표 연구 분야

Computer Vision and Pattern RecognitionComputer Graphics and Computer-Aided DesignArtificial IntelligenceSignal ProcessingComputational MechanicsBiomedical Engineering

윤성의 교수의 연구를 Nubint에서 더 깊이 살펴보세요

이 연구실의 논문을 앱에서 열어 AI와 함께 읽고, 핵심을 요약하고, 내 글에 인용하세요.