Hyeongseok Ko
Seoul National University · Engineering
About the Lab
Professor Hyeongseok Ko's research lab specializes in character animation and simulation, focusing on the integration of kinematics and dynamics for realistic human motion synthesis. The lab develops real-time motion retargeting techniques that preserve original motion characteristics while adapting to different body types, leveraging inverse rate control and kinematic redundancy. It also explores inverse dynamics and constrained fluid solvers to enhance physical fidelity and computational efficiency in animation and simulation. The lab's work bridges the gap between biomechanical plausibility and visual realism in virtual characters.
Research Overview
Research Output Trend
Figures are computed from collected data and may differ slightly.
Selected Papers
15This paper presents a method to retarget the motion of a character to another in real time. The technique is based on inverse rate control, which computes the changes in joint angles corresponding to the changes in end-effector position. While tracking the multiple end-effector trajectories of the original subject or character, our online motion retargetting also minimizes the joint angle differences by exploiting the kinematic redundancies of the animated model. This method can apply a captured
Because the major force components (the internal muscular forces and torques) are not known a priori over time, you cannot use forward dynamics to predict how the human body will walk. The alternative to the apparently intractable problem of specifying the joint torque patterns in advance is to use inverse dynamics to analyze the torques and forces required for the given motion. Such an analysis can show, for example, that the motion induces excessive torque, that the system is out of balance at
Abstract In this paper, we propose a new constrained interpolation profile (CIP) method that is stable and accurate but requires less amount of computation compared to existing CIP‐based solvers. CIP is a high‐order fluid advection solver that can reproduce rich details of fluids. It has third‐order accuracy but its computation is performed over a compact stencil. These advantageous features of CIP are, however, diluted by the following two shortcomings: (1) CIP contains a defect in the utilizat
The most prominent problems in utilizing the rotoscopy data for human walking animation can be summarized into two: Preservation of the original motion characteristics in the generalization process and the Constraint Satisfaction. Generalization is the process of producing the step of an arbitrary body and step length out of the original measured step which is of one particular subject and step length. If we lose much of the original style in the generalization, it would be meaningless to use th
This paper presents a method to retarget the motion of a character to another in real time. The technique is based on inverse rate control, which computes the changes in joint angles corresponding to the changes in end-effector position. While tracking the multiple end-effector trajectories of the original subject or character, our online motion retargetting also minimizes the joint angle differences by exploiting the kinematic redundancies of the animated model. This method can apply a captured
In this work, a visually realistic and dynamically sound animation of human locomotion is obtained using both kinematic and dynamic techniques. Even though the macro-physical world can be predicted quite accurately by the physics law, we manifest that dynamic techniques alone can not predict the behavior of a self actuated system. We present a technique in which kinematics and dynamics are coupled together to form the cerebrum-cerebellum animation mechanism. Kinematic techniques are used to init
Virtual reality applications, especially in entertainment and training, require environments populated with multiple interacting humans. Whether the virtual humans are controlled by real people or by computer programs, a large portion of their activity will involve locomotion. This paper presents VRLOCO, a “locomotion engine” designed to meet the locomotion requirements of virtual environments. First, VRLOCO is broadly capable; it includes five locomotion primitives—walking, running, lateral ste
There are many occasions where non-rhythmic stepping (NRS) is more desirable than normal walking. This can be observed in performing tasks in a narrow work space. For this purpose NRS is considered as a variation of curved path walking. Four types of local adjustment are dealt with: forward, backward, lateral stepping, and turnaround. In the lower body motion, the trajectory of the hip, angular trajectory of the feet, and the trajectory of the swing ankle during the swing phase determine the bas
We describe a real-time model of terrain traversal by simulated human agents. Agent navigation includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed simulation of a variety of locomotion techniques. Our Kinematic Locomotion Generation Module (KLOG) generates various terrain navigation skills as well as both rhythmic and non-rhythmic variations of these skills. The terrain navigation skills include curved path walking, lateral or backward stepping, r
An interesting challenge for the computer graphics community is to use computer graphics technology to simulate digital actors that seem so real that people cannot tell whether they are animated or real. Our group is engaged in an ongoing project to develop and integrate the techniques required for creating digital actors. In particular, our research has been focused on components such as facial animation, hair animation, clothing animation, and body animation, which are crucial to the successfu
The most prominent problems in utilizing the rotoscopy data for human walking animation can be summarized as preservation of the original motion characteristics in the generalization process and constraint satisfaction. Generalization is the process of producing the step of an arbitrary body and step length from the original measured step of one particular subject and step length. If we lose much of the original style in the generalization, it would be meaningless to use the measured data. We pr
Human locomotion simulation along a curved path is presented. The process adds a small constant cost (O(1)) to any pre-existing straight line walking algorithm. The input curve is processed by the foot print generator to produce a foot print sequence. The resulting sequence is scanned by the walking motion generator that actually generates the poses of the walking that realizes such foot prints. The two primitives INITIALIZE_STEP and ADVANCE_STEP are used for walking motion generation. INITIALIZ
Research Areas
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