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Jun-Yong No

Korea Advanced Institute of Science and Technology · Computer Science

About the Lab

Professor Jun-Yong No's research lab specializes in advanced computer graphics and animation, with a focus on realistic facial animation, deformation techniques, and physical simulation. The lab develops innovative methods for facial motion retargeting, expression cloning, and real-time deformation using Radial Basis Functions and fluid dynamics principles. Their work bridges geometric modeling and image-based rendering to achieve high-fidelity visual realism in virtual characters and digital painting simulations. The lab emphasizes reusability of animation data and intuitive authoring tools for immersive applications in entertainment and virtual environments.

facial animationmotion retargetingradial basis functionspaint simulationexpression cloning

Research Overview

Papers
164
Total Citations
2,144
Papers (5y)
43
Primary Field
Computer Science

Research Output Trend

Figures are computed from collected data and may differ slightly.

Publications per year (5y)
43total
2022
2023
2024
2025
2026
Citations per year (5y)
139total
20222023202420252026

Selected Papers

15
1
Article|290 citations·2006
Expression cloning
Junyong Noh, Ulrich Neumann

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

Control and Systems EngineeringEngineering
2
Article|221 citations·2001
Expression cloning
Junyong Noh, Ulrich Neumann

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

Control and Systems EngineeringEngineering
3
Article|101 citations·2001
A Survey of Facial Modeling and Animation Techniques
Junyong Noh

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

Computer Vision and Pattern RecognitionComputer Science
4
Article|86 citations·2000
Animated deformations with radial basis functions
Junyong Noh, Douglas Fidaleo, Ulrich Neumann

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

Control and Systems EngineeringEngineering
5
Article|29 citations·2011
Characteristic facial retargeting
Jae-Won Song, Byungkuk Choi, Yeongho Seol, Junyong Noh
SJR Q3Computer Animation and Virtual Worlds

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

Control and Systems EngineeringEngineering
6
Article|12 citations·2013
Depth manipulation using disparity histogram analysis for stereoscopic 3D
Sang‐Woo Lee, Younghui Kim, Jungjin Lee, Kye-Hyun Kim, Kyunghan Lee, Junyong Noh
SJR Q2The Visual Computer
Computer Vision and Pattern RecognitionComputer Science
7
Article|11 citations·2011
Weighted pose space editing for facial animation
Yeongho Seol, Jaewoo Seo, Paul Hyunjin Kim, John Lewis, Junyong Noh
SJR Q2The Visual Computer
Control and Systems EngineeringEngineering
8
Article|9 citations·2013
Realistic paint simulation based on fluidity, diffusion, and absorption
Mi You, Taekwon Jang, Seung‐Hoon Cha, Jihwan Kim, Junyong Noh
SJR Q3Computer Animation and Virtual WorldsOA

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

Computer Graphics and Computer-Aided DesignComputer Science
9
Article|8 citations·2018
Real‐Time Human Shadow Removal in a Front Projection System
Jae-Dong Kim, Hyunggoog Seo, Seung‐Hoon Cha, Junyong Noh
SJR Q1Computer Graphics ForumOA

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

Computer Vision and Pattern RecognitionComputer Science
10
Article|7 citations·2023
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality
Cholmin Kang, Inhwa Yeom, Amirsaman Ashtari, Woontack Woo, Junyong Noh
SJR Q1Virtual Reality
Computer Vision and Pattern RecognitionComputer Science
11
Article|5 citations·2019
Synthesizing Character Animation with Smoothly Decomposed Motion Layers
Haegwang Eom, Byungkuk Choi, Kyungmin Cho, Sunjin Jung, Seok‐Pyo Hong, Junyong Noh
SJR Q1Computer Graphics Forum

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

Control and Systems EngineeringEngineering
12
Article|5 citations·2014
A geometric approach to animating thin surface features in smoothed particle hydrodynamics water
Taekwon Jang, Junyong Noh
SJR Q3Computer Animation and Virtual Worlds

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

Computer Graphics and Computer-Aided DesignComputer Science
13
Article|5 citations·2010
A Smoke Visualization Model for Capturing Surface‐Like Features
Jinho Park, Yeongho Seol, Frédéric Cordier, Junyong Noh
SJR Q1Computer Graphics Forum

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

Computer Graphics and Computer-Aided DesignComputer Science
14
Article|5 citations·2000
Talking faces
Junyong Noh, Ulrich Neumann
International Conference on Multimedia and Expo

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

Computer Vision and Pattern RecognitionComputer Science
15
Article|4 citations·2016
Online real‐time locomotive motion transformation based on biomechanical observations
Daseong Han, Seok‐Pyo Hong, Junyong Noh, Xiaogang Jin, Joseph S. Shin
SJR Q3Computer Animation and Virtual Worlds

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:

Control and Systems EngineeringEngineering

Research Areas

Computer Vision and Pattern RecognitionControl and Systems EngineeringComputer Graphics and Computer-Aided DesignComputational MechanicsElectrical and Electronic EngineeringSignal Processing

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