Tae-Soo Kwon
Hanyang University · Engineering
About the Lab
Professor Tae-Soo Kwon's research lab specializes in character animation and motion synthesis, focusing on developing intelligent, physics-based methods for generating realistic and interactive human and multi-character motions. The lab explores example-based motion synthesis, model-predictive control, and hierarchical motion modeling to enable adaptive, responsive, and collision-free locomotion in complex environments. Key research directions include interactive editing of group motions, synthesis of martial arts interactions, and efficient full-body motion generation using simplified dynamics models and inverse kinematics. The lab bridges computer graphics, robotics, and biomechanics to create lifelike, controllable character behaviors for animation and simulation.
Research Overview
Research Output Trend
Figures are computed from collected data and may differ slightly.
Selected Papers
15In this paper, we propose an example-based approach to on-line locomotion synthesis. Our approach consists of two parts: motion analysis and motion synthesis. In the motion analysis part, an unlabeled motion sequence is first decomposed into motion segments, exploiting the behavior of the COM (center of mass) trajectory of the performer. Those motion segments are subsequently classified into groups of motion segments such that the same group of motion segments share an identical footstep pattern
Animating a crowd of characters is an important problem in computer graphics. The latest techniques enable highly realistic group motions to be produced in feature animation films and video games. However, interactive methods have not emerged yet for editing the existing group motion of multiple characters. We present an approach to editing group motion as a whole while maintaining its neighborhood formation and individual moving trajectories in the original animation as much as possible. The us
We present a flexible and efficient approach for generating multilegged locomotion. Our model-predictive control (MPC) system efficiently generates terrain-adaptive motions, as computed using a three-level planning approach. This leverages two commonly-used simplified dynamics models, an inverted pendulum on a cart model (IPC) and a centroidal dynamics model (CDM). Taken together, these ensure efficient computation and physical fidelity of the resulting motion. The final full-body motion is gene
In this paper, we deal with the problem of synthesizing novel motions of standing-up martial arts such as Kickboxing, Karate, and Taekwondo performed by a pair of human-like characters while reflecting their interactions. Adopting an example-based paradigm, we address three non-trivial issues embedded in this problem: motion modeling, interaction modeling, and motion synthesis. For the first issue, we present a semi-automatic motion labeling scheme based on force-based motion segmentation and le
BACKGROUND: Klebsiella pneumoniae subsp. pneumoniae KP617 is a pathogenic strain that coproduces OXA-232 and NDM-1 carbapenemases. We sequenced the genome of KP617, which was isolated from the wound of a Korean burn patient, and performed a comparative genomic analysis with three additional strains: PittNDM01, NUHL24835 and ATCC BAA-2146. RESULTS: The complete genome of KP617 was obtained via multi-platform whole-genome sequencing. Phylogenetic analysis along with whole genome and multi-locus se
Designing a unified framework for simulating a broad variety of human behaviors has proven to be challenging. In this article, we present an approach for control system design that can generate animations of a diverse set of behaviors including walking, running, and a variety of gymnastic behaviors. We achieve this generalization with a balancing strategy that relies on a new form of inverted pendulum model (IPM), which we call the momentum-mapped IPM (MMIPM). We analyze reference motion capture
Designing a unified framework for simulating a broad variety of human behaviors has proven to be challenging. In this article, we present an approach for control system design that can generate animations of a diverse set of behaviors including walking, running, and a variety of gymnastic behaviors. We achieve this generalization with a balancing strategy that relies on a new form of inverted pendulum model (IPM), which we call the momentum-mapped IPM (MMIPM). We analyze reference motion capture
The prevalence of Klebsiella pneumoniae coproducing carbapenemase metallo-β-lactamase 1 (NDM-1) and OXA-48 has been increasing globally since 2013. The complete genome of KP617 was sequenced and assembled into a circular chromosome and two plasmids. This sequence provides the genetic background for understanding the evolution of carbapenemase genes in K. pneumoniae KP617.
Animating a crowd of characters is an important problem in computer graphics. The latest techniques enable highly realistic group motions to be produced in feature animation films and video games. However, interactive methods have not emerged yet for editing the existing group motion of multiple characters. We present an approach to editing group motion as a whole while maintaining its neighborhood formation and individual moving trajectories in the original animation as much as possible. The us
Abstract A motion retargeting process is necessary as the body size and proportion of the actors are generally different from those of the target characters. However, the original spatial relationship between the multiple characters and the environment is easily broken when using previous motion retargeting methods, which are generally performed for each character independently. Therefore, time‐consuming manual adjustments by animators are usually required to obtain satisfactory results. To addr
Abstract An interactive interface for character posing is important in the field of computer graphics, games, and virtual reality. The inverse kinematics (IK) solver is the most popular approach that satisfies both the kinematic equations and the user‐defined position and orientation constraints on the end‐effectors. In this article, we present a novel interactive IK framework that efficiently handles various types of collisions and the spatial relationship constraints during the character posin
Abstract For applications such as video games and virtual walk‐throughs, on‐line locomotion control is an important issue. In general, the user prescribes a sequence of motions one by one while providing an input trajectory. Since the input trajectory lacks in human characteristics, one may not synthesize quality motions by blindly following it. In this paper, we present a novel data‐driven scheme for transforming a user‐prescribed trajectory to a human trajectory in an on‐line manner. As prepro
The major type of ETEC in Korea had the same MLST sequence type as that of isolates from the USA obtained in 2011 and 2014, but had different colonization factor types and virulence profiles. These results provide important information for the development of an ETEC vaccine candidate.
Research Areas
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