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Sung-Gil Lee

Sungkyunkwan University · Computer Science

About the Lab

Professor Sung-Gil Lee's research lab specializes in real-time, GPU-accelerated rendering techniques with a focus on advanced visual effects and perceptual visualization. Key research directions include physically-based depth-of-field and defocus blur rendering, interactive saliency-based object tracking in virtual environments, and perceptually optimized color palettes for categorical data visualization. The lab emphasizes high-fidelity, real-time rendering solutions suitable for virtual reality and interactive applications, integrating computational efficiency with visual realism.

real-time renderingdepth-of-fieldGPU accelerationvisual saliencyperceptual visualization

Research Overview

Papers
83
Total Citations
1,310
Papers (5y)
9
Primary Field
Computer Science

Research Output Trend

Figures are computed from collected data and may differ slightly.

Publications per year (5y)
9total
2022
2023
2024
2025
2026
Citations per year (5y)
27total
20222023202420252026

Selected Papers

15
1
Article|246 citations·2010
Real-time lens blur effects and focus control
Sungkil Lee, Elmar Eisemann, Hans‐Peter Seidel
SJR Q1ACM Transactions on GraphicsOA

We present a novel rendering system for defocus blur and lens effects. It supports physically-based rendering and outperforms previous approaches by involving a novel GPU-based tracing method. Our solution achieves more precision than competing real-time solutions and our results are mostly indistinguishable from offline rendering. Our method is also more general and can integrate advanced simulations, such as simple geometric lens models enabling various lens aberration effects. These latter is

Computer Vision and Pattern RecognitionComputer Science
2
Article|65 citations·2008
Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation
Sungkil Lee, G. Jounghyun Kim, Seungmoon Choi
SJR Q1IEEE Transactions on Visualization and Computer Graphics

This article presents a real-time GPU-based post-filtering method for rendering acceptable depth-of-field effects suited for virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from a pinhole image. Major artifacts common in the post-filtering techniques such as bilinear magnification artifact, intensity leakage, and blurring discontinuity are practically eliminated via magnification with a circular filter, anisotropic mipmapping, and smoothing of blurring

Computer Vision and Pattern RecognitionComputer Science
3
Article|56 citations·2009
Depth-of-field rendering with multiview synthesis
Sungkil Lee, Elmar Eisemann, Hans‐Peter Seidel
SJR Q1ACM Transactions on Graphics

We present a GPU-based real-time rendering method that simulates high-quality depth-of-field effects, similar in quality to multiview accumulation methods. Most real-time approaches have difficulties to obtain good approximations of visibility and view-dependent shading due to the use of a single view image. Our method also avoids the multiple rendering of a scene, but can approximate different views by relying on a layered image-based scene representation. We present several performance and qua

Computer Vision and Pattern RecognitionComputer Science
4
Article|53 citations·2012
Perceptually Driven Visibility Optimization for Categorical Data Visualization
Sungkil Lee, Mike Sips, Hans-Peter Seidel
SJR Q1IEEE Transactions on Visualization and Computer Graphics

Visualization techniques often use color to present categorical differences to a user. When selecting a color palette, the perceptual qualities of color need careful consideration. Large coherent groups visually suppress smaller groups and are often visually dominant in images. This paper introduces the concept of class visibility used to quantitatively measure the utility of a color palette to present coherent categorical structure to the user. We present a color optimization algorithm based on

Social PsychologyPsychology
5
Article|51 citations·2008
Real-Time Tracking of Visually Attended Objects in Virtual Environments and Its Application to LOD
Sungkil Lee, Geonkuk Kim, Seungmoon Choi
SJR Q1IEEE Transactions on Visualization and Computer Graphics

This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) saliency map, the proposed framework uses top-down (goal-directed) contexts inferred from the user's spatial and temporal behaviors, and identifies the most plausibly attended objects among candidates in the object saliency map. The computational framework was implemented usin

Computer Vision and Pattern RecognitionComputer Science
6
Article|49 citations·2008
Real‐Time Depth‐of‐Field Rendering Using Point Splatting on Per‐Pixel Layers
Sungkil Lee, Gerard Jounghyun Kim, Seungmoon Choi
SJR Q1Computer Graphics Forum

Abstract We present a real‐time method for rendering a depth‐of‐field effect based on the per‐pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high‐quality depth‐of‐field results even in the presence of partial occlusion, without major artifacts often present in the previous real‐t

Computer Graphics and Computer-Aided DesignComputer Science
7
Article|35 citations·2008
Effects of visual cues and sustained attention on spatial presence in virtual environments based on spatial and object distinction
Sungkil Lee, Gerard Jounghyun Kim
SJR Q2Interacting with Computers

This article reports two human experiments to investigate the effects of visual cues and sustained attention on spatial presence over a period of prolonged exposure in virtual environments. Inspired by the two functional subsystems subserving spatial and object vision in the human brain, visual cues and sustained attention were each classified into spatial and object cues, and spatial and non-spatial attention, respectively. In the first experiment, the effects of visual cues on spatial presence

Automotive EngineeringEngineering
8
Article|34 citations·2013
Practical Real‐Time Lens‐Flare Rendering
Sungkil Lee, Elmar Eisemann
SJR Q1Computer Graphics ForumOA

Abstract We present a practical real‐time approach for rendering lens‐flare effects. While previous work employed costly ray tracing or complex polynomial expressions, we present a coarser, but also significantly faster solution. Our method is based on a first‐order approximation of the ray transfer in an optical system, which allows us to derive a matrix that maps lens flare‐producing light rays directly to the sensor. The resulting approach is easy to implement and produces physically‐plausibl

Computer Graphics and Computer-Aided DesignComputer Science
9
Article|22 citations·2018
Iterative Depth Warping
Sungkil Lee, Younguk Kim, Elmar Eisemann
SJR Q1ACM Transactions on Graphics

This article presents an iterative backward-warping technique and its applications. It predictively synthesizes depth buffers for novel views. Our solution is based on a fixed-point iteration that converges quickly in practice. Unlike the previous techniques, our solution is a pure backward warping without using bidirectional sources. To efficiently seed the iterative process, we also propose a tight bounding method for motion vectors. Non-convergent depth holes are inpainted via deep depth buff

Computer Vision and Pattern RecognitionComputer Science
10
Article|15 citations·2007
Real-time tracking of visually attended objects in interactive virtual environments
Sungkil Lee, Gerard Jounghyun Kim, Seungmoon Choi

This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) features, the framework also uses topdown (goal-directed) contexts to predict the human gaze. The framework first builds feature maps using preattentive features such as luminance, hue, depth, size, and motion. The feature maps are then integrated into a single saliency map us

Computer Vision and Pattern RecognitionComputer Science
11
Article|12 citations·2004
Formation of Spatial Presence: By Form or Content?
Sungkil Lee, Gerard Jounghyun Kim, Albert Rizzo, Hyung‐Jin Park

Spatial presence, among the many aspects of presence, is the sense of physical and concrete space, often dubbed as the sense of “being there.” This paper theorizes on how “spatial” presence is formed by various types of artificial cues in a virtual environment, form or content. We believe that spatial presence is a product of an unconscious effort to correctly register oneself into the virtual environment in a consistent manner. We hypothesize that this process is perceptual, and bottomup in nat

Human-Computer InteractionComputer Science
12
Article|11 citations·2010
Real-time lens blur effects and focus control
Sungkil Lee, Elmar Eisemann, Hans‐Peter Seidel

We present a novel rendering system for defocus blur and lens effects. It supports physically-based rendering and outperforms previous approaches by involving a novel GPU-based tracing method. Our solution achieves more precision than competing real-time solutions and our results are mostly indistinguishable from offline rendering. Our method is also more general and can integrate advanced simulations, such as simple geometric lens models enabling various lens aberration effects. These latter is

Computer Vision and Pattern RecognitionComputer Science
13
Article|11 citations·2004
Observing effects of attention on presence with fMRI
Sungkil Lee, Gerard Jounghyun Kim, Janghan Lee

Presence is one of the goals of many virtual reality systems. Historically, in the context of virtual reality, the concept of presence has been associated much with spatial perception (bottom up process) as its informal definition of "feeling of being there" suggests. However, recent studies in presence have challenged this view and attempted to widen the concept to include psychological immersion, thus linking more high level elements (processed in a top down fashion) to presence such as story

Human-Computer InteractionComputer Science
14
Article|10 citations·2021
Hierarchical Raster Occlusion Culling
Gi Beom Lee, Moonsoo Jeong, Yechan Seok, Sungkil Lee
SJR Q1Computer Graphics Forum

Abstract This paper presents a scalable online occlusion culling algorithm, which significantly improves the previous raster occlusion culling using object‐level bounding volume hierarchy. Given occluders found with temporal coherence, we find and rasterize coarse groups of potential occludees in the hierarchy. Within the rasterized bounds, per‐pixel ray casting tests fine‐grained visibilities of every individual occludees. We further propose acceleration techniques including the read‐back of co

Computer Graphics and Computer-Aided DesignComputer Science
15
Article|7 citations·2002
A database server architecture for agile manufacturing
Sungkil Lee, Huang-Cheng Kuo, N.H. Balkir, Gültekin Özsoyoğlu

Agile manufacturing systems can benefit significantly from a database support. This paper describes AMDS, an agile manufacturing database system designed for capturing and manipulating the operational data of a manufacturing cell. AMDS is a continuous data-gathering real-time DBMS, and it can be logged either locally or remotely and used for off-line analysis as well. The temporal operational data obtained is used for performance and reliability analysis, high-level summary report generation, re

Computer Networks and CommunicationsComputer Science

Research Areas

Computer Vision and Pattern RecognitionHuman-Computer InteractionComputer Graphics and Computer-Aided DesignMedia TechnologyComputer Networks and CommunicationsElectrical and Electronic Engineering

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