Seung-Hyun Yoon

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We present a sweep-based approach to human body modeling and deformation. A rigid 3D human model, given as a polygonal mesh, is approximated with control sweep surfaces. The vertices on the mesh are bound to nearby sweep surfaces and then follow the deformation of the sweep surfaces as the model bends and twists its arms, legs, spine and neck. Anatomical(More)
We propose a sweep-based approach to the freeform deformation of three-dimensional objects. Instead of using a volume enclosing the whole object, we approximate only its deformable parts using sweep surfaces. The vertices on the object boundary are bound to the sweep surfaces and follow their deformation. Several sweep surfaces can be organized into a(More)
We present a new approach to realistic hand modeling and deformation with real-time performance. We model the underlying shape of a human hand by means of sweeps which follow a simplified skeleton. The resulting swept surfaces are blended, and an auxiliary surface is then bound to the swept representation in the palm region. In the areas of this(More)
We present a new approach to the modeling and deformation of a human or virtual character's arms and legs. Each limb is represented as a set of el-lipsoids of varying size interpolated along a skeleton curve. A base surface is generated by approximating these ellipsoids with a swept ellipse, and the difference between that and the detailed shape of the arm(More)
We present a new surface representation scheme based on a manifold structure and displacement functions. Given a geometric model represented as a point cloud, we construct a domain manifold which is a smooth surface blended from simple local patches. The original points are then projected on to the local patches and their displacements are adjusted so that(More)
—Recently, novel application areas in digital geometry processing, such as simulation, dynamics, and medical surgery simulations, have necessitated the representation of not only the surface data but also the interior volume data of a given 3D object. In this paper, we present an efficient framework for the shape approximations of spherical solid objects(More)
We present a compact representation for the bounding volume hierarchy (BVH) of freeform NURBS surfaces using Coons patches. Following the Coons construction, each subpatch can be bounded very efficiently using the bilinear surface determined by the four corners. The BVH of freeform surfaces is represented as a hierarchy of Coons patch approximation until(More)
Android is one of the most widely spread mobile platform. Many people are using Android mobile devices and many developers are creating Android applications at this moment. When developing applications, the differences in performance between Java and C/C++ are a well-known issue. Because this is also true in Android, many Android application developers(More)