Min Gyu Choi

Assistant Professor
Department of Computer Science, Kwangwoon University,
447-1, Wolgye-Dong, Nowon-Gu, Seoul 139-701, Korea

Office : 506 Cham-Bit Building        Phone : +82-2-940-5472,
Fax     : +82-2-943-5472               E-mail : mgchoi@kw.ac.kr


Short Biosketch

I am an assistant professor in the Department of Computer Science at Kwangwoon University. My research is in the area of computer graphics. I am particularly interested in character animation and physically-based modeling and simulation. (I received the BS, MS, and PhD degrees in computer science from Korea Advanced Institute of Science and Technology, Korea, in 1996, 1998, and 2003, respectively.)

 
Selected Publications
  • Real-Time Simulation of Thin Shells (Min Gyu Choi, Seung Yong Woo, and Hyeong-Seok Ko), Eurographics 2007. This paper proposes a real-time simulation technique for thin shells undergoing large deformation. Shells are thin objects such as leaves and papers that can be abstracted as 2D structures. Development of a satisfactory physical model that runs in real-time but produces visually convincing animation of thin shells has been remaining a challenge in computer graphics. Rather than resorting to shell theory which involves the most complex formulations in continuum mechanics, we adopt the energy functions from the discrete shells proposed by Grinspun et al. [GHDS03]. For real-time integration of the governing equation, we develop a modal warping technique for shells. This new simulation framework results from making extensions to the original modal warping technique [CK05] which was developed for the simulation of 3D solids. We report experimental results, which show that the proposed method runs in real-time even for large meshes, and that it can simulate large bending and/or twisting deformations with acceptable realism. Supplementary video: shells.mov (62MB,  Quicktime)
     

  • Image Dequantization: Restoration of Quantized Colors (Tae-hoon Kim, Jongwoo Ahn, and Min Gyu Choi), Eurographics 2007. Color quantization replaces the color of each pixel with the closest representative color, and thus it makes the resulting image partitioned into uniformly-colored regions. As a consequence, continuous, detailed variations of color over the corresponding regions in the original image are lost through color quantization. In this paper, we present a novel blind scheme for restoring such variations from a color-quantized input image without a priori knowledge of the quantization method. Our scheme identifies which pairs of uniformly-colored regions in the input image should have continuous variations of color in the resulting image. Then, such regions are seamlessly stitched through optimization while preserving the closest representative colors. The user can optionally indicate which regions should be separated or stitched by scribbling constraint brushes across the regions. We demonstrate the effectiveness of our approach through diverse examples, such as photographs, cartoons, and artistic illustrations. Supplementary material: supplement.pdf (4MB)
     

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  • Video-Guided Motion Synthesis using Example Motions (Min Je Park, Min Gyu Choi, Yoshihisa Shinagawa, and Sung Yong Shin), ACM Transactions on Graphics 2006. Video taken from a single monocular camera is the most common means of recording human motion. In this article, we present a practical, semiautomatic method for synthesizing a human motion that is guided by such video. After preprocessing an input video, we select a precaptured motion clip called a reference motion from a motion library. We then compute the sequence of body configurations of a virtual character by deforming this motion, according to spacetime constraints derived from a sequence of 2D features in the input video. Experimental results show that our method can synthesize highly dynamic motions, such as kicking and header motions of soccer players. We also showed the potential of our scheme as a new paradigm for motion capture, that is, capturing motions from videos taken with a monocular camera, even outside a motion capture studio. Supplementary video: synthesis.avi (20MB, with voice, DivX)
     

  • Simulating Complex Hair with Robust Collision Handling (Byoungwon Choe, Min Gyu Choi, and Hyeong-Seok Ko), ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2005. We present a new framework for simulating dynamic movements of complex hairstyles. Assuming that hair consists of a number of wisps, we propose methods for simulating dynamic wisp movements and handling wisp–body collisions and wisp–wisp interactions. For simulation of wisps, we introduce a new hair dynamics model, a hybrid of the rigid multi–body serial chain and mass–spring models, to formulate the simulation system using an implicit integration method. Consequently, the simulator can impose collision/contact constraints systematically, so that it can handle wisp–body collisions efficiently without the need for backtracking or taking sub–timesteps. In addition, the simulator handles wisp–wisp collisions based on the impulse while taking account of viscous damping and cohesive forces. Experimental results show that the proposed technique can stably simulate hair with intricate geometries while robustly handling wisp–body collisions and wisp–wisp interactions. Supplementary video: hair.mov (44MB, with voice, Quicktime)
     

  • Modal Warping: Real-Time Simulation of Large Rotational Deformation and Manipulation (Min Gyu Choi and Hyeong-Seok Ko), IEEE Transactions on Visualization and Computer Graphics 2005. This paper proposes a real-time simulation technique for large deformations. Green's nonlinear strain tensor accurately models large deformations; however, time stepping of the resulting nonlinear system can be computationally expensive. Modal analysis based on a linear strain tensor has been shown to be suitable for real-time simulation, but is accurate only for moderately small deformations.  In the present work, we identify the rotational component of an infinitesimal deformation, and extend linear modal analysis to track that component. We then develop a procedure to integrate the small rotations occurring at the nodal points. An interesting feature of our formulation is that it can implement both position and orientation constraints in a straightforward manner. These constraints can be used to interactively manipulate the shape of a deformable solid by dragging/twisting a set of nodes. Experiments show that the proposed technique runs in real-time even for a complex model, and that it can simulate large bending and/or twisting deformations with acceptable realism. Supplementary video: warping.mov (48MB, with voice, Quicktime)
     

  • Planning Biped Locomotion using Motion Capture Data and Probabilistic Roadmaps (Min Gyu Choi, Jehee Lee, and Sung Yong Shin), ACM Transactions on Graphics 2003. Typical high-level directives for locomotion of human-like characters are useful for interactive games and simulations as well as for off-line production animation. In this paper, we present a new scheme for planning natural-looking locomotion of a biped figure to facilitate rapid motion prototyping and task-level motion generation. Given start and goal positions in a virtual environment, our scheme gives a sequence of motions to move from the start to the goal using a set of live-captured motion clips. Based on a novel combination of probabilistic path planning and hierarchical displacement mapping, our scheme consists of three parts: roadmap construction, roadmap search, and motion generation. We randomly sample a set of valid footholds of the biped figure from the environment to construct a directed graph, called a roadmap, that guides the locomotion of the figure. Every edge of the roadmap is associated with a live-captured motion clip. Augmenting the roadmap with a posture transition graph, we traverse it to obtain the sequence of input motion clips and that of target footprints. We finally adapt the motion sequence to the constraints specified by the footprint sequence to generate a desired locomotion. Supplementary video: planning.avi (64.6MB, with voice, DivX5.02)
     

  • Human Motion Reconstruction from Inter-frame Feature Correspondences of a Single Video Stream using a Motion Library (Min Je Park, Min Gyu Choi, and Sung Yong Shin), ACM SIGGRAPH Symposium on Computer Animation 2002. Videos taken from a single camera are a most common source of human motions. In this paper, we present a novel method to reconstruct the motion of a human-like figure from inter-frame feature correspondences of a single video stream. We exploit a motion library to resolve the depth ambiguity in recovering the 3D configurations from 2D features. Our reconstruction method takes three major steps: timewarping to align the reference motion with that in the video, reconstructing the joint orientations, and estimating the root trajectory. Experimental results show that our approach can reconstruct highly dynamic motions such as shooting of soccer players, which would be hard to do, otherwise. Supplementary video: reconstruction.avi (54.9MB, with voice, DivX5.02)
     

  • Other Publications

Presentations
  • KCGS 2005 Tutorial
    Playing with Maya through MEL/API: slides (3MB, PDF)
     
  • SIGCG 2003 Tutorial
    Introduction to Static/Dynamic Deformation with Finite Element Method: slides (163KB, PDF)
    Introduction to Static/Dynamic Deformation with Mass-Spring Systems: slides (149KB, PDF)
    Applications in Recently Published Papers: slides (1.8MB, PDF)
Honors And Awards
  • Distinguished Ph.D. Thesis Awards, Dept. of Computer Science, KAIST, Taejon, Korea, Feb. 2003.
  • Annual Samsung HumanTech Paper Awards. The Silver prize. Feb. 2001.
Current Students

Ph.D. Students

MS. Students
Jongwoo Ahn, 2006
Seung Yong Woo, 2006
Jaewon Jeong, Fall 2006
Hyungsoo Ha, Fall 2006
Kibum Kim, 2007
Hyuksoo Jang, 2007

Past Students

Graduate

Undergraduate
Dogil Kim, 2007 (Samsung Electronics Co.)
Hyunjin Kim, 2007 (SK Telecom)
 

Last update: April 16. 2007