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Research Focus & Metrics

Academic Career Length

19Years (2008-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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9 June 2024 in Sensors
Verified
Journal Article
Open access
PDF file
YHYunho Han
Yunho Han
JKJiyoung Kim
Jiyoung Kim
JLJinYoung Lee
JinYoung Lee
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YHYo-Sung Ho
Yo-Sung Ho
WPWoo-Chan Park
Woo-Chan Park
In this paper, we propose a lightweight U-net architecture neural network model based on Dark Channel Prior (DCP) for efficient haze (fog) removal with a single input. The existing DCP requires high computational complexity in its operation. These computations are challenging to accelerate, and the problem is exacerbated when dealing with high-resolution images (videos), making it very difficult to apply to general-purpose applications. Our proposed model addresses this issue by employing a two-stage neural network structure, replacing the computationally complex operations of the conventional DCP with easily accelerated convolution operations to achieve high-quality fog removal. Furthermore, our proposed model is designed with an intuitive structure using a relatively small number of parameters (2M), utilizing resources efficiently. These features demonstrate the effectiveness and efficiency of the proposed model for fog removal. The experimental results show that the proposed neural network model achieves an average Peak Signal-to-Noise Ratio (PSNR) of 26.65 dB and a Structural Similarity Index Measure (SSIM) of 0.88, indicating an improvement in the average PSNR of 11.5 dB and in SSIM of 0.22 compared to the conventional DCP. This shows that the proposed neural network achieves comparable results to CNN-based neural networks that have achieved SOTA-class performance, despite its intuitive structure with a relatively small number of parameters.

20 November 2014 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Open access
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JKJin-Woo Kim
Jin-Woo Kim
JPJunho Park
Junho Park
WLWon-Jong Lee
Won-Jong Lee
JPJeong-Soo Park
Jeong-Soo Park
THTack-Don Han
Tack-Don Han
We present a hybrid architecture, inspired by asynchronous BVH construction [1], for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray traversal and a CPU for BVH reconstruction. We also present a traversal scheme using a primitive's axis-aligned bounding box (PrimAABB). This scheme reduces ray-primitive intersection tests by reusing existing BVH traversal units and the primAABB data for tree updates; it enables the use of shallow trees to reduce tree build times, tree sizes, and bus bandwidth requirements. Furthermore, we present a cache scheme that exploits consecutive memory access by reusing data in an L1 cache block. We perform cycle-accurate simulations to verify our architecture, and the simulation results indicate that the proposed architecture can achieve real-time Whitted ray tracing animated scenes at 1,920 × 1,200 resolution. This result comes from our high-performance hardware architecture and minimized resource requirements for tree updates.

1 January 2012
Verified
Conference Paper
Open access
PDF file
WLWon-Jong Lee
Won-Jong Lee
SLShi-Hwa Lee
Shi-Hwa Lee
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JKJin-Woo Kim
Jin-Woo Kim
YSYoungsam Shin
Youngsam Shin
SJSeok-Yoon Jung
Seok-Yoon Jung
Recently, with the increasing demand for photorealistic graphics and the rapid advances in desktop CPUs/GPUs, real-time raytracing has attracted considerable attention. Unfortunately, raytracing in the current mobile environment is difficult because of inadequate computing power, memory bandwidth, and flexibility in mobile GPUs. In this work, we present a novel mobile GPU architecture called the SGRT (Samsung reconfigurable GPU based on RayTracing) by enhancing our previous works with the following features: 1) a fast compact hardware engine that accelerates a traversal and intersection operation, 2) a flexible reconfigurable processor that supports software ray generation and shading, and 3) a parallelization framework that achieves scalable performance. Unlike our previous work, the current architecture is designed for both static and dynamic scenes with a smaller area. Experimental results show that the SGRT can be a versatile graphics solution, as it supports compatible performance compared to desktop GPU raytracers. To the best of our knowledge, the SGRT is the first mobile GPU based on full Whitted raytracing.

5 August 2017 in Computational Visual Media
Verified
Journal Article
Open access
PDF file
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YLYeongkyu Lim
Yeongkyu Lim
SKSunho Ki
Sunho Ki
CSChulho Shin
Chulho Shin
With increasing demands of virtual reality (VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes, to reduce the rendering cost in VR applications, we present a novel traversal order for tile-based mobile GPU architectures: Z2 traversal order. In tile-based mobile GPU architectures, a tile traversal order that maximizes spatial locality can increase GPU cache efficiency. For VR applications, our approach improves upon the traditional Z order curve. We render corresponding screen tiles in left and right views in turn, or simultaneously, and as a result, we can exploit spatial adjacency of the two tiles. To evaluate our approach, we conducted a trace-driven hardware simulation using Mesa and a hardware simulator. Our experimental results show that Z2 traversal order can reduce external memory bandwidth requirements and increase rendering performance.


1 June 2022 in Journal of the Korea Computer Graphics Society
Verified
Journal Article
Open access
PDF file
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