Hanyoung Jang

Orcid: 0000-0002-8135-2192

Affiliations:
  • NCSOFT, Game AI Lab, Motion AI Team, Seongnam, Republic of Korea
  • Korea University, College of Information and Communications, Seoul, Republic of Korea


According to our database1, Hanyoung Jang authored at least 25 papers between 2005 and 2026.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book  In proceedings  Article  PhD thesis  Dataset  Other 

Links

Online presence:

On csauthors.net:

Bibliography

2026
CrowdVLA: Embodied Vision-Language-Action Agents for Context-Aware Crowd Simulation.
CoRR, April, 2026

2022
Interactive Facial Expression Editing with Non-linear Blendshape Interpolation.
Proceedings of the 43rd Annual Conference of the European Association for Computer Graphics, 2022

2021
Human motion reconstruction using deep transformer networks.
Pattern Recognit. Lett., 2021

2020
A variational U-Net for motion retargeting.
Comput. Animat. Virtual Worlds, 2020

A Robust Low-cost Mocap System with Sparse Sensors.
Proceedings of the SIGGRAPH Asia 2020 Posters, 2020

2019
Fast Terrain-Adaptive Motion Generation using Deep Neural Networks.
Proceedings of the SIGGRAPH Asia 2019 Technical Briefs, 2019

Human Motion Denoising Using Attention-Based Bidirectional Recurrent Neural Network.
Proceedings of the SIGGRAPH Asia 2019 Posters, 2019

2018
A variational U-Net for motion retargeting.
Proceedings of the SIGGRAPH Asia 2018 Posters, Tokyo, Japan, December 04-07, 2018, 2018

Deep motion transfer without big data.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

2015
Multi-resolution terrain rendering with GPU tessellation.
Vis. Comput., 2015

2014
Performance of linear precoding and user selection in IEEE 802.11ac downlink MU-MIMO system.
Proceedings of the IEEE Wireless Communications and Networking Conference, 2014

2013
GPU-optimized indirect scalar displacement mapping.
Comput. Aided Des., 2013

Memory-efficient real-time map building using octree of planes and points.
Adv. Robotics, 2013

2012
Feature-Preserving Displacement Mapping With Graphics Processing Unit (GPU) Tessellation.
Comput. Graph. Forum, 2012

2011
Image-space hierarchical coherence buffer.
Vis. Comput., 2011

Cooperation of CPU and GPU Programs for Real-time 3D Map Building.
Proceedings of the ICSOFT 2011, 2011

2010
Layered occlusion map for soft shadow generation.
Vis. Comput., 2010

Feature-preserving deformation of tessellated surfaces.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 2010

2009
Measurement and analysis of World of Warcraft in mobile WiMAX networks.
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games, 2009

2008
Fast collision detection using the A-buffer.
Vis. Comput., 2008

Visibility-based spatial reasoning for object manipulation in cluttered environments.
Comput. Aided Des., 2008

Toward Human-Like Real-Time Manipulation: From Perception to Motion Planning.
Adv. Robotics, 2008

2007
Image-Space Collision Detection Through Alternate Surface Peeling.
Proceedings of the Advances in Visual Computing, Third International Symposium, 2007

2006
Spatial Reasoning for Real-time Robotic Manipulation.
Proceedings of the 2006 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2006

2005
A visibility-based accessibility analysis of the grasp points for real-time manipulation.
Proceedings of the 2005 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2005


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