Tae-Yong Kim ('tae' for short)

email: tae at rhythm dot com or taeyong.01 at gmail dot com
phone: 310-448-7750

Short Bio:
    I'm currently a Research Scientist at Rhythm & Hues Studios. In R&H, I'm mostly working on developing simulation tools for natural phenomena, such as gas, water, cloth, hair, etc. Prior to R&H, i had worked on hair modeling and received a Ph.D in Computer Science from USC in 2002. I came to U.S. in 1995 after graduating from Seoul National University in Korea.
Resume
Papers and Talks
2009 SIGGRAPH Talk (Sketch)
Animation and Simulation of Octopus Arms in "Night at the Museum 2"
Matt Derksen and Tae-Yong Kim

From Raymond Chen (VFX Supervisor of the movie)'s interview

Also an enormous challenge was the film's giant octopus, something that Chen believes to be one of his proudest accomplishments.
"That's one of those characters that's a particularly hard animal because, in addition to having more limbs than most, and having eight different tentacles, there's a lot of freedom of motion in that it doesn't necessarily have a skeletal structure or bones. The rig that we had to make for it is extremely complex. There's a lot of movement in the tentacles themselves, plus there's a lot of close-ups and the character itself is quite big. You have to have controls for things like the suckers and the gill and the blowhole."


(Source: vfxworld.com )
2008 SIGGRAPH Talk (Sketch)
Making Statues Move
Jason Bayever, Jimmy Gordon, Gavin McMillan, Yogesh Lakhani, Joe Mancewicz, Tae-Yong Kim, Ari Shapiro
2008 SIGGRAPH Talk (Sketch)
Snow Avalanche Effects for Mummy 3
Tae-Yong Kim and Lucio Flores
2008 SIGGRAPH Talk (Sketch)
Smash That Car - Simulating Car Crash in the Incredible Hulk
Tae-Yong Kim and David Horsley
2008 SIGGRAPH Talk (Sketch)
DrivenShape - a Data Driven Approach to Shape Deformation
Tae-Yong Kim and Eugene Vendrovsky
2008 Symposium on Computer Animation paper
DrivenShape - a data-driven approach to shape deformation
Tae-Yong Kim and Eugene Vendrovsky
This is expanded publication of our SIGGRAPH talk
2008, 2007 SIGGRAPH Class (Course), Realistic Hair Simulation: Animation and Rendering
Florence Bertails, Sunil Hadap, Ming Lin, Kelly Ward, Marie P. Cani, Zoran Kasic-Alesic , Tae-Yong Kim, Steve Marschner
My talk was about Hair Simulations in Rhythm and Hues Studios
2007 IEEE Transaction on Visualization and Computer Graphics (TVCG) paper
A Survey on Hair Modeling: Styling, Simulation, and Rendering
Kelly Ward, Florence Bertails, Tae-Yong Kim, Stephen R. Marschner, Marie-Paule Cani, Ming C. Lin
2007 IEEE Transaction on Visualization and Computer Graphics (TVCG) paper
Expressive Facial Animation Synthesis by Learning Speech Co-Articulation and Expression Spaces
Zhigang Deng, Ulrich Neumann, J. P. Lewis, Tae-Yong Kim, Murtaza Bulut, and Shri Narayanan
2006 SIGGRAPH Class (Course)
The Chronicles of Narnia - the Lion, the Crowd and Rhythm and Hues
with Brad Hierbert, Hans Rijpkema, Ivan Neulander, Jubin Dave, Will Telford
2004 Game|Tech Summit and Seminars
Mass Spring Simulation on Hair
Tae-Yong Kim
This was an invited talk given to experts and execs in game industry
2004 Game|Tech Summit and Seminars
Hardware Hair Rendering
Tae-Yong Kim
This was an invited talk given to experts and execs in game industry
2003,2004 SIGGRAPH Class (Course), Photorealistic Hair - Modeling, Animation, and Rendering,
My talk was on Algorithms for hardware accelerated hair rendering
2003 Symposium on Computer Animation paper
Adaptive Wisp Tree - a multiresolution control structure for simulating dynamic clustering in hair motion
Florence Bertails, Tae-Yong Kim, Marie P. Cani, Ulrich Neumann
This was done while i was still hanging out at USC as post-doc
2002 SIGGRAPH paper
Interactive Multiresolution Hair Modeling and Editing
Tae-Yong Kim and Ulrich Neumann
This was my Ph. D. work at USC
2001 Eurographics Rendering Workshop paper
Opacity Shadow Maps
Tae-Yong Kim and Ulrich Neumann
This was later used in nVidia's 'nalu' demo
2000 IEEE Computer Animation paper
A Thin Shell Volume for Modeling Human Hair
Tae-Yong Kim and Ulrich Neumann
This was my first paper on hair. At that time, i didn't know that i'd be working on hair for so long. If i knew it, probably i might have changed my topic :)
You can find a couple of my old papers (facial animation, volume rendering, etc.) in USC CGIT page.
Movie Credits
The Night at the Museum 2: Battle of the Smithsonian
as Software and Technology
I wrote various rigging/animation tools.
The Mummy: Tomb of the Dragon Emperor
as Graphics Scientist
I worked on particle effects, cracking horses, hair/cloth simulation, ...
The Incredible Hulk
as Graphics Scientist
I worked on car crash effects, hair/cloth simulation, animation/rigging tools.
The Night at the Museum
as Graphics Scientist
I wrote various rigging/animation tools.
The Chronicles of Narnia - the Lion, the witch and the wardrobe
as Dynamics and Simulation
I wrote the proprietary hair simulator for Aslan, and worked on cloth simulator for both hero characters and crowd simulations. I also worked on setting up then-new technical animation pipeline.