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email: tae at rhythm dot com or taeyong.01 at gmail dot com phone: 310-448-7750 Short Bio:
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Papers and Talks
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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 ) |
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2008 SIGGRAPH Talk (Sketch) Making Statues Move Jason Bayever, Jimmy Gordon, Gavin McMillan, Yogesh Lakhani, Joe Mancewicz, Tae-Yong Kim, Ari Shapiro |
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2008 SIGGRAPH Talk (Sketch) Snow Avalanche Effects for Mummy 3 Tae-Yong Kim and Lucio Flores |
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2008 SIGGRAPH Talk (Sketch) Smash That Car - Simulating Car Crash in the Incredible Hulk Tae-Yong Kim and David Horsley |
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2008 SIGGRAPH Talk (Sketch) DrivenShape - a Data Driven Approach to Shape Deformation Tae-Yong Kim and Eugene Vendrovsky |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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2003,2004 SIGGRAPH Class (Course),
Photorealistic Hair - Modeling,
Animation, and Rendering, My talk was on Algorithms for hardware accelerated hair rendering |
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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 |
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2002 SIGGRAPH paper Interactive Multiresolution Hair Modeling and Editing Tae-Yong Kim and Ulrich Neumann This was my Ph. D. work at USC |
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2001 Eurographics Rendering Workshop paper Opacity Shadow Maps Tae-Yong Kim and Ulrich Neumann This was later used in nVidia's 'nalu' demo |
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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 :) |
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You can find a couple of my old papers (facial animation, volume rendering, etc.) in USC CGIT page. |
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Movie Credits | |
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The Night at the Museum 2: Battle of the Smithsonian as Software and Technology I wrote various rigging/animation tools. |
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The Mummy: Tomb of the Dragon Emperor as Graphics Scientist I worked on particle effects, cracking horses, hair/cloth simulation, ... |
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The Incredible Hulk as Graphics Scientist I worked on car crash effects, hair/cloth simulation, animation/rigging tools. |
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The Night at the Museum as Graphics Scientist I wrote various rigging/animation tools. |
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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. |