Donggun Kim

CV
h-index11
4papers
21citations
Novelty40%
AI Score37

4 Papers

18.8CVApr 5
NTIRE 2026 3D Restoration and Reconstruction in Real-world Adverse Conditions: RealX3D Challenge Results

Shuhong Liu, Chenyu Bao, Ziteng Cui et al.

This paper presents a comprehensive review of the NTIRE 2026 3D Restoration and Reconstruction (3DRR) Challenge, detailing the proposed methods and results. The challenge seeks to identify robust reconstruction pipelines that are robust under real-world adverse conditions, specifically extreme low-light and smoke-degraded environments, as captured by our RealX3D benchmark. A total of 279 participants registered for the competition, of whom 33 teams submitted valid results. We thoroughly evaluate the submitted approaches against state-of-the-art baselines, revealing significant progress in 3D reconstruction under adverse conditions. Our analysis highlights shared design principles among top-performing methods and provides insights into effective strategies for handling 3D scene degradation.

9.0CVApr 24
ICPR 2026 Competition on Low-Resolution License Plate Recognition

Rayson Laroca, Valfride Nascimento, Donggun Kim et al.

Low-Resolution License Plate Recognition (LRLPR) remains a challenging problem in real-world surveillance scenarios, where long capture distances, compression artifacts, and adverse imaging conditions can severely degrade license plate legibility. To promote progress in this area, we organized the ICPR 2026 Competition on Low-Resolution License Plate Recognition, the first competition specifically dedicated to LRLPR using real low-quality data collected under operationally relevant conditions. The competition was based on the LRLPR-26 dataset, which comprises 20,000 training tracks and 3,000 test tracks; each training track contains five low-resolution and five high-resolution images of the same license plate. Notably, a total of 269 teams from 41 countries registered for the competition, and 99 teams submitted valid entries in the Blind Test Phase. The winning team achieved a Recognition Rate of 82.13%, and four teams surpassed the 80% mark, highlighting both the high level of competition at the top of the leaderboard and the continued difficulty of the task. In addition to presenting the competition design, evaluation protocol, and main results, this paper summarizes the methods adopted by the top-5 teams and discusses current trends and promising directions for future research on LRLPR. The competition webpage is available at https://icpr26lrlpr.github.io/

1.2GRDec 29, 2024
Spin-Weighted Spherical Harmonics for Polarized Light Transport

Shinyoung Yi, Donggun Kim, Jiwoong Na et al.

The objective of polarization rendering is to simulate the interaction of light with materials exhibiting polarization-dependent behavior. However, integrating polarization into rendering is challenging and increases computational costs significantly. The primary difficulty lies in efficiently modeling and computing the complex reflection phenomena associated with polarized light. Specifically, frequency-domain analysis, essential for efficient environment lighting and storage of complex light interactions, is lacking. To efficiently simulate and reproduce polarized light interactions using frequency-domain techniques, we address the challenge of maintaining continuity in polarized light transport represented by Stokes vectors within angular domains. The conventional spherical harmonics method cannot effectively handle continuity and rotation invariance for Stokes vectors. To overcome this, we develop a new method called polarized spherical harmonics (PSH) based on the spin-weighted spherical harmonics theory. Our method provides a rotation-invariant representation of Stokes vector fields. Furthermore, we introduce frequency domain formulations of polarized rendering equations and spherical convolution based on PSH. We first define spherical convolution on Stokes vector fields in the angular domain, and it also provides efficient computation of polarized light transport, nearly on an entry-wise product in the frequency domain. Our frequency domain formulation, including spherical convolution, led to the development of the first real-time polarization rendering technique under polarized environmental illumination, named precomputed polarized radiance transfer, using our polarized spherical harmonics. Results demonstrate that our method can effectively and accurately simulate and reproduce polarized light interactions in complex reflection phenomena.

8.4CVDec 29, 2024
Polarimetric BSSRDF Acquisition of Dynamic Faces

Hyunho Ha, Inseung Hwang, Nestor Monzon et al.

Acquisition and modeling of polarized light reflection and scattering help reveal the shape, structure, and physical characteristics of an object, which is increasingly important in computer graphics. However, current polarimetric acquisition systems are limited to static and opaque objects. Human faces, on the other hand, present a particularly difficult challenge, given their complex structure and reflectance properties, the strong presence of spatially-varying subsurface scattering, and their dynamic nature. We present a new polarimetric acquisition method for dynamic human faces, which focuses on capturing spatially varying appearance and precise geometry, across a wide spectrum of skin tones and facial expressions. It includes both single and heterogeneous subsurface scattering, index of refraction, and specular roughness and intensity, among other parameters, while revealing biophysically-based components such as inner- and outer-layer hemoglobin, eumelanin and pheomelanin. Our method leverages such components' unique multispectral absorption profiles to quantify their concentrations, which in turn inform our model about the complex interactions occurring within the skin layers. To our knowledge, our work is the first to simultaneously acquire polarimetric and spectral reflectance information alongside biophysically-based skin parameters and geometry of dynamic human faces. Moreover, our polarimetric skin model integrates seamlessly into various rendering pipelines.