Jehee Lee

School of Computer Science and Engineering
Seoul National University
1 Kwanakro Kwanakgu
Seoul 151-744, Republic of Korea
Office : 302-325
Phone : (02) 880-1845
Fax : (02) 871-4912
E-mail : jehee at cse dot snu dot ac dot kr
서울대학교 컴퓨터공학부 교수
서울시 관악구 관악로 1 (: 151-744)
302 (2신공학관) 325


Short Biosketch



I am a professor in the School of Computer Science and Engineering at Seoul National University. My research is in the area of computer graphics. I am particularly interested in developing new ways of understanding, representing, and animating human movements. This involves full-body motion analysis and synthesis, motion capture, motion planning, interactive avatar control, and intelligent synthetic characters. I am leading the Movement Research Lab.


( Publications  |  Research  |  Courses  |  Google Scholar Me )



Postdoctoral research positions available


Recent Talk Slides



Principles vs Observation: How do people move? I update my talk slides regularly every two or three years. The current version is based on my research in 2010. If you ask me to give a talk about my research now, presumably I will bring this slide set. slide

Abstract: The animation and simulation of human behavior is an important issue in the context of computer animation, games, robotics, and virtual environments. The study on human movements has revealed various principles based on physics, biomechanics, physiology, and psychology. Many of existing animation techniques rely on those principles, which maybe described as mathematical equations, algorithms, or procedures. Another stream of research, called data-driven animation, made use of human motion data captured from live actors. The research on data-driven animation has developed a variety of techniques to edit, manipulate, segment and splice motion capture clips. The current trend of animation research is to combine these two approaches to complement each other. Over the past few years, we have explored several methods that addressed the problem of simulating human behaviors in virtual environments. Each solution relies on different principles of human movements and motion data captured at different scales. We found that principles and observed data can interact with each other in several ways. Sometimes, motion data drive physically-simulated bipeds that walk, turn, and spin. Sometimes, physics principles guide interactive motion editing to make a canned jump higher/wider and a spin longer. The group/crowd behavior can be captured from video, analyzed, interpolated, and re-synthesized to create a larger group/crowd of virtual humans for an extended period of time. Sometimes, simply adding more flexibility to motion data allows our animated characters to navigate highly-constrained, cluttered environments interactively.


Introduction to Data-Driven Animation: Programming with Motion Capture, Siggraph Asia 2010 Course, course web


Data-Driven Crowd and Group Behaviors, (Part of Siggraph Asia 2010 Course, Simulating Believable Crowd and Group Behaviors), course note


Siggraph 논문은 어떻게 결정되는가, 한국컴퓨터그래픽스학회 2008, slide



Personal Stuff


My kids, Sungho and Eunje, in motion capture




[Last update : April 7, 2011]