Publications

You can also find my articles on my Google Scholar profile.

Conference Papers


Flashover: Spatial Storytelling of Wildfire from Memory to Spatial Experience

Published in ACM SIGGRAPH 2026 (Experience Hall / Spatial Storytelling), 2026

A multi-zone installation using point-based volumetric imagery that turns firefighters’ memories of the Black Summer bushfires into an embodied spatial encounter. SIGGRAPH 2026 Experience Hall.

Recommended citation: Phillip Wilkinson, Robert Ellis Walton, SeungWon Jeong, and Taehyun Rhee. (2026). "Flashover: Spatial Storytelling of Wildfire from Memory to Spatial Experience." ACM SIGGRAPH 2026.

Perceptual Thresholds of Sample Counts in AI-Augmented 3D Gaussian Splatting

Published in 2026 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2026

Perceptual thresholds governing how many samples are needed for high-quality AI-augmented 3D Gaussian Splatting.

Recommended citation: SeungWon Jeong, L. Li, B. Chen, and Taehyun Rhee. (2026). "Perceptual Thresholds of Sample Counts in AI-Augmented 3D Gaussian Splatting." 2026 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).

Free-View XR Tours Using 3D Gaussian Splatting with an Avatar Guide

Published in 2026 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2026

An XR touring system for free-view exploration of photoreal 3DGS scenes, combining 6-DoF navigation with an avatar guide that delivers proximity-triggered narration.

Recommended citation: Mayura Manawadu, SeungWon Jeong, L. Li, B. Chen, and Taehyun Rhee. (2026). "Free-View XR Tours Using 3D Gaussian Splatting with an Avatar Guide." 2026 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).

The Impact of Occlusion and Collision on Real–Virtual Interaction in Mixed Reality 360° Images

Published in 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2025

A user study using simulated 360° videos with pixel-aligned depth to measure how occlusion and collision affect visual realism and presence in MR.

Recommended citation: Andrew Chalmers, SeungWon Jeong, Xuteng Yuan, Fanglue Zhang, and Taehyun Rhee. (2025). "The Impact of Occlusion and Collision on Real–Virtual Interaction in Mixed Reality 360° Images." 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct).

How Many Are Enough? Effective Sample Counts in NeRF and 3DGS

Published in 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2025

A quantitative study of how input sparsity (1–100 views) affects reconstruction quality in NeRF and 3D Gaussian Splatting.

Recommended citation: SeungWon Jeong, B. Chen, and Taehyun Rhee. (2025). "How Many Are Enough? Effective Sample Counts in NeRF and 3DGS." 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct).

Superpixel-Guided Sampling for Compact 3D Gaussian Splatting

Published in Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology (VRST), 2024

Superpixel-guided sampling initializes sparse but well-distributed Gaussians, giving compact 3D Gaussian Splatting with faster convergence at comparable quality.

Recommended citation: Myoung Gon Kim, SeungWon Jeong, Seohyeon Park, and JungHyun Han. (2024). "Superpixel-Guided Sampling for Compact 3D Gaussian Splatting." Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology (VRST ’24). doi:10.1145/3641825.3687719