14:00-15:30 Chair: Masanori KAKIMOTO, SGI Japan, Ltd.
17:00-18:00 Chair: Tsuneya KURIHARA, Hitachi, Ltd.
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Hisaki NIIKURA, Shigeo TAKAHASHI, SHIN Sung Yong
Session ID: 06-20
Published: 2006
Released on J-STAGE: September 02, 2008
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Yosuke KAZAMA, Eiji SUGISAKI, Natsuko TANAKA, Akiko SATO, Shigeo MORIS ...
Session ID: 06-21
Published: 2006
Released on J-STAGE: September 02, 2008
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In this paper we propose the hair motion reproduction method for cartoon hair. Our method is capturing a motion data from hair motions by nature phenomenon, such as winds, in an existing cel animation, and then creating the "Anime-like" hair motion model by using physical equations that is estimated by the captured motion data. That is, this method enables users to apply an "Anime-like" hair motion to another character as if it exists in the same scene as reference animation.
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Kei TATENO, Wei XIN, Kunio KONDO, Toshihiro KONMA
Session ID: 06-22
Published: 2006
Released on J-STAGE: September 02, 2008
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Daisuke KAMISHIRO, Hiroshi YASUDA, Suguru SAITO, Masayuki NAKAJIMA
Session ID: 06-23
Published: 2006
Released on J-STAGE: September 02, 2008
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Katsuaki KAWACHI, Kei AOKI, Masaaki MOCHIMARU, Makiko KOUCHI
Session ID: 06-24
Published: 2006
Released on J-STAGE: September 02, 2008
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Yusuke SEKINE, Akinobu MAEJIMA, Eiji SUGISAKI, Shigeo MORISHIMA
Session ID: 06-25
Published: 2006
Released on J-STAGE: September 02, 2008
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In this paper, a novel car designing tool, which helps car designers to design cars efficiently and stimulates their artistic sensibilities, is introduced. We synthesize cars by analyzing various existing car body shapes and extracting meaningful attributes that represent the features of these shapes. First, we create a database that consists of a variety of existing car shapes. We analyze all shapes using principal component analysis (PCA), then, gain attributes that indicate the typical features of those car shapes. By manipulating the weight of each attribute in the PCA space, we can create car shapes. Second, by analyzing the features of specific car groups, i.e. manufacturer, genre, era, etc, we discover attributes that discriminate between these groups. We can generate a new type of cars by adding these features onto any existing car i.e. a BMW-like Mercedes.
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Hiroko MIYAMURA NAKAMURA, Takafumi SAITO, Yuji SHINANO, Ryuhei MIYASHI ...
Session ID: 06-26
Published: 2006
Released on J-STAGE: September 02, 2008
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We propose a system of visualization and analysis utilities for large tree structure (VAULT). The VAULT has the following three functions: (1) "overview", (2) "progressive tree representation", and (3) "display of the detailed information by interactive selection".In the "overview" of a large tree structure, a spatially efficient node layout and link display without cluttering are necessary. Some algorithms for realizing this function are compared. In the "progressive tree representation", the edge collapse operation is performed. In the "display of the detailed information by interactive selection", the concept of focus+context is incorporated in the system in order to obtain more detailed information by the interactive selection. We demonstrate effectiveness of the VAULT by applying it to the growing process of a large branch-and-bound tree.
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Yoshiki AKAIKE, Toshiya SHIMIZU, Jun KOBAYASHI, Ryutarou OHBUCHI
Session ID: 06-27
Published: 2006
Released on J-STAGE: September 02, 2008
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Masayoshi TANIGUCHI, Makoto NAKAGOMI, Ryutarou OHBUCHI
Session ID: 06-28
Published: 2006
Released on J-STAGE: September 02, 2008
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Tsuneya KURIHARA, Natsuki MIYATA, Tomoyuki NISHITA
Session ID: 06-29
Published: 2006
Released on J-STAGE: September 02, 2008
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Yuki TAKEDA, Hiromi TANAKA
Session ID: 06-30
Published: 2006
Released on J-STAGE: September 02, 2008
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We propose the method to reappearance anisotropic reflectance property of woven fabrics and to represent the unique texture based on the mesostructure of surface. In this paper, we estimate the micro surface geometry of woven fabrics based on reflection analysis. We consider the weave structure and we calculate masking on the convex surface of weave. We apply masking model to Cook-Torrance model for generating reflection. The micro surface geometry of woven fabrics is estimated from reflectance measurement. The reflectance generated from our model compare with the measured reflectance. The experimental result shows the effectiveness of our model.
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Sachiko MIURA, Masashi BABA, Masayuki MUKUNOKI, Naoki ASADA
Session ID: 06-31
Published: 2006
Released on J-STAGE: September 02, 2008
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Kazuyo KOJIMA, Shigeo TAKAHASHI, Tomoyuki NISHITA
Session ID: 06-32
Published: 2006
Released on J-STAGE: September 02, 2008
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Image mosaicing is a method for partitioning an input container image into small image tiles, and offers its non-photorealistic representation. However, conventional mosaicing methods suffer from the absence of clear edges because they use a bottom-up scheme that first extracts local features such as object boundaries to constitute the whole image partition. This paper presents a robust method for composing quadrilateral image mosaics in a top-down fashion by respecting the low-frequency intensity gradation. The present method also allows us to incorporate the local features into the existing global quadrilateral partitioning by taking account of its dual network.
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Kazuaki SUZUKI, Kunio KONDO
Session ID: 06-33
Published: 2006
Released on J-STAGE: September 02, 2008
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Video game machine was cheap but people drawing row-res video game graphics used them brain. It takes them a long time to draw row-res video game graphics. Video game machine have been powerful. For the reason, video game graphics become 3D graphics, but row-res video game graphics is effective for row-res display. We researched the method of drawing pixel art. Then we need to output binary contour lines method for pixel art. We down scaled binary contour lines. We propose coloring method for pixel art.
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Junichi SUGITA, Tokiichiro TAKAHASHI
Session ID: 06-34
Published: 2006
Released on J-STAGE: September 02, 2008
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In this paper, we propose a method for generating colored-paper mosaic images automatically from an input image. We use the hierarchical Poisson disk sampling algorithm to determine torn colored-paper tile locations. Our method makes it possible to control overlapped area among neighboring disks. We also propose a method for casting shadows by overlapped colored-paper tiles to simulate real pictures of colored-paper mosaic images.
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Daisuke MAKINO, Kohei INOUE, Kenji HARA, Kiichi URAHAMA
Session ID: 06-35
Published: 2006
Released on J-STAGE: September 02, 2008
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In this paper, we propose a non-photorealistic rendering (NPR) method for generating paper mosaic images from input images. We modulate the brightness of input image on the basis of the number of overlapped pieces of papers and texture of papers. We show some paper mosaic images generated by our method.
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Jun KUBOTA, Suguru SAITO, Masayuki NAKAJIMA
Session ID: 06-36
Published: 2006
Released on J-STAGE: September 02, 2008
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There are not many studies on painting tool which is focusing on oil paint materials. In this paper we propose a new viscous model for oil paints which is based on Lattice Boltzmann Method (LBM), one of the fluid simulation methods. This model has advantages that strokes have realistic profile according to oil density and time after the paint to previous oil paint models. It will contribute to the generation of rich strokes on paint tools.
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Miku HIRANO, Takayuki ITOH, Susumu SHIRAYAMA
Session ID: 06-37
Published: 2006
Released on J-STAGE: September 02, 2008
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Isosurface is a set of points where scalar values are constant, and it generally forms surfaces. Simultaneous display of multiple semi-translucent isosurfaces on a screen is useful for visualizing large-scale 3D data. It realizes comprehensive representation of the 3D scalar fields, as well as volume rendering techniques. In this paper, we focus on visualization of 3D scalar field composed of volume data by means of semi-translucent multiple isosurface plots. A new method for displaying semi-translucent multiple isosurfaces will be proposed to fulfill realtime rendering of scalar fields. ISSUE is a known algorithm to quickly generate isosurfaces. ISSUE uses 2D span spaces where minimum values of elements are assigned to horizontal axis, and maximum values of elements are assigned to vertical axis. In our algorithm, elements of volumes are placed onto a 3D span space. The third axis is the distance from the view point. Our algorithms can quickly search for elements intersecting with isosurfaces using the span space in the descending order of distances from the view point, and realize representation of semi-translucent multiple isosurfaces.
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Saori MURAKAMI, Toru HIGAKI, Yuu TANAKA, Toru TAMAKI, Kazufumi KANEDA, ...
Session ID: 06-38
Published: 2006
Released on J-STAGE: September 02, 2008
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In this paper, we have developed a method for directly rendering cylindrical volume data. The proposed method employs a splatting method where we design an ellipsoidal kernel and a footprint with an elliptical shape. To efficiently render cylindrical volume data, only a small number of footprints is generated, making use of both characteristics of a parallel projection and symmetry of the kernel alignment in cylindrical volume data. We determine the projection order of ellipsoidal kernels using regularity of voxels in cylindrical volume data. Visualizing a fundus oculi reconstructed from cross-sectional images scanned radially with an “OCT ” demonstrates the usefulness of the proposed method.
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Masaki HIRAGA, Hidetoshi ANDO
Session ID: 06-39
Published: 2006
Released on J-STAGE: September 02, 2008
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Image Analogies algorithm performs a search of the tree to find a similar pixel in the training images. GPU’s architecture is unfit for the trees which require using stack or queue when a search is performed. To solve this issue, our method builds a quad tree by using K-means. The tree doesn’t need back-track to be searched. Hereby, the tree is suitable for GPU and we have achieved to accelerate Image Analogies with GPU.
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Yasuhiro MATSUDA, Yoshinori DOBASHI, Tomoyuki NISHITA
Session ID: 06-40
Published: 2006
Released on J-STAGE: September 02, 2008
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In computer graphics, the simulation-based method is widely used to represent the realistic motion of fluid. In fluid simulation with free surface, it is important to track the free surface evolution precisely. Although the level set method is common as the surface tracking method, naive implementations suffer from numerical dissipation. To address this problem, the particle level set method is proposed, but its computational cost is high to improve the precision. This is of a problem especially for the large scale simulation. We focus on the graphics hardware which continues to improve the performance, and propose the method which accelerates the particle level set method by using its parallel computational power. We demonstrate that the proposed method tracks free surface faster than the previous methods with the same precision.
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Ryuju MAENO, Fumihiko INO, Kenichi HAGIHARA
Session ID: 06-41
Published: 2006
Released on J-STAGE: September 02, 2008
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This paper presents evaluation results for two GPU implementations that aim at accelerating mathematical morphology. Our methods decompose the computation into independent pieces in order to achieve parallelization on the GPU. We have two different implementations, namely the scatter-based and gather-based methods, each employing one of two decomposition schemes. The scatter-based method parallelizes pieces, each associated with a pixel in the structuring element. On the other hand, the gather-based method decomposes the computation according to pixels in the original image. The latter method is an extended version of Eidheim's method, which is capable of dealing with arbitrary structuring elements. The experimental results show that the scatter-based method is seven times faster than a naive CPU implementation for a structuring element of 100 x 100 pixels. The gather-based method achieves the highest performance but fails to deal with structuring elements larger than 40 x 40 pixels, due to the limitation on the number of instruction slots.
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Masashi SHIMIZU, Hidetoshi ANDO, Koji TORIYAMA, Koichi ICHIMIYA
Session ID: 06-42
Published: 2006
Released on J-STAGE: September 02, 2008
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In this paper, we propose methods for real-time visualization of 2D numerical simulation on GPU. A scalar field is visualized with a distribution map and a contour line map, and a vector field is visualized with arrows and particles. To real-time visualization of arrows, we propose the new technique having used Vertex Texture Fetch (VTF). A vector value is fetched by VTF from simulation results to the polygon prepared beforehand. The coordinates of a polygon are transformed based on it, and the arrow texture is mapped on a polygon. Thus, an arrow can be drawn on real-time.
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Takao Sato, Makoto Fujisawa, Kenjiro T. Miura
Session ID: 06-43
Published: 2006
Released on J-STAGE: September 02, 2008
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Recently researches on techniques to use simulations based on the physical laws for CG animations are becoming popular and popular. Although paper exists ubiquitously around us in daily life, it is not straightforward to express its folding lines, fractures, and textures and no much effort has been made on researches on paper for CG. Hence the purpose of this paper is to simulate paper fracture based on the physical laws and use the results for CG animations as the first step to the CG-oriented paper simulation. The fracture simulation of paper is performed at first by modeling a piece of paper with triangular meshes and applying the FEM to calculate their stresses and strains. Then we determine the starting position of the fracture and the direction of the crack and rebuild the structure of the meshes to express the fracture cross sections. Furthermore for the cross section originally expressed by piece-wise linear segments, by use of the turbulence function we generate natural-looking geometrica ly complicated cross sections as textures and map them to the meshes to represent the paper characteristics that become clear when the paper is broken. The geometry of the fracture cross section remains similar even though the mesh size is changed because of the noise-mixed texture mapping, that allows us to use relatively large-sized meshes and simulate the paper fracture in almost real time.
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Yoshihiro ENJYO, Yoshinori DOBASHI, Tsuyoshi YAMAMOTO
Session ID: 06-44
Published: 2006
Released on J-STAGE: September 02, 2008
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Recently, simulation of natural phenomena is one of the important research topics, and many methods to render water, smoke, cloud and flame have been developed. In this paper, we focus on the simulation of flames among these natural phenomena. First, we propose an interactive method to create flames. Our method allows the user to control the shape and motion of the flames. This is achieved by combining cell automaton method and particle system. Secondly, we propose a fast rendering method using wavelets for the flames and surrounding objects illuminated by the flames. This method realizes the real-time simulation of dynamic flames and the real-time rendering of the objects illuminated by the flames.
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Yuriko TAKESHIMA, Hikaru Shibata, Shigeo Takahashi, Issei Fujishiro, T ...
Session ID: 06-45
Published: 2006
Released on J-STAGE: September 02, 2008
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In this paper, we propose a real-time visualization method which keeps track of critical points to visualize the dynamics of a 2D physical field adaptively. We show the effectiveness of the method with an application to visualizing datasets obtained by the measurement-integrated simulation in the hybrid wind tunnel.
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