10:35-11:30 Chair: Shigeru OWADA, Sony Computer Science Laboratories, Inc.
15:00-16:45 Chair: Tsuneya KURIHARA, Hitachi, Ltd.
16:55-18:15 Chair: Masanori KAKIMOTO, SGI Japan, Ltd.
10:30-11:50 Chair: yoshiyuki KOKOJIMA, Toshiba Corp.
17:40-18:35 Chair:Kenichi ANJO, OLM Digital, Inc.
12:00-14:00 Poster Session Chair: Tatsuo YOTSUKURA, Advanced Telecommunications Research Institute International
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Kunio Osada, Tomohisa Banno, Ryutarou Ohbuchi
Session ID: 07-24
Published: 2007
Released on J-STAGE: February 03, 2009
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In this paper, we propose a view-based 3D shape comparison method that employs local visual features computed at selected “salient” points. The method renders, after normalizing for similarity transformation, images from six canonical viewpoints. Each image is processed by using Scale Invariant Feature Transform (SIFT) algorithm developed by Lowe to detect a set of salient points and to compute a set of feature at each salient point. Our method computes dissimilarity between a pair of 3D models by using these salient points and their respective local features. Our method constrains salient-point correspondence pair by using geometrical proximity, and culls the correspondence pairs to avoid false matches. Experimental evaluation showed that the method achieved the retrieval performance on a par with the best finisher among the SHREC 2006 3D model retrieval contest entrants.
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Keiko NISHIYAMA, Takayuki ITOH
Session ID: 07-25
Published: 2007
Released on J-STAGE: February 03, 2009
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3D structure pf proteins deeply takes part in the expression of the protein that is an important composition element of the living thing. The molecular surface of the protein have very complex shapes, and contains a lot of projections and the hollow shapes (Hereafter, it is called ruggedness shapes).It is well-known that the function of the protein appears strongly in that bumpy part. We propose a technique to extract local bumpy shapes from molecular surface geometry database (eF-site), and classify them based on their geometry. Moreover, we propose an interface for effectively visualizing the result of extraction and classification of the local bumpy shapes.This technique assumes that molecule surface is approximated as a triangular mesh.It first extracts groups of triangles forming local bumpy parts. It then calculates feature values and forms a histogram for each bumpy parts, that denotes the distribution of distances of points on the bunpy parts around the axis. It finally clusters the bumpy parts according to the histogram. We use the hierarchical data technique "Heiankyo view" as a visual interface to explore the clustering results. Our technique is one of the fundamental step for the analysis of partial similarity of the molecular surface among proteins.
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Kazuya MORIWAKI, Xiaoyang MAO
Session ID: 07-26
Published: 2007
Released on J-STAGE: February 03, 2009
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Ken-ichi WAKISAKA, Tomohiko MUKAI, Shigeru KURIYAMA
Session ID: 07-27
Published: 2007
Released on J-STAGE: February 03, 2009
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Traditional classification and searching could not retrieval motion data that have same meaning but appearances are different. For example, “over-hand” throw and “under-hand” throw are belong same category, but cannot retrieve “over-hand” throw using search key by “under-hand” throw. We proposed to method of adding semantics using logical expression and inductive logical programming for motion data. First, extraction spatio-temporal features by pre-categorized motion data, training data. Next, lead the categorize rule from these features that common to motion data used inductive logical programming. Then, adding meaning information for unknown motion data that belong specific category. Finally, implement for search system based on similarity meaning of motion. We can retrieve motion data that have similar meaning but appearances are different. But, cannot retrieve motion's poses are very different from training data.
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Hideki KINOSHITA, Hidetoshi ANDO, Ryutaro OHBUCHI
Session ID: 07-28
Published: 2007
Released on J-STAGE: February 03, 2009
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Some of the most successful shape-similarity comparison methods for retrieval of 3D models are appearance-based. Despite their high retrieval performance, these methods require substantial amount of computation for generating, storing, and then comparing features. This paper proposes a GPU-based algorithm for shape similarity-based retrieval of 3D model. Based on a multiple-view 2D image comparison method, our algorithm performs both feature computation and inter-feature dissimilarity computation on a GPU. Experimental evaluation showed significant reduction in time for 3D model retrieval over conventional CPU-based method, while preserving equivalent retrieval performance and retrieval results.
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Masashi SHIMIZU, Yuta TAKABAYASHI, Koji TORIYAMA, Hidetoshi ANDO
Session ID: 07-29
Published: 2007
Released on J-STAGE: February 03, 2009
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In this paper, we propose two methods for real-time visualization of 3D numerical simulation on GPU. The first is a method of using 3D particles. 3D particles are advected by the velocity field, and deformed according to the velocity field at the position of 3D particles. The other, arrow-polygons are put on a fixed position, and deformed according to the velocity field at the positions. The two proposed methods do not need processing by CPU. Instead most of the processes of them are performed on GPU. As a result, a real-time visualization of 3D numerical simulation has been achieved.
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Takahiro AMAYA, Makoto FUJISAWA, Kenjiro T. MIURA
Session ID: 07-30
Published: 2007
Released on J-STAGE: February 03, 2009
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This paper proposes a fast computational method of video stabilization using the Graphics Processing Unit (GPU) that removes the unwanted vibrations from videos.The video stabilization is composed by estimation of the global motion, removal of the undesired motion and mosaicking. When these are processed with CPU, the computational cost for the global motion estimation is very high. We improve the speed of this computation with GPU that the parallel processing is possible. Our method can obtain the result by forwarding the frame image of the video to GPU as texture data, and drawing the calculation result to the offscreen buffer. Although the transfer speed from GPU to CPU is very slower than the other way around, the method only has to transfer one pixel data from GPU.
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Takahiro HARADA, Seiichi KOSHIZUKA, Yoichiro KAWAGUCHI
Session ID: 07-31
Published: 2007
Released on J-STAGE: February 03, 2009
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Smoothed Particle Hydrodynamics (SPH) is a particle method which computes fluid motion by calculating particle interaction forces. When graphics processing units (GPUs) are used for accelerating SPH, it is difficult to search neighboring particles. In this study, we developed a method to simulate SPH entirely on the GPU in which neighboring particles are searched for on the GPU. Then the computation time of the proposed method was measured and compared with that of the calculation on CPUs. The comparison showed that the proposed method could accelerate computation drastically.
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Eitaro IWABUCHI, Izulu WATANABE
Session ID: 07-32
Published: 2007
Released on J-STAGE: February 03, 2009
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We present a new method for solving the distributed rendering problems. Current methods are to construct the cluster. Our new methods use Grid computing technology. Our methods reduce the cost to construct the system and to maintenance for the system.
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Katsuyuki UEDA, Yasutaka OMOYA, Kei IWASAKI, Saeko TAKAGI, Fujiichi YO ...
Session ID: 07-33
Published: 2007
Released on J-STAGE: February 03, 2009
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This paper presents a real-time rendeing method for multilayer thin films.To render multilayer thin films, the products of the incident radiance, the composite reflectances, and the color matching functions are integrated.To calculate the integration, the incident radiance, composite reflectances, and the color matching functions are stored at each discretized wavelength. Therefore, the required data size is quite largeand the computational cost is quite expensive. To address this problem, our method approximates the spectrum distributions of them using a small number of wavelets. This reduces the data size and makes it possible to render on GPUs. Our method can render an object consists of ten thousands verticesat about 200 frames per second.with wavelets.
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Takashi IMAGIRE, Henry JOHAN, Tomoyuki NISHITA
Session ID: 07-34
Published: 2007
Released on J-STAGE: February 03, 2009
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Rendering of scenes with light scattering effects such as shafts of light is a challenging task in real-time applications such as games. In this paper, we propose a ray casting based method that realizes real-time and anti-aliased rendering of scenes with light scattering effects. The proposed method also does not generate artifacts when the viewpoint is inside the volumetric object. Efficient rendering is realized through implementation that exploits the capabilities of GPU.
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Yuki TAKEDA, Hiromi T. Tanaka
Session ID: 07-35
Published: 2007
Released on J-STAGE: February 03, 2009
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Noh is a historical play for 600 years and Noh costumes are precious cultural heritage. Currently, some researchers group grapple with digital archiving of cultural heritages to save them. We propose the efficient image-based method of cloth object modeling to create digital contents of the Noh costumes. At first, we divide embroidery regions and golden yarn region based on its color difference. In each region, we propose image-based anisotropic reflectance modeling with the normal distribution at each pixel. We generate Bi-directional Reflectance Function(BTF) from proposed model and render the Noh costume.
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Makoto Fujisawa, Kenjiro T. Miura
Session ID: 07-36
Published: 2007
Released on J-STAGE: February 03, 2009
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This paper proposes a fast and efficient method for producing physically based animationsof the ice melting phenomenon, including thermal radiation as well as thermal diffusion andconvective thermal transfer. Our method adopts a simple color function called the VOF(Volume-of-Fluid) with advection to track the free surface, which enables straightforwardsimulation of the phase changes, such as ice melting. Although advection of functions thatvary abruptly, such as the step function, causes numerical problems, we have solved these bythe RCIP (Rational-Constrained Interpolation Profile) method. We present an improvementto control numerical diffusion and to render anti-aliased surfaces. The method also introducesa technique analogous to photon mapping for calculating thermal radiation. By the photonmapping method tuned for heat calculation, the thermal radiation phenomenon in a scene issolved efficiently by storing thermal energy in each photon. Here, we report the results ofseveral ice melting simulations produced by our method.
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Hiroshi WATABE, Yutaka OHTAKE, Takashi KANAI, Takashi MICHIKAWA, Kunio ...
Session ID: 07-37
Published: 2007
Released on J-STAGE: February 03, 2009
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In this paper, we propose shape modeling and visualization method of time series consecutive tomographic images using 4D implicit functions.our proposing method generates 4D implicit surfaces model with the application of implicit surfaces called SLIM surfaces to binarized consecutive tomographic images.4D implicit functions model that 3D Shape at arbitrary time calculatable easily is obtained by the proposal method.And we presented utility of the visualization of shape with transform by the experiment that used our method.
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Takashi MICHIKAWA, Ken'ichiro TSUJI, Hiromasa SUZUKI
Session ID: 07-38
Published: 2007
Released on J-STAGE: February 03, 2009
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This paper presents a method for computing distance fields from large volumetric models.Conventional methods have limits in terms of the amount of memory space, as all of data must be allocated to the RAM.We resolve this issue by using an out-of-core strategy. Proposed method first decomposes volumetric models into sub-blocked clusters and applies distance transforms to each cluster. Then, other clusters can be saved on the bulk memory. In addition, we apply inter-cluster propagation to remove inconsistency of distance fields. We also propose an ordering algorithm for reducing the number of distance transforms for each cluster by using propagated distance values. Finally, this paper demonstrates to calculate distance fields with over billion cells in practical time.
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Yasufumi TAKAMA, Hironori YAMASHITA, Hiromi TANAKA
Session ID: 07-39
Published: 2007
Released on J-STAGE: February 03, 2009
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Surgical training systems are needed for practices of surgical tasks.In such systems, shapes and deformations of objects must be fast calculated correctly to get realistic simulations. Generally triangles or tetrahedra, which are mesh elements, are used to represent virtual objects.However, when the number of mesh elements increase, the calculation time also increase. Moreover, we need much time if meshes are reassembled from the begining, when we want to represent meshes according to deformations of virtual objects and intaraction of virtual surgical tools.In this papar, we propose the algorithm for dynamic tetrahedral adaptive mesh generation.It allows fast dynamic structural modifications of tetrahedral adaptive meshes,according to stretch ration of edges of tetrahedra.
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Maiko YAMAZAWA, Takayuki ITOH, Fumiyoshi YAMASHITA
Session ID: 07-40
Published: 2007
Released on J-STAGE: February 03, 2009
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This paper presents Level of Detail Control in "JunihitoeView", a hierarchical multi-variete data visualization technique. The presented technique displays variables of a leaf node themselves,when a user zooms in the visualization result. Further, it unifies the variablesand display typical values of a higher level hierarchy,when the user zooms out the visualization result.Moreover, the paper shows our user tests, in order to prove the validity of the proposal technique.
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Yuta OGAWA, Issei FUJISHIRO, Yuriko TAKESHIMA
Session ID: 07-41
Published: 2007
Released on J-STAGE: February 03, 2009
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When visualizing volume datasets, we frequently feel that optical occlusion makes it hard to comprehend spatial location (esp. depth) of target objects precisely. Haptization is a well-known technique to address this problem. A key to the success of effective haptization is judicious design of appropriate haptic transfer functions (HTFs) tailored specifically to a given dataset. Our primary focus in this study is placed on 3D diffusion tensors. Due to rapid increase in the availability of related scanning devices, the analysis of diffusion tensors has recently attracted much attention from related researchers. This paper is an initial report, where we strive to present a novel 6DOF HTF, which utilizes 3D forces and 3D torques sophisticatedly to convey the core information of diffusion tensor values. The effectiveness of a pilot implementation of the 3D diffusion tensor haptaization using PHANToM Premium 3.0 is proven through user evaluation experiments.
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Kazuaki SUZUKI, Suguru SAITO, Youngha CHANG, Masayuki NAKAJIMA
Session ID: 07-42
Published: 2007
Released on J-STAGE: February 03, 2009
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When we downscale pictures or graphs, it is need to keep thin line structure.To keep thin line structure, it is need not to break thin line and not to defocus thin line.Nearest-neightbor break thin line, bicubic and bilinear defocus thin line.We propose that 1/2
n downscaling method to keep thin line structure.
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Naoto OKAICHI, Takashi IMAGIRE, Henry JOHAN, Tomoyuki NISHITA
Session ID: 07-43
Published: 2007
Released on J-STAGE: February 03, 2009
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In recent years, there are a lot of digital painting researches to simulate existing painting techniques and painting pigments in NPR. In particular, the simulations of painting tools are very important because they enable intuitive painting experience for a user and generate rich painting effects. There are a lot of methods for simulation of painting using a brush, but not for other painting tools. As a result, there is still a limitation in the variety ofpainting effects that can be generated. In this paper, we propose a method to simulate painting using a painting knife which is an important tool in oil painting. We model the painting knife, model the paint such that it is suitable for realizing the impasto style, and present a method for interactive oil painting simulation.
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Linlin JING, Kohei INOUE, Kiichi URAHAMA
Session ID: 07-44
Published: 2007
Released on J-STAGE: February 03, 2009
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An iterative algorithm for computing centroidal Apollonius tessellations of input images is presented and is applied to non-photorealistic rendering for stippling and mosaic effects. Continuous line drawings are generated from stippling by connecting points in the stippling on the basis of traveling salesman problem. Moreover, maze-like images are generated from the line drawings.
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Kenichi YOSHIDA, Shigeo TAKAHASHI, Issei FUJISHIRO
Session ID: 07-45
Published: 2007
Released on J-STAGE: February 03, 2009
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When 3D objects are rendered on a display using Computer Graphics technique, perspective projection that is based on a pinhole camera model is usually used. On the other hand, many of illustrations and artistic paintings are projections that are distorted and exaggerated partially affected by the human perception. Such projections are called Nonperspective projections, and it is studied as the model that seamlessly combines the projections from multiple viewpoints into one projection. However, there is no mechanism in the previous work that controls unnatural distortions in a projection by using the compositional arrangement of objects. Therefore, in this paper, we present a novel method that automatically controls a nonperspective projection avoiding the unnatural distortions as a whole by using a compositional arrangement of 3D scene objects. First, psychology experiments are conducted in order to clear the law between the tolerance of distortions in a nonperspective projection and a compositional arrangement of local linear perspectives. In addition, we present a method for editing a nonperspective projection while keeping distortions unnatural by using the results of the experiments as constraints on the edit of the nonperspective projection.
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Teppei MIYAKE, Shigeru KURIYAMA
Session ID: 07-46
Published: 2007
Released on J-STAGE: February 03, 2009
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A pictorial image is automatically generated from natural image by the strokes of an imaginary brush. We intentionally select a stroke's direction among the discrete angles of 0, 45, 90, and 135 degrees according to each bit pattern of the embedded data, and the brush's color is computed by averaging the colors in the drawing area. Next, we divide the pictorial image into N x M blocks, where each block can store 2 bits, and add positive noise of blue color to the border and negative noise to the internal region of the stroke. The border can be efficiently detected in the blue color space, and the data are extracted by detecting the edges of the strokes using Laplacian of Gaussian filter, zero crossing, and Hough transform. We take an image with a digital camera by change its resolution. We successfully embedded and extracted 150 bytes of data in a 100 x 148 mm image. However, our method requires high-resolution images for extracting data in high accuracy.
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Yasushi ISHIBASHI, Hiroyuki KUBO, Hiroaki YANAGISAWA, Akinobu MAEJIMA, ...
Session ID: 07-47
Published: 2007
Released on J-STAGE: February 03, 2009
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In this paper, we describe a method which can be used to synthesize individual facial expressions based on the facial muscle model To represent individual facial expressions, we first allocate17 major facial muscles to the face model(conventionally 44 are used), and mount the actuator which can control jaw rotation on the face model. We then automatically estimate the optimal facial muscle contraction parameters and the jaw rotation angle parameter to synthesize a hand-generated “key shape with the target expression” (Hereinafter, we will refer to this, as the “target shape”). To improve the approximation for a target shape which is difficult to be synthesized by 17 facial muscles, we attach a few new facial muscles on the face model successively. Using our approach, it is also possible to transfer a character's expression to another character by cloning the original's facial muscle placement and contraction parameters.
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Masaki HIRAGA, Hidetoshi ANDO
Session ID: 07-48
Published: 2007
Released on J-STAGE: February 03, 2009
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To express complex models requires a great amount of data like voxel expression. With a mass of data, it is possible to express the object in detail, though, it sometimes hard to manipulate the object in real-time. On the other hand, several techniques including Parallax mapping and Relief mapping have been used to express the detail of the model with low polygons. These techniques enable to produce stereoscopic expression only with a quad polygon and some textures. But, typically these techniques are used to render the scene. In this paper, we show the modeling method with the same data structure as Relief mapping in real-time with GPUs.
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