9:00-10:30 Chair: Tsuneya KURIHARA, Hitachi Ltd.
14:00-15:00 Chair: Masanori KAKIMOTO, SGI Japan, Ltd.
10:40-12:10 Chair: Kenichi ANJO, OLM Digital, Inc.
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Kei IWASAKI, Fujiichi YOSHIMOTO, Yoshinori DOBASHI, Tomoyuki NISHITA
Session ID: 05-20
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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In recent years, attention has been paid to particle based fluid simulation, with several methods being developed to incorporate particle based simulation into CG animations. These methods reconstruct water surfaces that are usually represented by polygons. However, the computational cost of the surface reconstruction is quite high. Therefore, it is difficult to render the result of the particle based simulation at interactive frame rates. To address this, we present a real-time rendering method for particle-based simulation, taking into account optical effects such as reflection, refraction, and caustics. We present an efficient GPU accelerated surface reconstruction method from particles.
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Yusuke TOKUYOSHI, Minoru MARUYAMA
Session ID: 05-21
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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This paper proposes an efficient technique for rendering a scene with participating media. To render a scene with participating media, radiance at many sample points should be calculated. In our method, we first approximate the in-scattered radiance. Then, by using the precomputed radiance values, importance sampling method is used to render a high quality image.
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Tomohisa MANABE, Takeshi MATSUNAMI, Kazufumi KANEDA
Session ID: 05-22
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Motonori DOI, Shoji TOMINAGA
Session ID: 05-23
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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The analysis and synthesis of human skin color is important in many different application areas. The skin color depends on some histological vatriables such as the concentration of pigments of melanin and hemoglobin in skin layers. The present paper describes a method for estimating surface-spectral reflectance of human skin based on an optics model and applying the estimates to 3D realistic image rendering for a part of the human body. The human skin is modeled as the two layers of turbid materials for epidermis and dermis. An estimation algorithm is then developed using the Kubelka-Munk theory to the two-layer model. The parameters representing the concentration of pigments are determind based on spectral-reflectance measurements of human skin surface. In the application step, we describe a technique for rendering realistic skin images of a skin surface as a 3D object. In experiments, the accuracy of the estimated reflectances is shown, and skin color images are created under a variety of conditions on illumination, viewing, and pigmentation.
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Fumihito ITO, Akio DOI, Masayuki TOKUDA
Session ID: 05-24
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Tomogram of eyeground images by Optical Coherence Tomography(OCT) are a set of the echo information on a minute portion. These images contain many random noises and gap between images.Images of OCT are strongly influenced of refraction, pulsation by the living body organization. Therefore, it is difficult to form 3D volume images. In this research, a noise removal of 2D images and position alignment processing were performed as a pretreatment of 3D visualization. 3D images contribute to medical treatment of eyeground disease and informed consent.We utilized a texture-based volume rendering technique, and evaluated the usefulness of the 3D eyeground model in the medical treatment of eyeground disease.
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Yasufumi TAKAMA, Yoshiaki TSURUSAWA, Akinori KIMURA, Hiromi TANAKA
Session ID: 05-25
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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In this paper, we propose a fast and efficient method for real-time ray-casting with less memory for irregular grids, which we call tetrahedral adaptive grids. Since the quantity of volume data reconstructed from CT or MR images are generally very large, hierarchical volume models capable of compressing data are required to handle several tasks efficiently. The tetrahedral adaptive grid have been proposed for generating a hierarchical tetrahedral model by recursively subdividing a tetrahedron according to local field properties such as gradients and curvatures of isosurfaces of input volume data. Experimental results on an artificial data demonstrate the performance of our proposed method.
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Daisuke WATANABE, Xiaoyang MAO, Kenji ONO, Issei FUJISHIRO
Session ID: 05-26
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Youngha CHANG, Suguru SAITO, Masayuki NAKAJIMA
Session ID: 05-27
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Color is very important in setting the mood of images and video sequences. For this reason, color transformation is one of the most important features in photo-editing or video post-production tools because even slight modifications of colors in an image can strongly increase its visual appeal. However, conventional color editing tools require user's manual operation for detailed color manipulation. Such manual operation becomes burden especially when editing video frame sequences. To avoid this problem, we previously suggested a method that performs an example-based color stylization of images using perceptual color categories. In this paper, we extend this method to make the algorithm more robust and to stylize the colors of video frame sequences.
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Norihito ITO, Yasushi YAMAGUCHI
Session ID: 05-28
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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We propose an acceleration method for fragment-based image completion [Drori et al. 2003]. The fragment-based image completion can synthesize a visually plausible image. However the time complexity of this method is O(n^2). We exploit Gaussian pyramids to improve and accelerate the algorithm. Moreover, to prevent the deterioration of resulting images caused by Gaussian pyramids, texture classification maps are introduced for specifying similar texture regions. The combination of Gaussian pyramids and texture classification maps allows fast image completion while preserving visual plausibility. This method can synthesize a fine image, e.g., one Mega pixel, within a minute.
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Junji SUZUKI, Yoshinori DOBASHI, Tsuyoshi YAMAMOTO
Session ID: 05-29
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Recently, many researchers have paid attention to a technique called non-photorealistic rendering (NPR). In this paper, we propose a method for painterly rendering of water surface by making use of techniques developed for three-dimensional computer graphics. We focus on the non-photorealistic rendering of vortices that are one of the important phenomena observed in the water surface. Our method makes it possible to create animations of water surface including generation and extinction of the vortices. For NPR, it is very important to reflect the user's intention on the resulting animation. So, we develop a system using the proposed method so that the user can control the motion of the flow and the vortices. By using the proposed system, the user can create NPR animations of the water surface taking into account the water flow and the vortices.
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Yuki MORIMOTO, Reiji TSURUNO
Session ID: 05-30
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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In this paper, we present simple cellular model for computer generated dyeing. A cloth is represented as two layerd celluar model.The weft and warp are set as positional relationship of strings of cloth. Each cell has transportability and maxmum capacity of dye. We improve a simulation of the cappillary flow model of paper and watercolor. Because the cloth has weft and warp, we give 3 cases of dye transport. This model bears a close resemblance to real stain in both coloristic change and mottled appearance on the fringe.
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Shoichi OBAYASHI, Kunio KONDO, Toshihiro KOMMA
Session ID: 05-31
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Toshiki OHARA, Saeko TAKAGI, Kei IWASAKI, Fujiichi YOSHIMOTO
Session ID: 05-32
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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When novices at drawing are going to make an illustration in mobile environments, there is a problem that they cannot handily get a beautiful curve which they want to draw. This paper proposes a support system for a novice to make an illustration easily. The system has the three functions: 1) A freehand drawn curve which has extra fluctuations is revised into a smooth curve; 2) Partial modification can be made by the following method: one or more modification candidate curves are input, and a part of the former curve is revised with one of the modification candidate curves that is chosen by the user; and 3) Two curves are connected smoothly with the rest of the former curve keeping the form as much as possible. The experimental result showed that the proposed system was effective to novices at drawing.
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Tomoyuki WATABE, Fumihito KYOTA, Suguru SAITO, Masayuki NAKAJIMA
Session ID: 05-33
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Asami TAKAYAMA, Tomoya SUZUKI, Kiyotaka KATO
Session ID: 05-34
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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We have proposed a computer-graphical method to realize the head of a robot with several kinds of sensor to respond to a peripheral environment. There, it has shown that the face and hair of a robot can be displayed realistically according to a peripheral environment such as light, wind, and the pressure of a finger. This paper proposes a method to represent the eyes of a robot in the same way. Combining CG with a camera, a prototype system shows that the eyes of a robot changes according to a surrounding environment realistically.
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Tadasuke FURUYA, Masayuki SHIOTA, Takafumi SAITO, Hiroko MIYAMURA,NAKA ...
Session ID: 05-35
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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We purpose a method to create human walking animation in the arbitrary direction with little cost. We apply image-based rendering techniques for the cost reduction of a human modeling. Human walking sequence along a circle is captured as input video images. A human image in each walking phase and each walking direction is extracted from the video. By interpolation of these images, the human image walking in the arbitrary direction is created. In this research, the optimal interpolation is obtained by matching each scanline blocks.
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Takahiro KAMADA, VIET HUYNH QUANG HUY, Naoki UEDA, Hiromi TANAKA
Session ID: 05-36
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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The subject described herein is a novel method for modeling and visualizing the deformation of a rheological object. We propose a dynamic adaptive triangle mesh of which the vertex link is a rheology element consisting of the group of a viscous element joining to two viscous and elastic elements associated parallelly. Based on the physical and geometrical properties of a rheological object, the mesh conforms dynamically to the deformation. We apply the dynamic adaptive triangle mesh for the problems of (i) visualizing force interactions of a deformation process, and (ii) rendering of cutting of a rheological object. In the simulation of a cutting phenomenon, the size of a mesh element newly arising in a cutting path is always possibly smallest; and hence, the cutting paths can be visualized finely in detail, despite the fact that the element number (the number of mesh vertexes) of the model is small in comparing to that of the modeling methods using non-adaptive meshes.
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Takuya UEDA, Makoto FUJISAWA, Kenjiro MIURA
Session ID: 05-37
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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In order to create realistic animations of computer graphics for movies and other commercial films,the physically-based simulation is mainly adopted to realize gas or liquid flows for rendering flames and water movements.However no babble is dealt even for simulation of a low viscosity liquid like water and it looks like a high viscosity liquid rather than the real water.Hence the purpose of this research is to realize a simulation of fluid with babbles that can treat their deformations as well as movements.In this research, we use non-uniformly subdivided grids with an adaptive data structure instead of uniformly subdivided grids to decrease the amount of data and the computation time required to guarantee the same accuracy, and we make the size of the grids around babbles smaller than other parts.We compute pressure and velocity field with using the adaptive grids generated in such a way and develop an algorithm to update babbles' velocities by use of them.Compared with the simulations with the uniformly subdivided grids, those with the adaptively subdivided grids require about one tenth memory size and one sixteenth computation time.
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Hiroko NAKAMURA, MIYAMURA, Takanari TANABATA, Takafumi SAITO, Tomoko S ...
Session ID: 05-38
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Kenjiro MIURA
Session ID: 05-39
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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The curve is the most basic design element to determine shapes and silhouettes of industrial products and works for shape designers and it is inevitable for them to make it aesthetic and attractive to improve the total quality of the shape design. Harada et al. insist that natural aesthetic curves like birds' eggs and butterflies' wings as well as artificial ones like Japanese swords and key lines of automobiles have such a property that their curvature logarithmic curvature histograms (LCHs) can be approximated by straight lines and there is a strong correlation between the slopes of the lines and the impressions of the curves. In this paper, we define the LCH analytically with the aim of approximating it by a straight line and propose new expressions to represent an aesthetic curve whose LCH is given exactly by a straight line. Furthermore we derive general formulas of aesthetic curves that describe the relationship between their radiuses of curvature and lengthes.
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Makoto NAKAGOMI, Ryutarou OHBUCHI
Session ID: 05-40
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Jun KOBAYASHI, Ryutarou OHBUCHI, Akihiro YAMAMOTO, Masaki AONO
Session ID: 05-41
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Nobutaka TORIGOE, Kazuhiro IKEGAYA, Koji TORIYAMA, Ryutarou OHBUCHI, H ...
Session ID: 05-42
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Tomonori TABUSA, Tomoaki KAWADA, Seiji ISHIKAWA
Session ID: 05-43
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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Kazuhiro SUDO, Suguru SAITO, Hiroki TAKAHASHI, Masayuki NAKAJIMA
Session ID: 05-44
Published: June 16, 2005
Released on J-STAGE: April 04, 2006
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