The Journal of the Society for Art and Science
Online ISSN : 1347-2267
ISSN-L : 1347-2267
Volume 2, Issue 1
Displaying 1-8 of 8 articles from this issue
Papers for Special Issues "18th NICOGRAPH"
  • Kenji Funahashi, Ken-ichi Usami, Yuji Iwahori
    2003 Volume 2 Issue 1 Pages 1-7
    Published: 2003
    Released on J-STAGE: July 30, 2008
    JOURNAL FREE ACCESS
    Supplementary material
    In this paper, a model to realize an interactive manipulation of virtual liquid using a virtual vessel is described first. Then, we extend this model for the liquid flow. We consider that a liquid vessel is separated into a grid and define the density and the average velocity of liquid in each grid. We decide the movement of a liquid using these value, then we can realize an interactive manipulation of the flowing liquid. Our system with this proposed model makes it possible to catch the liquid, then to flow and spill the liquid by tilting it.
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  • Shigeki Suzuki, Masashi Yamada, Shinya Miyazaki, Junichi Hasegawa, Tak ...
    2003 Volume 2 Issue 1 Pages 8-14
    Published: 2003
    Released on J-STAGE: July 30, 2008
    JOURNAL FREE ACCESS
    This paper realizes real-time interaction with elastic objects constructed by fast computation elastic elements. Joystick force feedback is used for sensible interaction. A variety of element shapes and the way they fit into voxel-based shapes are presented here. It effectively reduces the number of elements, and saves computation time. The physically-based collision process between geometric shaped manipulators and every vertex on the elastic object surface results in proper rebound phenomena and rebound force.
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  • Takayuki Fujiwara, Hiroyasu Koshimizu, Kouta Fujimura, Gorou Fujita, Y ...
    2003 Volume 2 Issue 1 Pages 15-20
    Published: 2003
    Released on J-STAGE: July 30, 2008
    JOURNAL FREE ACCESS
    Facial caricature has a potential for realizing a new media of man-machine interface and for modeling facial impression. We have been proposing a method of 3D caricature generation which is based the shape features of facial parts for the 3D facial image. Our method generates a caricature by using the individual feature vector that is defined by the difference between the input face and the mean face which is prepared from many input faces. This method is sometimes likely to suffer from fatal inadequate deformations both of the local and global shapes of the face. This fatal deformation is caused by the fact that the variances of the feature points of the mean face are not uniform among facial parts. Taking this fact in consideration, in this paper, we propose a new caricaturing method by introducing sample variances inherent in the mean face into the deformation process. Experimental results will show the novelty of the proposed method which is friendly adapted to the respective user.
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  • Meeko Kuwahara, Mitsunori Makino
    2003 Volume 2 Issue 1 Pages 21-30
    Published: 2003
    Released on J-STAGE: July 30, 2008
    JOURNAL FREE ACCESS
    Supplementary material
    The recent development in the field of computer graphics (CG) technology has increased the demand and supply of three dimensional (3D) CG animation. However, it has been still problem that the making 3D CG animation needs a high cost, because many parts of the making process depends on hands-on skilled production. Therefore, a certain computer assisted making system is needed, by which a user not having high skill can generate an objective animation. In this paper, a computer assisted making system is proposed for the so-called exaggeration motion. The exaggeration is not real but effective expression promoting easy understanding for viewer. In the proposed system, some patterns of the so-called basic operations are defined a priori. Each basic operation includes a combination of exaggeration and physical motion. A user can change a level of combination if necessary. Then, an animation is generated by connecting a series of such modified basic operations. Because the proposed system has user-friendly operations and does not needs high skill in generation, the system contributes to increase users and to reduce cost in making.
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Papers
  • Yuuji Ogasawara, Kazunobu Muraoka, Norisige Chiba
    2003 Volume 2 Issue 1 Pages 31-39
    Published: 2003
    Released on J-STAGE: July 30, 2008
    JOURNAL FREE ACCESS
    The CG technology for more realistically representing the natural scenery is becoming an increasingly important theme. Moss is one of the essential components of Japanese gardens. Most people may be impressed with the Japanese garden whose ground and stonework, e.g. garden lanterns, are tastefully covered by moss. In this paper, we propose the method to take into account the environmental features for the growth simulation of moss by mainly simulating the wind flow. Those features include the waterside, the ground shape and other components' shapes. In our proposed method, the local distribution of temperature, humidity and wind velocity influenced by the environmental features are estimated by employing the particle-based wind flow simulation, and used for the growth simulation of moss.
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  • Daisuke Nakagawa, Tadahiro Fujimoto, Kazunobu Muraoka, Norishige Chiba
    2003 Volume 2 Issue 1 Pages 40-50
    Published: 2003
    Released on J-STAGE: July 30, 2008
    JOURNAL FREE ACCESS
    We propose a method for automatically generating watercolor-style perspective drawings from three-dimensional geometric models. The method would be useful in the architectural-design area. It employs several technical approaches that realize the following general features of real watercolor-style perspective drawings: the outlines and edges of objects are drawn, there is no overflow of watercolor in the coloring especially of buildings, another objects like botanical trees are rendered often in simplified drawing styles and transparent light colors are used in most cases.
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  • Yasuyuki Oda, Tadahiro Fujimoto, Kazunobu Muraoka, Norishige Chiba
    2003 Volume 2 Issue 1 Pages 51-60
    Published: 2003
    Released on J-STAGE: July 30, 2008
    JOURNAL FREE ACCESS
    Supplementary material
    In this paper, we present a particle-based method for visually simulating lava flows. Employing our developed particle-based simulation models of viscous fluid dynamics and heat transfer, this method realizes the visual features of lava flows: lava flows broaden like a fan form; the viscosity of lava changes according to its temperature; cool downed lava gets hard (hard lava is called crust); the color of lava changes according to its temperature; crust is dark; lava of high temperature run out by breaking crust; etc.
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  • Hussein Karam, Masayuki Nakajima
    2003 Volume 2 Issue 1 Pages 61-70
    Published: 2003
    Released on J-STAGE: July 30, 2008
    JOURNAL FREE ACCESS
    Quadratic map basins is a method used to generate the images of Julia and Mandelbrot sets and has been applied to visualize the attractors of iterated function systems (IFS). Three dimensional extension of such mapping with animation is an aspiring goal and a challenging task. In this paper an extension algorithm of quadratic map basin for classifying points in the complement of a 3-D linear fractal shapes are discussed. Such extension produces fractal surfaces that exhibit self-similarity and suggest smooth evolution under animation. The proposed technique has fast computations and simple representation whereby a computer can automatically select parameters and generate a large collection of aesthetically appealing 3-D fractal patterns. The simple representation and the speed of computation of our algorithm make 3-D fractal patterns reliable for interactive machine.
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