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Article type: Cover
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Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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Article type: Index
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Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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Tomonori Masuno, Masayuki Nakajima
Article type: Article
Session ID: AIT,99-55
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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WARAJI(Walking, Running, and Jumping interface)is a device for input of human movement in virtual environment-allows walking and running. Usually, interfaces for walking are classified into two types. One type allows users to walk around in the virtual world by actually walking in the real world. For the other type, users move in a certain direction by shifting their weight. WARAJI merges merits of both interface types. A user can run fast by shifting his weight, or walk and jump in the virtual world by actually walking or jumping in the real world. With our application, we plan to demonstrate the effectiveness of WARAJI.
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Masahiro YAGI, Keiichi HONDA, Makoto KOSUGI
Article type: Article
Session ID: AIT,99-56
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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This paper proposes a semi-automatical making of three-dimensional scenery image based on an analog paper map. First, for the conversion from an analog map to a digital map, characteristic points are automatically extracted from binary scanned image of paper map. Next, by giving a certain value to height of each object, 3-dimensional map is produced. Here, some objects are replaced by manually made ones. Moreover, the shape and color of the roof of building obtained from an aerial picture is applied to the object.
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Takayuki YOSHIDA, Shoji KOARAI, Makoto KOSUGI
Article type: Article
Session ID: AIT,99-57
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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Making CG animate cartoons is very difficult without help of special animator. It is especially difficult to form nature movement of a human being or an animal. To realize the scenery simulation with actual feeling, existence of human beings is essential. This paper presents a method to simply get movement of human's walking. The movements are reproduced and applied to the 3D scenery simulation of the campus of our Institute.
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Shunichi Kumagai, Makoto Kosugi
Article type: Article
Session ID: AIT,99-58
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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The walk-through system by 3D CG is playing the important role in the virtual reality. Huge calculation is required for this system, however, it needs a very high-speed computer to achieve real walk-through performance. One of the causes that obstruct in the speed of walk-through is numerous number of drawing polygons. Then, the paper proposes a grouping layer method based on human's visual effect. The method draws major objects exactly and simplifies another objects, so that users satisfy in the walk-through system without spoiling user's comfortableness.
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Tadashi Minamino, Toshiyuki Kawai
Article type: Article
Session ID: AIT,99-59
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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Realistic land form generation method is required for visual simulation of the landscape and so on. Recently several methods has been proposed. Some erosion models consider velocity field of water flow or geological features. Furthermore, in this paper, we add the size of sands which are made and carried by the water flow to propose a erosion and sediment model. As the results, our method can synthesize natural scenery such as an alluvial fan.
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Motohiko Komaba, Kouki Satou
Article type: Article
Session ID: AIT,99-60
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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I make a picture. It uses a personal computeri. Technology of the picture uses 3D animation and a real picture.
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Kentaro SUZUKI, Hirotaka WAZUMI, Koki SATO
Article type: Article
Session ID: AIT,99-61
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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This CG work is made by the knowledge of the computer animation which we learned as the graduation thesis. The quality of this work is lower comparing to the works of CG specialist, so our view-point is stressed on the story of the work. Last half story is very important for this computer animation.
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Minako HIROSAWA, Kazunori MIYATA, Susumu TACHI
Article type: Article
Session ID: AIT,99-62
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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"Women of …"is an installation work that tries to access to women issues and gender. In this work, a retroreflection cloth is used as a screen. Audiences wear this cloth, and they watch CG animation projected onto it. The audience may experience that they touch their inner problems visually, those are not able to touch from outside.
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Kazuhiro Mizuno, Hirohiko Yata
Article type: Article
Session ID: AIT,99-63
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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I challenged to produce this video work with cutting and editing the thirty video works I produced before. It has a enjoyable story and surely make you happy.
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Haruki TAKAYANAGI, Nobuo MII
Article type: Article
Session ID: AIT,99-64
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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Yoichiro UEDA, Nobuo MII
Article type: Article
Session ID: AIT,99-65
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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Midori YASUDA, Nobuo MII
Article type: Article
Session ID: AIT,99-66
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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Nobuhito OZASA, Nobuo MII
Article type: Article
Session ID: AIT,99-67
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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Article type: Appendix
Pages
App1-
Published: March 09, 1999
Released on J-STAGE: June 23, 2017
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