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Article type: Cover
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Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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Article type: Index
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Toc1-
Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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Masayuki Nakajima
Article type: Article
Session ID: ME2008-162
Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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CG, Human Interface, Multimedia, Virtual Reality Technology are improved rapidly these days for many kind of fields in entertainment like movie, TV and game, and Visualization in Medical, Engineering and Science etc.. I report current topics in SIGGRAPH2008 conference during 11th, August through 15th, August held in Los Angeles Convention Center, CA, USA.
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Hiroki Takahashi
Article type: Article
Session ID: ME2008-163
Published: October 23, 2008
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SIGGRAPH is an international conference related to CG(Computer Graphics) and interactive technology. This annual conference was held from 11th in August to 15th in August at Los Angeles, California, USA. This article gives brief review of papers presented at SIGGRAPH2008.
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Daisuke Yamada, Tsuyoshi Yamamoto, Yoshinori Dobashi
Article type: Article
Session ID: ME2008-164
Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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In movies or computer game, realistic rendering of animals by 3DCG has been realized. For the rendering of an animal, a fur is one of the important factors and it is indispensable to create realistic images. However, in general, rendering of fur is computationally expensive, and global illumination effects have note been taken into account in the traditional methods. The goal of our research is the real-time rendering of the fur taking into account the global illumination effects. Our method utilizes the precomputed radiance transfer (PRT) method. That is, our method calculates the luminance data which are necessary for the fast rendering in a preprocessing step. However the size of the precomputed data and the preprocessing time become enormous when considering the fur. We address these problems by compressing the data and by using volumetric data structure.
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Yosuke FUJII, Yoshinori DOBASHI, Tsuyoshi YAMAMOTO
Article type: Article
Session ID: ME2008-165
Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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Deformation of 3D model in character animation is one of the important research fields in computer graphics. For the deformation of 3D models, a method using convergence calculation to generate desired shape is often employed. However, if shape is complex, convergence calculation would be very time-consuming. In general, it is genrally difficult to create rough and approximate control mesh that can realize the deformation efficiently with numerical stabilities. When a control mesh is too rough, the deformed shape would be very unnatural. When the control mesh was too fine, the computational cost increases. In this paper, we propose a fast and natural deformation method for creating character animation by changing control mesh by using the idea of level of detail technique.
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Norihiro KAKUKOU, Takahiro OGAWA, Miki HASEYAMA
Article type: Article
Session ID: ME2008-167
Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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This paper proposes an effective flow estimation method based on a Helmholtz decomposition theorem with a particle filter. In a traditional method based on the Helmholtz decomposition theorem, since it does not consider translation and estimation errors included in previous flows, its performance tends to become degraded. Therefore, the proposed method extends the Helmholtz decomposition theorem with the translation. By using the extended theorem, the flow estimation considering the translation can be realized. Furthermore, the proposed method regards the flows as state variables in the particle filter. Then, the proposed method defines a process that the flows of the pixels in the current frame are provided from the ones of pixels in the previous frame as a state transition model. The proposed method defines the following two processes as an observation model. One is that intensities including additive noise in the current frame are generated from the flows of the pixels in the current frame. The other one is that the flows of the pixels in the current frame are decomposed into rotational and divergent components including the additive noise. By using the particle filter based on these models, the proposed method can estimate the flows of the pixels in the current frame in such a way that the estimation errors included in the previous flows do not affect the flow estimation scheme. Consequently, an accurate flow estimation can be achieved.
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Shota MURAYAMA, Miki HASEYAMA
Article type: Article
Session ID: ME2008-168
Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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This paper proposes a new similarity evaluation method for images in Web pages based on link analysis. The proposed method assumes that there are areas which contain common contents and have similar image features in the images, whose Web pages are connected by links. Based on the assumption, the proposed method defines similarity measure of the images. Consequently, with the similarity measure, the problem in the traditional methods of being affected by the image features of different contents can be solved, and an effective image retrieval is realized.
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Makoto TAKIZAWA, Miki HASEYAMA
Article type: Article
Session ID: ME2008-169
Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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This paper proposes a new spatio-temporal resolution enhancement method of video sequences based on super-resolution reconstruction. The proposed method uses obtained homography matrix's parameters based on feature points correspondence for calculating the pixel correspondence between successive frames. In this procedure, the proposed method clusters the feature points correspondence and calculates the homography matrix's parameters from the feature points correspondence in the largest cluster. By using the obtained parameters, camera parameters are calculated accurately. Furthermore, from the camera parameters, we estimates the pixel correspondence between the successive frames and the interpolated one. With the obtained motion vector, we apply the super-resolution reconstruction. Consequently, we can obtain an accurate high-resolution and high frame rate video sequence. Simulation results are shown to confirm the high performance of the proposed method.
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Haojun AI, Miki HASEYAMA
Article type: Article
Session ID: ME2008-170
Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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This paper presents an implementation of a low-complexity speaker identification algorithm working in the compressed audio domain. The goal is to perform speaker modeling and identification without decoding the AAC bitstream to extract speaker dependent features, thus saving important system resource. The silence detection and MFCC parameters are calculated from MDCT coefficient other than from the FFT spectrum. Each speaker is modeled by a GMM, which is trained using the EM algorithm to refine the weight and the parameters of each component. The recognition accuracies of our algorithm reach 97% for ARCTIC database with 16% CPU overload comparing to the algorithms based on the analysis of the decoded PCM signals.
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Tomohiro SUGAYA, Toshiaki SUGIHARA, Mie SATO, Masao KASUGA
Article type: Article
Session ID: ME2008-171
Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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Recently, with the development of the contents production technology, new productions have been appeared successively in the movie world. Therefore, for make a production that receives the high evaluation from the viewers; the necessity of the research that pays attention to person's sensibility has risen. In this research, we conduct an experiment for developing a KANSEI evaluation method for objectively evaluation of producer's intention. As the result, we found some useful the words as evaluation indices
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Tomomi Mori, Yuji Sakamoto
Article type: Article
Session ID: ME2008-172
Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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In this paper, we propose a new simple method of making animations that have motion like water surface and sunlight through foliage by adding flicker to a picture. In our method, we generate height data of surface from an original image, and, by oscillating them, make a sequence data. The luminance values are fluctuated based on these data by using bump mapping, and thus, the animations are generated. Various motion can be obtained by operating some variable numbers. For example, when we determine the amplitude by considering the initial height of near pixels, it is able to control a smoothness of motion. Additionally, when different frequencies are applied to each area of image, they move at different speed. It was revealed that it is effective in expressions like the perspective.
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Shin-ichi MURAKAMI
Article type: Article
Session ID: ME2008-173
Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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This paper is composed of two parts. The first part describes the present state of education and research activities of private university in Japan by showing the case of Tokyo Denki University. Specifically, the features and problems of private university in Japan are introduced by exemplifying the general aspects and business situation of Tokyo Denki University. The second part describes the main research results executed in Image Processing Laboratory of Tokyo Denki University as its graduation thesis and post graduation thesis. Specifically, several papers in three research fields of Image recognition, Image generation and Image database are presented.
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Article type: Appendix
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Published: October 23, 2008
Released on J-STAGE: September 20, 2017
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Article type: Appendix
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Published: October 23, 2008
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Article type: Appendix
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Published: October 23, 2008
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