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Article type: Cover
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Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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Article type: Index
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Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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Tomohide GOTO, Nobuhiko MUKAI, Makoto KOSUGI
Article type: Article
Session ID: AIT2010-49
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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The snow sliding on a roof is composed of five steps; starting of snow sliding, under snow sliding, shearing of a snow at a roof edge, snow falling from the roof, and its collision with ground. The motion of the snow at each step is simulated based on literatures which were reported about snow's behavior. As a result, a natural simulation of a snow sliding on a roof can be realized under many conditions such as snow quality, temperature and roof structure.
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Kentaro ITO, Nobuhiko MUKAI, Makoto KOSUGI
Article type: Article
Session ID: AIT2010-50
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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We propose an expression method of CG animation of spinnability, which is one of the characteristics of viscoelastic fluid. The method solves the basic equation of fluid and constitutive equations of solvent and viscoelastic fluid by using MPS method. In addition, surface tension is considered since spinnability is affected by air pressure under the condition that the fluid has free surface. Finally, CG polygons are generated from the particles, which positions are calculated by MPS method, by using marching cubes algorithm, and the behavior of spinnability is animated with three characteristics of thin extension, the thinnest center, and rubber shrink.
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Tomoaki HIRANO, Nobuhiko MUKAI, Makoto KOSUGI
Article type: Article
Session ID: AIT2010-51
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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In recent years, landscape simulation with reflection on a transparent object is important for pre-evaluation of city planning or new buildings. Reflection rendering on a flat glass is comparatively easy, however, that on a curved glass is difficult. In addition, there are some cases where multiple images are reflected for one object. Therefore, in this paper, we propose a rendering method of reflection on a curved transparent object by calculating the positions of mirror reversed images from the eye position, CG model and the curvature of the curved transparent object, and by generating mirror-reverse models based on the solutions. Finally, we could simulate the reflection on a curved glass not only for just one reflected image but also for multiple images.
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[in Japanese], [in Japanese]
Article type: Article
Session ID: AIT2010-52
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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This paper is written about acceleration of base NPR technique that called Particular Rendering using GPU and interesting expression using Parlin-noise and G-Buffer. And propose solution of particle density problem using GPU at NPR.
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Hiroyuki Kasagami, Nobuhiko Mukai, Makoto Kosugi
Article type: Article
Session ID: AIT2010-53
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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This paper describes a city walking simulation method for by using a Web camera. An operator, who has markers on his/her knees, makes stepping motion at the same spot in front of a Web camera. The stepping motion is input to a PC through the web camera and the markers are traced in real time, then the stepping speed is calculated. Simultaneously direction of the operator's face is recognized to change the viewing direction. Moreover, specified foot motion directs the direction change of walking. Thus, real-time walking simulation has been achieved by combining with a CG generated virtual town.
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Toru MIYANAGI, Nobuhiko MUKAI, Makoto KOSUGI
Article type: Article
Session ID: AIT2010-54
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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We have studied the influence given to human body when they get stereoscopic view in the VR environment. The VR images are generated by varying the length between two (right and left) cameras, which generate the stereoscopic images in the VR environment. The testees run with an aero-bicycle, and heartbeat and blink are measured. The biological effect is evaluated with the LF/HF ratio of the heartbeat after frequency transformation, opening duration, and answers of some questionnaires. As a result, we have found that people feel the most stress when the length between two cameras equals to the average of pupil distance (6.5cm). On the other hand, we have also found that the wider length between two cameras gives testees higher stereo view while suppressing stress and eyestrain.
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Gamage Gayan Yasas Godella, Suma Noji
Article type: Article
Session ID: AIT2010-55
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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The reconstruction of Sri Lankan heritage which I made in 3DCG
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Miaomiao Liu, Xiaochuan Zhao, Naokazu Aoki, Hiroyuki Kobayashi
Article type: Article
Session ID: AIT2010-56
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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We are attempting to construct a virtual reality system of silver photography process which consists of simulation program and CG animation. Simulation of latent image formation is prepared based on a theory of the Poisson statistics combined with threshold limitation for incident quanta. Development is regarded as an electrode reaction on development center (latent image). In CG animation we can select camera, film, scene, exposure condition, and developer, and according to the selected parameters the photographic processes virtually take place through simulation to show us an image.
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Yuko OGAWA, Satomi OHARA, Mikio SHINYA, Michio SHIRAISHI
Article type: Article
Session ID: AIT2010-57
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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We developed an action game, named 'Tom Tit Tot', with the game engine Irrlicht. An action game is a computer game in which its players interactively operate the player character to deal with various kinds of phenomena in the game. In our game, the goal can be achieved by chatting with NPCs (Non Player Characters), gathering necessary information, and attacking the enemy characters.
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Hiroyuki Ozawa, Takeshi Yamaguchi, Hiroshi Yoshikawa
Article type: Article
Session ID: AIT2010-58
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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It is necessary for practical holograms to be a large reconstructed image and wide viewing area. We have been studying the computer-generated rainbow hologram and long printing time of the calculated hologram is one of the problems. The optical transfer overcomes this problem while advantages of the computer-generated hologram are maintained. Rainbow hologram is optically transferred from the computer-generated master hologram. We have demonstrated that the total fabrication time is reduced to one sixth with the proposed method.
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Yayoi Nakaguchi, Takeshi Yamaguchi, Hiroshi Yoshikawa
Article type: Article
Session ID: AIT2010-59
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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The computer-generated hologram (CGH) can display a virtual three-dimensional object on the real space. As the output device of CGH, there is the fringe printer in our laboratory. The optical system of the fringe printer have been improved. Since the pixel pich of the latest fringe printer is 0.44μm, the diffraction angle of the CGH is 38 degrees. In this study, we have achieved to produce a over 100GB computer-generated rainbow hologram (CGRH).
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Osamu Miyamoto, Takeshi Yamaguchi, Hiroshi Yoshikawa
Article type: Article
Session ID: AIT2010-60
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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Hologram is an interference fringe that records a wavefront from a 3-D object and can fully reproduce it. General plane hologram can not give enough motion parallax because of limited angle of view. For a solution, there is the cylindrical hologram that has viewing angle of 360 degrees. However, the virtual image can be seen in the back of hologram, there are problems to be conscious of the presence of the display. Therefore, we propose a half cylindrical hologram, reproduce real image and have wide angle of view of 120 degrees.
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Shunya Kimura, Syunsuke Inaba, Norio Mizutani, Tomoaki Moriya, Tokiich ...
Article type: Article
Session ID: AIT2010-62
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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We have restored city landscapes of Edo by using three dimension computer graphics technology. We will demonstrate a real time rendering system that can walk through the restored Edo.
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Kazuki KUMAGAI, Tokiichiro TAKAHASHI
Article type: Article
Session ID: AIT2010-63
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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Painters may use various materials such as chopsticks and clothes as painting materials as well as ordinal and general materials such as pencils and brushes. There have been developing many painting systems in order to extend the possibilities of artistic expressions. However, these conventional painting systems could not design and create neither 3D forms nor attributes of painting brushes. Thus, brushes designed by these systems could not reflect painter's delicate and detailed intentions or operations in painting. We have developed an interactive painting system, PETICA, that enables to design and create 3D forms and attributes of painting brushes freely. Painters can draw and paint highly expressive pictures by using PECITA.
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Tatsuhito FUKATSU
Article type: Article
Session ID: AIT2010-67
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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Binocular vision image work of photograph taken from life and animation that makes carp motif.
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Koichi TOYOZUMI, Nobuhiro NAKAMURA
Article type: Article
Session ID: AIT2010-68
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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INTERCEPTORS is a digest film of INTERCEPTOR, which a video produced by the authors. The purpose of this digest film is to throw some questions to the following common senses on film production. (1) The subject of film should be conveyed to audience through its story. (2) It is difficult to produce a huge entertaining movie for students that have poor production environments. However, we think the film just plays a role conveying its subject and we can solve (2) using efficient information processing techniques. In this paper, by actually producing this film and the original film, we solve (2) and try to show an answer to (1) by conveying the solution of (2) to audience.
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Masaki KITAHARA, Yo SHINTANI, Kaori SATO, Dai TAKAMIYA, Shigeo HIYAMA
Article type: Article
Session ID: AIT2010-69
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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A relationships with family in common issue with which everyone face. In This film, through two families, We depict the story that each person try to take back the family ties, and also we try to express specific feeling with Digital Intermediate.
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Pei Deng, Ying Fan, Nokazu Aoki, Hiroyuki Kobayashi
Article type: Article
Session ID: AIT2010-70
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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It has been reported that there is a significant difference in preferred flesh color between Japan and China. This paper is aiming to elucidate the reason of the difference and investigating impression of flesh color by semantic differential method in Japan and China. As the samples for evaluation, the average flesh color of those most preferred by both Japanese and Chinese, a reddish one accepted only by Chinese, and a brownish one accepted by both Japanese and Chinese were used. In the results obtained in China, almost all adjectives evaluated for the brownish, but Japanese preferred the average flesh color. Japanese had negative evaluation about the reddish flesh color.
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Naomi OGURI, Takahiro KASHIMA, Shuhei KITAJIMA, Satoko MOROI, Katsuto ...
Article type: Article
Session ID: AIT2010-71
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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We developed a silhouette puzzle game which can be enjoyed by many players. This game system consists of a set of magnet puzzle pieces and a screen or a wall to put, a projector to project answer silhouettes and a camera and PC which monitors the screen or wall to examine that the puzzle pieces are correctly arranged on the answer silhouette. When a correct arrangement is detected, some graphics or an animation special for each answer silhouette are displayed on the screen or the wall. Therefore, many players and even the audience can share the fun of the game.
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Hidetoshi OKAZAKI
Article type: Article
Session ID: AIT2010-72
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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By the photography, there is the expression technique to let a person of appreciation watch a main subject closely by shading off a background with a focus on a main subject such as people. However, depth of field is deep and cannot satisfy a demand for the photograph expression of the user to shade off the background of the subject because there is it for a one-severalth of the film camera at the size of the imaging element with almost digital cameras. Therefore, in this study, a method to correct the depth of field of images photographed by digital cameras in degree same as film cameras are suggested to by software.
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Ami MORIMOTO, Nobuhiko MUKAI, Makoto KOSUGI
Article type: Article
Session ID: AIT2010-73
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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An identification method of plants, which are usually seen in everywhere, is proposed by using Fourier descriptor. First, edge shape of each leaf is approximated by a series of short lines and is represented by P-type Fourier descriptor, then it is converted to Fourier series expansion. Lower parts of its coefficients are used for identification of plants. As a result, by using lower five coefficients, average identification rate 83.5% is obtained for 9 kinds of plants.
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Tomoyuki SEINO, Shigeyuki KOMURO, Syunsuke NAGAO, Kunihiko TAKANO, Kok ...
Article type: Article
Session ID: AIT2010-74
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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Our aim is to produce a holographic 3D TV system adopted a portable terminal information processor of the small size, just like a cellar phone. In fact, as for a cellar phone, since only a small number of pixels are permitted for displaying, it seems to be valuable to study a holographic 3D reconstructing process adopted such devices in which small numbers of pixels are available. In this report, we studied reproducing process employed a technique which enables us to record the object with many points and to reconstruct it using time sharing methods, and we present here a technical process of the improving characteristics of the reconstructed images produced from the objects with complicated forms.
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Masataka TOZUKA, Kunihiko TAKANO, Makoto OHKI, Koki SATO
Article type: Article
Session ID: AIT2010-75
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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The way of computing a Kinoform very at high speed by the calculation of the two dimensions fast Fourier transform of a great deal of data which becomes 262,144 of 512x12 with once in the object mark using the personal computer. The expression can do a reconstructed image in the neutral color and can make an interference fringe only with CPU at high speed if being a simple Kinoform. The reviewing which aimed to create the Computer Generated Holographic Stereogram (CGHS) which used a fast Fourier transform by multi-task processing of the Windows which used one personal computer by real 3D object taken with multiple Web camera by the Kinoform which can be used for the optical reconstruction which depends on the TN type LCD.
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Yoji YABE, Takaaki YOSHIOKA, Koichi TAKEUCHI
Article type: Article
Session ID: AIT2010-76
Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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The sounds of musical instruments are multitrack recorded and it playback with the multi speakers. Then the sound equal to a live performance is provided. In this text, it proposes "Multi original sound performance method". This method has advantages that the effect of the playback environment is not received, a specific listening position is not exist, the intermodulation distortion by the amplifier and the speakers is not generated.
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Article type: Appendix
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Published: March 12, 2010
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Article type: Appendix
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Published: March 12, 2010
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Article type: Appendix
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Published: March 12, 2010
Released on J-STAGE: September 21, 2017
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