ITE Technical Report
Online ISSN : 2424-1970
Print ISSN : 1342-6893
ISSN-L : 1342-6893
37.17
Displaying 1-50 of 89 articles from this issue
  • Article type: Cover
    Pages Cover1-
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Article type: Index
    Pages Toc1-
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Hisanari OTSU, Yonghao YUE, Qiming HOU, Kei IWASAKI, Bing-Yu CHEN, Yos ...
    Article type: Article
    Session ID: AIT2013-33
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Methods for computing global illumination using Markov Chain Monte Carlo techniques generate a new light path by locally mutating an already generated light path. Such methods can generate light paths carrying large energies in high probabilities, aiming at higher computation efficiency. However, using the mutation strategies proposed in previous methods, when the energy distribution of the light paths is highly localized (i.e., there are spiky peaks), the generated light paths tend to get stuck in such localized regions, thus the computation could be non-robust. To resolve this problem, we propose a new framework for global illumination computation based on a replica exchange method. In our method, we introduce a set of auxiliary path spaces whose localities are gradually relaxed, and apply a replica exchange method to this set of spaces. Using our method, we can mutate light paths through the relaxed path spaces, even if the energy distribution in the original path space is highly localized. Hence, we can robustly generate light paths over the whole path space.
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  • Yuuma SASAKI, Yoshihiro KANAMORI, Jun MITANI, Yukio FUKUI
    Article type: Article
    Session ID: AIT2013-34
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Simulating our own impression with a new hairstyle would be useful when we select a hairstyle. However, if we simply overlay a hairstyle image onto a facial image, the composited result looks unnatural due to the mismatching of lighting conditions between the facial and hair images. In this paper, we present a novel method for relighting hair in a single image to modify the lighting effect of hair. The proposed method estimates the reflectance of hair based on Kajiya-Kay model, which requires the three-dimensional vectors of hair directions. To obtain such hair directions, we first extract a two-dimensional vector field of hair direction from the input image, and then estimate three-dimensional hair directions as well as the light direction. Using this information, various relighting results can be obtained based on Kajiya-Kay model by changing the light color, direction and brightness.
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  • Witawat Rungjiratananon, Yoshihiro Kanamori, Tomoyuki Nishita
    Article type: Article
    Session ID: AIT2013-35
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We introduce an efficient hair collision handling for fine-detailed hair simulation systems. Recent fine-detailed hair simulation systems represent a hair strand as connected segments, but handling segment-based hair collisions is highly costly. In our method, we efficiently handle the collisions of a large number of hair segments by integrating an adaptive data structure of hair. A large number of hair segments are dynamically merged into a small number of groups during a simulation according to the orientations of hair segments. Our method efficiently handles collisions between groups of hair segments that have consistent orientations, reducing the computational cost significantly while preserving the detail of hair motion.
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  • Masataka SUMI, Yoshihiro KANAMORI, Jun MITANI, Yukio FUKUI
    Article type: Article
    Session ID: AIT2013-36
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In 3DCG, a hair model is important to represent a human model. However, modeling of hair models requires advanced modeling skills and time. We present a method of 3D modeling for easy creation of tufted hair models from a line illustration. First, the user selects points that belong to closed regions of hair. Secondly, we decide the back-or-front relationship of tufted hair shapes based on the line crossing information, which is then used to add depth offsets between back and front tufted shapes. The depth offsets are integrated into the global depth map calculated based on a rounded head shape. Lastly, we obtain a 3D hair model with a smooth shape by applying the smoothing process to the depth map. The user can obtain a 3D tufted hair model without complicated user input.
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  • Steven BACHELDER, Takashi OHTA, Masayuki NAKAJIMA, Masaki HAYASHI, Kun ...
    Article type: Article
    Session ID: AIT2013-37
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper we will first introduce the Research Work Package Methodology (RWPM) as part of the Master Course curriculum for students at Gotland University, Sweden. We will then proceed to exemplify the RWPM by demonstrating the results of the single image mobile telephone multiscreen display work-package. Firstly, the iOS application was developed to be run on Android devises also. Secondly, the game engine Unity has been incorporated into the system and thirdly, new game design possibilities have been created as exemplified in the game described in this paper. This project is a collaboration with the Tokyo University of Technology.
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  • Seigo SUGAHARA, Mitsunori MAKINO
    Article type: Article
    Session ID: AIT2013-38
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, We Propose a System with more than one person in Brainstorming method(BS method), to help users of the technique together with the card ideas. The proposed system achieve simultaneous multi-touch more than one person and UI that utilizes a table top by using Microsoft PixelSense, and enables the simultaneous input by using E-Mail. In addition, be equipped with a storage of intermediate and final deliverables, the propoesed system facilitate temporary suspension and restore of work, and achive a comparison between deliverable.
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  • Saori KURATA, Yoshitomo SHIDA, Yuya ISHIYAMA, Hiroshi MORI, Fubito TOY ...
    Article type: Article
    Session ID: AIT2013-39
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We present a colorization method for freehand line drawings. The proposed method is implemented on a tablet PC and the system displays a photograph with low contrast on a drawing area as a reference image. As the user sketches a scene, the system paints it with colors in the reference image. Colorization is accomplished by Delaunay triangulation for the set of sampling points on the sketch lines, calculating an average color in each triangle on the reference image, and filling the color in each triangle. As the above naive procedure makes a mosaic image, we lastly apply smoothing of color between neighboring triangles whose shared side is not laid on any sketch line.
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  • Naoya EBISU, Kazunori Miyata
    Article type: Article
    Session ID: AIT2013-40
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    When drawing a face, there is a Japanese technique known as "Atari". Atari is drawing a rough circle and horizontal and vertical lines to indicate the position of facial features and the contours, in order to balance the picture. Depending on the angle of the face and expression, using the Atari technique is not easy, so books and websites to practice this technique exists. However, there are times when information in the reference books and site information alone is not adequate. I have developed a system that provides appropriate feedback to users drawing pictures using the Atari technique. By using the drawing support system, the user becomes aware of the correct position of the Atari. As a result, Groups who use the system gave good results.
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  • Tatsuya MATSUSHIMA, Taichi WATANABE
    Article type: Article
    Session ID: AIT2013-41
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Pixel art is a description technique of the computer graphics. The artists produce the lusterware image to be able to recognize the summary of a character and the object by using Pixel art technique. This technique is still used and for a long time in the video game for low resolution graphics. Pixel art often are used for the animation of character and object, but many images are necessary to perform animation. Recently, examples to use the 3D model that made pre-rendering for the draft of pixel art are increased. However, in the case of using the existing technique, the correction applied to the output result is necessary for pixel art production of the low resolution. In this paper, we focused on the outline of pixel art and suggest technique to generate the image suitable for pixel art production using 3D model.
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  • Masahiro Kameoka, Masaki Hayashi, Toshihiro Furukawa
    Article type: Article
    Session ID: AIT2013-42
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    T2V (Text-to-Vision) a technology which is capable of automatic animated movie generation to assist individuals who do not have special knowledge about animation production. This paper shows improvement of the function that animates BBS (Bulletin Board System) with this technology. T2V has a package (2ch convertor) that is capable of animating "2channel" (largest BBS in Japan). The present 2ch convertor, however, does not support dialogue situation based on quotation marks. Therefore, it causes a problem that it cannot produce animation with dialogue. In this paper we propose a method of animation production regarding the conversation structure in BBS to create more natural expression in the animation.
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  • Yuichi ITO, Carl STONE, Masahiro URA, Masashi YAMADA, Shinya MIYAZAKI
    Article type: Article
    Session ID: AIT2013-43
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In recent years, a number of art works have been published using noise and errors for artistic representation. Many of these have been classified as so-called glitch art, and forming a new trend in media art. Inside of glitch art, there is a technique called datamoshing, made using noise and errors in video imagery. While one can produce a video that can serve as a unique representation of datamoshing, but there is no clarified principle of this technique. In this paper we seek to clarify the control of expression based on the datamoshig technique. In addition, I propose a new software for applying datamoshing to videos and show a some works that have been produced by using this technique, as well as discuss the significances of these works from the perspective of media art.
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  • Ryo OAMI, Andrea KUTICS, Akihiko NAKAGAWA, Satoshi TOYOSAWA
    Article type: Article
    Session ID: AIT2013-44
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This filter converts an image into multi-colored block print style, "Shin-hanga," which was once popular in Japan around one hundred years ago. We expect that this filter sheds light again on this obsolete but fascinating art style. This filter follows these three steps; first, the filter extracts contour lines based on hue of an image, then segments areas based on those contour lines, and finally determines the gradation of color and the direction of it, which is vertical or horizontal, based on the amount and the direction of variation of hue in each area. Also, we conducted an experiment to assess the domain of applicability of this filter. And then, we clarified its problems and possible solutions.
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  • Yusuke HIGASHI, Kensuke TOBITANI, Kyohei AIDA, Noriko NAGATA
    Article type: Article
    Session ID: AIT2013-45
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this study, we simulated the behavior of water in real time and combined this simulation with a measurement of the user's 3D motion to simulate the interaction between water and light by using a multilayer cloth display.
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  • Tomoko TAKEDA, Issei FUJISHIRO
    Article type: Article
    Session ID: AIT2013-46
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    For CG-represented foods, namely, digital foods, it is a crucial factor to be rendered deliciously. In this article, we aim at proposing a real CG representation of fresh and juicy fruits. We attempt to realize an environment where the users are allowed to generate digital foods with anisotropic structures, and to process them interactively through designated interface.
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  • Shosuke KAWABATA, Tsukasa KIKUCHI, Kouki ITO
    Article type: Article
    Session ID: AIT2013-47
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Focused on building and window light "neon sign" is one of the main light source in the urban landscape at night, in this paper, we propose a method for visual simulation of urban night scene. Since the provisions stipulated in the urban landscape law exists, we propose an algorithm that comply with them, to show the usefulness of the neon sign image by outcome.
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  • Takato YOROZUYA, Issei FUJISHIRO
    Article type: Article
    Session ID: AIT2013-48
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this article, we propose a sketch-based approach to tree modeling based on ShadowDraw paradigm. ShadowDraw was originally proposed as a system for guiding freeform drawing of 2D objects. The ShadowDraw paradigm does not only require the users to have any specific drawing skills, but also allows them to draw tree structures more biologically by using as a guide underlying shadow images of real trees of intended kinds. The proposed system could provide a new way to what is called example-based tree modeling since it relies on a large collection of tree images from the Internet as wisdom of crowds.
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  • Akira KAMINAGI
    Article type: Article
    Session ID: AIT2013-49
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this study, I suggest the visual simulation method in consideration of the state transition from a liquid of the chocolate to a solid. When I perform fluid simulation by SPH when chocolate is in a liquid state and solidify to a solid state after this, I express a change of the feel of a material by material. I show that state transition visual simulation of the chocolate is possible by a simulation result without taking calculation cost by this technique.
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  • Kazuki OGINO
    Article type: Article
    Session ID: AIT2013-50
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Construct an algorithm based on the fieldwork of the growth environment, In this paper, we visual simulation, the process leading up to the death of the first green leaves of plants grown with ivy "green curtain". Then, the simulation results show its effectiveness.
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  • Kanae NAKAI, Motonobu KAWASHIMA, Daichi HAYAKAWA, Tomokazu ISHIKAWA, K ...
    Article type: Article
    Session ID: AIT2013-51
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We focus on creating cat jump animations by using 3DCG. In this paper, we propose a method to generate an appropriate jump motion under various situations. Our proposed method is able to generate jump animations corresponding a positional relationship between the initial position of the cat and the target point, which the user specifies. By experiments for comparing a conventional creating method and our tool, the experiment result shows our method is more efficient than a traditional method to create cat jump animation. It enables to reduce the creating cost and create the proper jump action by using our tool.
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  • Manaho SAKAI, Hidekazu TSUJIAI
    Article type: Article
    Session ID: AIT2013-52
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Glass Beads craft(Tonbodama) is made of glass beads. Wrapped around melted rod-shaped glass on the core rod. It is a typical molding techniques. Make two marble pattern using that technique by POV-Ray. First, put on another color line on the based glass ball, then like vortex pattern is created. Second, Wrapped around over two colors melted rod-shaped glass on the core rod, then layer and vortex like tree rings is created. I focused on the transparency and the two types of techniques. I have set the goal that looks like a real representation. It assumed it as the simulation tool which beginners use.
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  • Ryo TANAKA, Daiki UMEDA, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Article type: Article
    Session ID: AIT2013-53
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In virtual world, we can create and represent various kinds of phenomenon beyond our imagination as well as the real world. Ordinal light sources illuminate surfaces brightly. Conversely, Negative light sources cause to darken illuminated surfaces. We model 3DCG models of city landscape by using Maya. Then, we put some negative light sources there. Finally, we generate quite unique and unusual rendered images in which light and shades are reversal.
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  • Jun'ichi Shibuya, Tatsuo Unemi
    Article type: Article
    Session ID: AIT2013-54
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper is to evaluate the performance of the three-dimensional model of flock behavior. Performance evaluation of calculations in the two-dimensional model has already been done. I have developed a three- dimensional simulation of flock behavior. As the experiment results, it was found that the three-dimensional model is also applicable for the segmentation method that has been used in two-dimensional space algorithm flock behavior. This paper presents how the processing speed varies depending on the relationship between the number of divisions and the number of individuals. A different characteristic was found in contrast with the two-dimensional model.
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  • Taisei HARUYAMA, Tokiichiro TAKAHASHI
    Article type: Article
    Session ID: AIT2013-55
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Because of its color, the crow reminds us of something ominous. As a symbol of such a negative image, the crow has been appearing in a variety of entertainment contents. However, there has been very little work represents the beauty of the crow, especially its shiny and black feather. In this report, we propose a 3DCG shading model for shiny and black feather of the crow, which imitates its structural color.
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  • Koji WAJIMA, Masaki HAYASHI, Toshihiro HURUKAWA
    Article type: Article
    Session ID: AIT2013-56
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Production of Computer Graphics (CG) by individuals has become active. CG movie production free tool called MMD (MikuMikuDance) is famous for its volunteers to produce CG character animations. Videos that have been produced in MMD are very popular among the fans of the character. Many people want to create their own animations, however, the production tool requires highly technical skill, and therefore, there is a big barrier for such individual people to create animations with the MMD. On the other hand, T2V (Text-To-Vision) is proposed to provide the easy-to-use production tool of character animation for the people who do not have much skill of making animations. Considering reuse of CG object of MMD in T2V to allow users to make animation in the easy way, we can expect the further development of content sharing sites. In this paper, we compare the CG formats of each of the MMD and T2V then we have had a test rendering to validate our method. We then clarify the issue of CG object reuse of MMD and T2V for the future applications.
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  • Tomoyuki Suda, Ryuta Motegi, Yoshihisa Kanematsu, Koji Mikami, Kunio K ...
    Article type: Article
    Session ID: AIT2013-57
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In our research, we focus on making the head model, which is most important in character models. We create an efficient character face, which the producer needs, by deforming an existing 3D head model, and develop a system that the user can view the created face even from any angle. As a result, we aim to reduce a communication gap between designers and a producer who cannot draw a picture.
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  • Masaki HAYASHI, Masayuki NAKAJIMA, Steven BACHELDER, Takesato NIGORIKA ...
    Article type: Article
    Session ID: AIT2013-58
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We have been developing T2V (Text-To-Vision) technology which enables to produce CG animation from given script. We have developed the application called 'T2V Player' and have been distributed it as freeware for years. The application works on Windows PC to produce TV-program-like animation from user input text using real-time CG and voice synthesizing technique, etc. In this paper, we introduce the prototype of 'T2V on UNITY' which has been developed from scratch on the UNITY game engine. We succeeded to enhance its function owing to the UNITY, such as multi-platform, availability of CG character data circulated on UNITY community, capability of applying T2V method to game development and more.
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  • Eriko KOIKE, Takayuki ITOH
    Article type: Article
    Session ID: AIT2013-59
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Women take relatively longer time for shopping comparing with men. This paper presents a system for product retrieval and recommendation based on psychology of women's shopping activity, and an implementation of the system for apparel products. This system supposes products which pre-defined keywords are assigned, and icons representing the combination of the keywords. It acts real shopping behavior by displaying a set of the icons associated to the products. The system intuitively displays the distribution of products by closely placing the icons sharing common keywords. Also, it features a product recommendation technique based on user interfaces for elimination and narrow down operations, and an evolutionary computation which adjusts the amount of recommendation. The system well assists the shopping behavior of women who are interested in various products.
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  • Haruna SAKABE, Tokiichiro TAKAHASHI
    Article type: Article
    Session ID: AIT2013-60
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We have developed a system which simulates and visualizes the growth of the Prunus x Yedoensis (Someiyoshino) cherry bud and blossom depending on changes of atmospheric temperature. Our bud models are designed and modeled by Maya. We produce a growing animation of the cherry bud and blossom, in which a small bud passes the winter and is expanding gradually, its petals peep out, and finally it blooms. We produce a growth animation of Yomeiyoshino cherry from the bud to the blossom, by using relations between observed temperature and growth of the bud.
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  • Steven BACHELDER, Masaki HAYASHI, Masayuki NAKAJIMA
    Article type: Article
    Session ID: AIT2013-61
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Museums and their artefacts offer rich and deep sources of information with links to many other artefacts in and outside of specific collations. Much of this information can only be accessed in direct contact with the artefacts themselves or via research facilities, libraries or the Internet. The connection between the artefacts and the rich contexts from which they come is often displaced, fragmented or incomplete when displayed in museums. Much of the documentation of complex and precious artefacts is done in standard photography. Our solution aims at providing digital 3D, 4K/8K ultra high-resolution documentation and representation for local and distributed access of both 2D and 3D-artifacts.
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  • Tomoyuki NISHITA
    Article type: Article
    Session ID: AIT2013-62
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Reality of Computer Graphics depends on complexity of the models and physically-base illumination model. In this talk we introduce approaches for realistic rendering due to illumination effects. Especially for shadow effects due to types of light sources and material representation are discussed here.
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  • Masaki TANAKA, Kohe TOKOI
    Article type: Article
    Session ID: AIT2013-64
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The reproduction of natural aging effect is necessary for rendering a photorealistic computer graphics image. The rain stain considering the influence of adhesion power is generable by using of SPH (Smoothed Particle Hydrodynamics) method and model of adhesion power. However, this technique has the problem that the calculation cost is high. In this report, we describe the implementation of this rain stain generation technique on the GPU. We confirmed the acceleration of the processing speed by this technique.
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  • Yusuke TAZU, Youngha CHANG, Nobuhiko MUKAI
    Article type: Article
    Session ID: AIT2013-65
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We have simulated rupture behavior of a bubble by using a particle method. Bubbles in the water are composed of air particles surrounded by water particles; however, bubbles on the water surface are composed of water particles surrounded by air particles and the air. In order to simulate rupture behavior of a bubble, film particles are defined as the particles that construct bubbles on the water surface, and the simulation can be performed by taking into account the connection between film particles. In addition, the density ratio of water and air is so large that it is difficult to analyze the behavior of water and air particles at the same time. Therefore, we have visualized rupture behavior of a bubble by combining two-phase behavior after calculating the pressure of water and air particles separately.
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  • Jun Yoshino, Reiji Tsuruno
    Article type: Article
    Session ID: AIT2013-66
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we propose an interactive method which control fluid behaviors using a target shape. To achieve the desired motion, we define the additional forces by control particles to Navier-Stokes equation. We generate control particles from the fluid area chosen by the user, and sequentially determine their behavior using shape matching method referring to a target shape. Our method enables us to interactively simulate fluid animation which is deformed to a target shape gradually following a physical law.
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  • Kensuke SHOJI, Kouki ITO, Tsukasa KIKUCHI
    Article type: Article
    Session ID: AIT2013-68
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This work is propose a method for visual simulation of diamond dust. Reproduced by particle simulation diamond dust, in this study, we propose a method for LOD to be assigned to each particle the difference between crystal diamond dust that is generated by the temperature, use different level of detail of the crystal in the distant and near view. In addition, we show the effectiveness of the proposed method by the movie results.
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  • Yuto NARA, Yukua KOIDE, Wataru FUJIMURA, Akihiko SHIRAI
    Article type: Article
    Session ID: AIT2013-69
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This article describes a case study about feature and creation of "Manga Generator", an automatic cartoon generation VR entertainment which is a interactive creation to create user own cartoon creation by player's physical role playing as a hero in a story.
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  • Ryo KANOU, Tsukasa KIKUCHI, Kouki ITOU
    Article type: Article
    Session ID: AIT2013-70
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This purpose of this study is experimental results reveal the impact to parameter of the line of effect. Eventually also a clue of contents of the software.
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  • Takumi KAWAGASHIRA, Masahiro TOYOURA, Masaki OMATA, Xiaoyang MAO
    Article type: Article
    Session ID: AIT2013-71
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper presets a basic study aiming at providing the guidelines for designing visual effects which can direct a user toward a particular state of emotion. Four visual effect animations corresponding to the quadrants of the 2D arousal-valence affective space were designed based on the existing knowledge on the relationships between human emotion and the parameters, such as color, shape, size, density and motion of visual elements. The influence of the animations on human emotion were partially confirmed through the subject studies based on both questionnaire and physiological data measuring.
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  • Taichi ISAMU, Reiji TSURUNO
    Article type: Article
    Session ID: AIT2013-72
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper presents a shape control method for artificial fish school. Migration space is subdivided into cell-grid which has potential and vector field. Fish school is controlled by hierarchical boid algorithm macroscopically. It forms user-imaged shape with vortex looks like real sardine school in aquarium or sea.
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  • Takuya SAKURAOKA, Kazunori MIYATA
    Article type: Article
    Session ID: AIT2013-73
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Complex motion animation has been produced by the hand of an animator, it takes time and effort. This paper presents a content creation support system for missile animation with complex motion. These problems can be solved by generating a representation of a complex operation automatically that requires technology. The purpose of this system is to support the animator to be able to create a complicated missile animation easily. Therefore, firstly the complicated missile animation and camera work of "Itano Circus" were observed. Next, the system which missile path and camera work could produce automatically in Unity was made. Finally, two experiments and a questionnaire evaluation were performed. The first experiment evaluated whether the animation can be produced easily. The second one evaluated whether the animation which is produced can express complex missile animations.
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  • Takuya Asahida, Naoto Nakamura
    Article type: Article
    Session ID: AIT2013-74
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This system is a town automatic generative system for a game maker. When a user sets a value to each level, the town which a user desires is generated. The form and texture of a town change with the values set as each level. For example, the type of the town used as the first foundation of a level has divided into five kinds. The width of a town, the interval of a building, etc. are determined by which kind is chosen. Moreover, this system does not generate a realistic town but it aims at making the town appropriate for a game.
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  • Ryosuke Wada, Takeshi Yamaguchi, Hiroshi Yoshikawa
    Article type: Article
    Session ID: AIT2013-75
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Computer-generated hologram (CGH) of the real object is able to be fabricated, if the 3D object data can be obtained from the real object. The published paper says that the portrait CGH can be output, whose object data are made by the 3D scanner. Making the object data from the laser 3D scanner, however, requires the much time for the needs of mannual correction. Also, the Kinect, as an economical 3D measuring device, is employed for the real-time CGH. Conducted researches only display the small reconstructed image. This paper proposes fabrication of the hologram from the real object, which reconstruct the large image size and wide viewing angle, with the computer-generated image hologram. The multi-directional object data converted from the Kinect are used for the calculation of CGH.
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  • Naoki KANAYAMA, Hiroki TAKAHASHI
    Article type: Article
    Session ID: AIT2013-76
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper proposes a method that detects an AR (Augmented Reality) marker on a cylinder and superposes an image onto real scene. First, binarization is performed in brightness component of an obtained image in order to extract an AR marker. Next, the pattern domain was approximated in the line segment sequence for obtain vertexes. Then, the inner region of the marker is extracted by using a feature of AR marker structure and approximated by several segments. Finally, an image is superposed into real scene by warping based on the detected segments.
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  • Yasuaki ISHIDA, Hiroki TAKAHASHI
    Article type: Article
    Session ID: AIT2013-77
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper proposes intuitive hand gesture interface for 3DCG rotation to reduce a burdensome task by a mouse device. First, rotational operations for real objects are observed and these features are investigated. Next, intuitive hand gesture operation is investigated based on the features. Finally, rotation operation is realized by a normal vector obtained by right and left hand postures which are measured by a skeleton tracking device.
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  • Tatsuro YAMADA, Mitsunori MAKINO
    Article type: Article
    Session ID: AIT2013-78
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, a fast ray tracing technique with LOD (Level-of-Detail) control for a large super-high-resolution display system is proposed, which considers human's field of vision (FOV). In the proposed method, according to the level calculated by FOV, pixels are determined through which rays are emitted from viewpoint. Also emitted rays are limited by generation (numbers) of reflection/refraction with objects. Reducing rays which go through pixels with no/less attention for the user, the proposed method balances fast computation with image quality for the user.
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  • Yohei TERUI, Yosuke NAKAMURA, Koji MIKAMI, Kunio KONDO
    Article type: Article
    Session ID: AIT2013-79
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this research, we propose about the user experience commonality in cooperative type multiplay action games. The EEG of the multiplayer was measured in remote environment and same real space, analyzed the spectral. As a result of the analysis, commonality has been confirmed in EEG of between players that are the multiplayer. Has checked that the in between players which are carrying out the multiplayer from this were carrying out equivalent game experience.
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  • Kento NISHIO, Kouki ITO, Tsukasa KIKUCHI
    Article type: Article
    Session ID: AIT2013-80
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    As for this research, Kinect is research which performs projection mapping on the human body, using and reading a motion of man. Real-time projection mapping to a human body is realized using 3D animation software called Iclone5 which can be interlocked with Kinect..
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  • Kenta HAMAGUCHI, Syunsuke FUKUI, Atsushi KARINO, Tomoyuki TAKAMI
    Article type: Article
    Session ID: AIT2013-81
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this study we used LED tapes and microcomputer ARM Cortex-M3 to produce game and media art application. The application with LED tapes is adequate for amusement for theme park because it is easy to set up in a wide space and create some kind of interaction for LED flashing. We here present three production examples with sound interaction.
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  • Shunya TANABE, Tukasa KIKUCHI, Kouki ITO
    Article type: Article
    Session ID: AIT2013-82
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Methods of Movie Trailers Production by using the Framework of the gamification.
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