Reports of the Technical Conference of the Institute of Image Electronics Engineers of Japan
Reports of the 210th Technical Conference of the Institute of Image Electronics Engineers of Japan
Showing 1-6 articles out of 6 articles from the selected issue
  • Chiaki MORITA, Issei FUJISHIRO
    Session ID: 04-01-01
    Published: May 21, 2004
    Released: June 18, 2004
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Artistic filters are commonly used to generate artistic images from photographic ones. In this article, we present a realistic-image synthesis system that works contrary to the traditional artistic filters by taking advantage of an emerging technique, called "image analogies", for modifying an input image with filtering effects specified by a pair of example images. Also paying attention to the high potentials of the present technique, we examine several effective applications with attempts at producing test images.
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  • Tenpei KUWAJIMA, Makoto OHKI, Sumihisa HASHIGUCHI
    Session ID: 04-01-02
    Published: May 21, 2004
    Released: June 18, 2004
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    A method is proposed to trace such a moving target as ameba, which has neither fixed out lines nor remarkable color. The movement was detected from the difference between two successive frames. This method was successively applied to the tracking of the microscopic images of amebas.
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  • Tomokazu ISHIKAWA, Yoshinori DOBASHI, Ryo MIYAZAKI, Tomoyuki NISHITA
    Session ID: 04-01-03
    Published: May 21, 2004
    Released: June 18, 2004
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Display of fire using CG is used in entertainments such as movies, applications of fire simulation for the training of extinguishing fire, and disaster prevention. In this paper, we propose a technique for simulating fire spread taking into account the various properties of materials. In our method, the flame dynamics is obtained by the numerical computation of the fluid equations and the conduction of the heat in the materials are computed by the heat conduction equation. In our method, the various combustion processes are simulated by specifying ignition points and the thermal diffusivity depending on the types of materials.
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  • Naoko TEYAMA, Shoko ANDO, Shigeru MURAKI, Issei FUJISHIRO
    Session ID: 04-01-04
    Published: May 21, 2004
    Released: June 18, 2004
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In recent years, Computer Graphics (CG) technology has been used in various fields of industry. It is crucial to consider efficiency as well as quality in order to popularize the CG technology further. Graphical Processing Units (GPUs) have recently emerged and become very common for researchers and practitioners to reduce time not only for rendering but also for computation itself. In this article, we present an initial report on the test use of a GPU to accelerate the computation and visualization of the Grey-Scott model to produce attractive reaction-diffusion patterns.
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  • - Puppet Animation by the Use of CyberGlove -
    Masatake SATO, Vladimir SAVCHENKO, Ryutarou OHBUCHI
    Session ID: 04-01-05
    Published: May 21, 2004
    Released: June 18, 2004
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This paper presents an approach to realize a tool for interactive and intuitive deformation of 3D shapes, to be used, for example as a character animation tool. The approach combines a fast algorithm for 3D free form deformation that employs compactly supported radial basis functions (CSRBFs) with a high degrees-of-freedom input device of hand joint angles, namely, the CyberGlove. While shape deformation algorithm by using CSRBFs allows for fast and reasonable shape deformations, it is not a simple task to position the CSRBFs so that desired shape deformations can be created. In our approach, the 10 CSRBFs are attached to the tip of the fingers of the CyberGlove worn on both hands of the users. This allows the user an intuitive manipulation of 3D shapes in a manner somewhat similar to clay modeling. While the shape deformation algorithm does not produce physically accurate deformation, the deformation is fast, plausible and quite useful. For example, using a 32k polygon mesh, a deformation involving all the 15k vertices can be produced at about 30 frames-per-second.
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  • Fumitaka ONO
    Session ID: 04-01-06
    Published: May 21, 2004
    Released: June 18, 2004
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Digital images are classified into bi-level images, multi-level still images and video in their expression, and logical information and emotional information in their contents. In this paper, a history of digital image coding application business is overviewed and analyzed based on such classification, and the enrollment played by related international standards are studied. The condition of such international standards to be well utilized is also studied.
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