Reports of the Technical Conference of the Institute of Image Electronics Engineers of Japan
Online ISSN : 2758-9218
Print ISSN : 0285-3957
[volume title in Japanese]
Displaying 1-31 of 31 articles from this issue
Reports of the 256th Technical Conference of the Institute of Image Electronics Engineers of Japan
Date: March 11, 2011 Location: Tokyo Denki University
  • Yuko OGAWA, Mikio SHINYA, Hidetsugu KATSURAGAWA, Michio SHIRAISHI, Mot ...
    Session ID: 10-06-01
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    Tai Chi Chuan consists of complicated movements and video texts are useful for beginners to learn them. However, existing video texts are not ideal because of their limited camera work and occlusion. In this study, we acquired motion data of Tai Chi Chuan by a motion capture system, and synthesized CG animation under a variety of camera and rendering controls. Using these animation sequences, we designed a novel video text easier to learn.
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  • Hiroyuki FUKAYA, Mikio SHINYA, Michio SHIRAISHI
    Session ID: 10-06-02
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    Because of complicated shapes of moguls, it is difficult to create their realistic models by hand. This paper describes a simple simulation method that generates realistic mogul shapes. In the real world, many skiers follow similar ski traces and snow on the traces are repeatedly ground down, transported out, and slip down the slope. This results in moguls. We simplified this process and proposed a procedural method that synthesizes moguls on a slope. Experiments showed that the method could generate complex mogul geometries that are hard to manually model.
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  • Yuji FUJII, Norimasa YOSHIDA, Toshio SAITO, Makoto KANDA, Mikio SINYA
    Session ID: 10-06-03
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    This paper proposes to use the unconditionally stable explicit method for a physical simulation using the mass-spring system. This paper compares the stability and efficiency of the unconditionally stable explicit method with those of the other methods such as the explicit Newmarkβ method and the Euler method. By diagonalizing the stiffness matrix using the modal analysis, the vector-matrix multiplication in the unconditionally stable explicit method reduces to the scalar multiplication of the vector, which makes the unconditionally stable explicit method more efficient than other methods.
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  • Emi HOSOYA, Mikio SHINYA, Michio SHIRAISHI
    Session ID: 10-06-04
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    The embossed bronze plate is a type of engraving art, and created by hitting a nail onto a bronze plate by a hammer. The final appearance critically depends on several factors such as the nail gauge and hit-point density. It is necessary to adequately determine them before the creation because the process is irreversible, which is not easy for novice creators. This paper describes a computer simulation system of embossed bronze plate creation, which allows users to estimate appearances by changing the nail gauge and so on. In the user-test, subjects reported that their creation process became much easier with the proposed system.
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  • Kentaro FUJITA, Asako SOGA
    Session ID: 10-06-05
    Published: 2011
    Released on J-STAGE: January 19, 2016
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    Noh motion data and CG movies were used in a Noh-style stage performance of “A Spider’s Thread.” CG characters with Noh motion and various background scenes were projected on the screens installed on the stage. CG movies were used in pre-rendered form or in real time. The results of a questionnaire completed by the spectators confirmed that the use of CG movies is effective for stage performances.
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  • Geng Jing, Naokazu Aoki, Hiroyuki Kobayashi
    Session ID: 10-06-06
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    We believe that there is a preferred tone reproduction for each painting or drawing similarly to a photograph. In the present paper, a preferred tone reproduction for line drawing was investigated and it was compared with that for the photograph. Lightness of line drawing is controlled by area modulation and its tone is discrete differently from photograph. Line drawings were prepared from photographs, contour was obtained by using the high-pass filter after smoothing through the bilateral filter, and then the continuous tone of photograph was divided into equilightness regions with 7-8 lightness unit interval. To each region a tone patch of diagonal stroke with the same lightness as it was applied. The results of subjective evaluation showed that the preferred tone reproduction is different between line drawing and photograph and also between portrait and landscape picture.
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  • Yusuke FUJINO, Nobuhiko MUKAI, Makoto KOSUGI
    Session ID: 10-06-07
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    These days, the demand of security video devices such as surveillance camera, video recorder and so on has quickly increased in accordance with the increasing number of crimes. The human face recognition technology in images is almost established. However, if the face is covered with sunglasses and/or a mask, face features are loss and the current face detection technology cannot be applied. Therefore, we have made a database to detect the suspicious people who put on sunglasses and/or a mask, and have established the detection method for the suspicious people by machine learning based on Haar-like features. Here, the only detection using the device based on Haar-like features causes false detections, so that we have improved detection precision by narrowing based on brightness features. In addition, we have compared the discrimination ability by using several detection devices made from some database.
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  • Kouichi TOYOZUMI, Kazuki KUMAGAI, Tokiichiro TAKAHASHI
    Session ID: 10-06-08
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    Dynamic programming languages have a great advantage to develop software efficiently, however, execution speed is slower than that of ordinal static programming languages. Video and image processing, for examples, are not suitable for dynamic programming languages. In order to accelerate execution speed, we use fast libraries. If users write their original functions, they would be executed slower. We have developed a dynamic programming environment that enables users’ original functions to execute faster or competitive to libraries’ functions, which preserves flexible programming environment.
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  • Saori TANI, Mikio SHINYA, Michio SHIRAISHI, Akiteru HAYASHI, Yu MARUYA ...
    Session ID: 10-06-09
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    Although morphological analyses of craniofacial bones are very important in the anatomy field, previous research has not covered there multivariate analyses, which are important to understand there global statistic properties. In this study, we first applied the principal component analysis (PCA) to 48 sample bone shapes extracted from CT data. The analysis revealed that the bone shapes can be well represented by just 35 principal components. Further, we applied the independent component analysis and compared the results with those from PCA.
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  • Daiki UMEDA, Kazuki KUMAGAI, Tokiichiro TAKAHASHI
    Session ID: 10-06-10
    Published: 2011
    Released on J-STAGE: January 19, 2016
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    2D art like illustration or oil painting are drawn with perspective drawing techniques. There are various techniques in perspective drawing, like atmospheric perspective or linear perspective. Because of these technique, human perceive 3D space in 2D space. These techniques are also used in art with digital painting tool, but they are same as art with a real pen or brush. Thus we developed Dynamic3DDrawingTool to use digital's advantages. Arts drawn with our tool can depict 3D space with ‘ Shading ’, ‘ Parallax’, and ‘ Motion’.
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  • Yusuke HOSOI, Katsuhisa KANAZAWA, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Session ID: 10-06-11
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    Urban landscape restoration by 3D computer graphics is active in recent years. If buildings are reconstructed one by one, many additional tasks would be caused. For examples, deformation of facade textures of buildings have to be removed and the textures have to be adjusted to 3D models. The heights of 3D buildings have to be adjusted to adjacent buildings. Thus, we proposed a novel method to model several buildings from a facade texture database. Proposed method is based on image query techniques which search and find similar buildings from a facade texture database to the buildings in the photograph. In this paper, first, we evaluate a performance to find similar buildings by proposed method. Next, we discuss a new image query technique to find more similar buildings than previous method.
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  • Kosuke KABATANI, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Session ID: 10-06-12
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    Crowd simulation is now used in 3D computer graphics for film or video game. A task to create a character motion in a crowd one by one is required a lot of time and effort. To solve this problem, characters in a crowd are given AI for guiding characters. In this paper, we propose a new AI algorithm for panicked crowd. Our AI algorithm considers two types field of view to generate panicked crowd. And we show experimental results which a crowd simulates using our AI algorithm in various types of virtual building interior.
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  • Yurie IINO, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Session ID: 10-06-13
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    In this report, we analyze motion data of several steps of street dance performance captured by a motion capture system. The beginner’s data are compared with the experiencer’s. We propose a feature extraction method to describe these dance performance, which calculates accumulated moving distances of some joint positions of dancers. Finally, we developed an instructional coaching system of street dance performance based on the feature extraction results.
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  • Soichiro SUNAGAWA, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Session ID: 10-06-14
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    It is difficult for many people to conduct actual orchestras. We have developed a virtual orchestra system which is conducted by recognizing gestures of swinging a baton as a conductor. The baton is attached infra-red LEDs and conducting gestures of the baton is sensed by a infra-red camera. Conducting gestures are recognized under actual orchestral conducting methods by employing Hidden Markov Model. The conductor can also control tempo of music freely.
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  • Takahiro ARIGA, Narumi ITOU, Nobuyuki TOKUMASU, Souichiro SUNAGAWA, To ...
    Session ID: 10-06-15
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    We have been developing infra-red and/or pressure sensors-based simulator prototype systems for percussion instrument performance, canoes, and paragliders. In this report, we describe their functions and configurations. (1) An air-drum system, "Imagination Drums", was developed which is an IR-sensor-based system for percussion instrument performance. The "Imagination Drums" system analyzes drum stick motions captured by IR-sensor, then beats a drum. (2) We have been developing a sensor-based simulator prototype system for canoe. Our prototype system can measure and decide directions and speed of the canoe by analyzing gestures of our original paddle-type controller. (3) We have been also developing a sensor-based simulator prototype system for paragliders. The system has been simulating shape deformation of a canopy by a pressure sensor.
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  • Azusa GONOI, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Session ID: 10-06-16
    Published: 2011
    Released on J-STAGE: January 19, 2016
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    In order to produce new games enhanced by augmented reality technology, we extend AR markers. We design and create new AR markers. Then, we evaluate the extended AR markers from viewpoint of practical usages by several experiments. Experimental results verify that the extended markers are enough easy and robust to produce new escape games as well as new interface to games.
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  • Hiroko UCHIYAMA
    Session ID: 10-06-17
    Published: 2011
    Released on J-STAGE: January 19, 2016
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  • Satoshi SAWADA, Nobuhiko MUKAI
    Session ID: 10-06-18
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    In this paper, we propose a new Augmented Reality method that can render CG models on the live video under marker-free condition by memorizing the marker information. In order to realize this system, it is necessary to obtain the camera posture information as well as the marker position in the world coordinate so that the system uses an inertial sensor to obtain the camera posture. With this method, the proposed system can render CG models, which size does not depend on the marker, even after the marker disappears.
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  • Satoshi KAJIRO, Masashi SHIBATA, Takeshi YAMAGUCHI, Hiroshi YOSHIKAWA
    Session ID: 10-06-19
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    To solve the lack of the experiment skill, we have developed the tool that uses augmented reality(AR) technology to learn how to make hologram. By using the AR technology, user can learn with own hands. In the previous system, user could change the light quantity of the object beam and the reference beam by changing a polarizing angle with a laser oscillator. But adjustment with the laser oscillator is different from the real method. To adjust the rate of light quantity of the object beam and the reference beam by using own hands, we add the waveplate and the polarizing plate to our system. As the result, we improve a learning effect and the reality of our system.
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  • - New 1-3 cm Micro-parallax Stereoscopic Camera without 6 cm parallax -
    Koichi TAKEUCHI, Takaaki YOSHIOKA
    Session ID: 10-06-20
    Published: March 11, 2011
    Released on J-STAGE: January 19, 2016
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    Generally 3D camera has 65mm parallax distance lenses. Also we are tired in our eyes and brains by over emphasized 3D movie images. Through our 3D experiences to get natural 3D images, our first idea (41 years ago in Sony corp.) for the 3D camera system was utilizing 1-3 cm micro-parallax optics using half mirror adapter for mixing L&R 2 cameras. And then I have completed the prototype Single-lens Micro Parallax stereo movie camera with zoom and macro shooting. Recently we can get small CCD or CMOS image sensors. I have made new 2 lenses micro-parallax 3D camera prototype. Now after our presentations of micro-parallax natural 3D images for several 3D product makers, their new 3D cameras have been realized having micro-parallax(1-3 cm) 3D optics lenses.
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  • Hirohito NISHI, Kyoji MATSUSHIMA, Sumio NAKAHARA
    Session ID: 10-06-21
    Published: 2011
    Released on J-STAGE: March 31, 2019
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    High-definition computergenerated holograms (CGH) created by the polygon-based method feature reconstruction of very fine 3D image accompanied with strong sensation of depth. But rendering technique for smooth shading of specular surfaces has not been established. In this paper, a new rendering method is proposed for smooth shading of specular surfaces in the polygon-based CGH. Surface functions are divided into rectangular segments and the spectral envelopes are modified so as to produce metal-like specular reflection.
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  • Hiroyuki OZAWA, Takeshi YAMAGUCHI, Hiroshi YOSHIKAWA
    Session ID: 10-06-22
    Published: 2011
    Released on J-STAGE: March 31, 2019
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    In our previous research, we have investigated the real image reconstruction from a flat computer-generated hologram (CGH).The real image CGH offers 3D real images that project to the observer’s fingertips. However, since a flat real image CGH requires the high spatial frequency, the real image CGH usually does not offer the enough viewing angle and the size of the reconstructed images as the practical display. It is necessary for the practical display to expand viewing angle. In our last report, we manufactured the half cylindrical CGH Therefore, the half cylindrical CGH provides the real image with wide viewing angle. Furthermore, the half cylindrical CGH has the vertical parallax and reconstructs the virtual objects. In this report, we lowered the incidence angle of the illumination beam.to enlarge the reconstructed image.
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  • Jun MATSUDA, Takayuki HORIOKA, Kayo TSUBURAYA, Kunihiko TAKANO, Koki ...
    Session ID: 10-06-23
    Published: 2011
    Released on J-STAGE: March 31, 2019
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    In this study, our aim is to produce a holographic 3D TV system equipped with a small-sized, portable terminal information processor such as cellar phone. In order to make this possible, it seems to be important to establish a processing which enables us to record on the hologram the object characterized with multiple view points and to reconstruct it as a moving picture, under the restricted small numbers of pixels. As for this, we reported last year that a reconstruction of the object characterized with multiple points can be possible if we adopt a time sharing reconstructing method. However, this method has a drawback of having a difficulty in obtaining a high frame-rate when a moving picture is reconstructed, which comes from the fact that the effective number of pixels usable for holographic reconstruction tends to be small by the reason that we adopted the method of direct illumination of the laser onto the hologram plane. In this paper, we showed a process to make the image quality to be higher by taking up an improved laser illumination onto the hologram. As a result, the object with multiple characterizing points is shown to be reconstructable without using time sharing reconstructing method, and it seems to be applicable also to the reconstruction of moving pictures.
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  • Masataka Tozuka, Koki Sato, Kunihiko Takano, Makoto Ohki
    Session ID: 10-06-24
    Published: 2011
    Released on J-STAGE: March 31, 2019
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    Recently, the processing speed at which the hologram is made has been sped up by two or more cores CPU and the GPGPU use, etc. , too. The kinoform can be made from this by the rate of about 40 fps. However, the contrast etc. were not able to be improved difficultly of the optimization of the phase of the liquid crystal device. It consider the amplitude type hologram that uses the Fourier transform as this improvement idea.
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  • Shiori SUZUKI
    Session ID: 10-06-25
    Published: 2011
    Released on J-STAGE: March 31, 2019
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    The production that cannot be done is done by this work's experimentally using 3D image in the cartoon of the paper medium. I want you to feel a mysterious outlook on the world that arises by applying 3D to a flat cartoon.
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  • Ami TAZAKI
    Session ID: 10-06-26
    Published: 2011
    Released on J-STAGE: March 31, 2019
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  • Yukai OGURA
    Session ID: 10-06-27
    Published: 2011
    Released on J-STAGE: March 31, 2019
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    I'll Screen an animation short movie on 3D.
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  • - Film and CG Composition , SF World Creation -
    Kazuya TAKAHARA
    Session ID: 10-06-28
    Published: 2011
    Released on J-STAGE: March 31, 2019
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    War that happened in Shinjuku in 2010 Step in Sneaking investigators' fights in 2100.
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  • Kazumasa OKUDA
    Session ID: 10-06-29
    Published: 2011
    Released on J-STAGE: March 31, 2019
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    This movie is a violence action movie produced aiming at the evil ways hero thing for adults.
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  • - Music image that sees voice -
    Kasumi ICHIKAWA, Shigeo HIYAMA
    Session ID: 10-06-30
    Published: 2011
    Released on J-STAGE: March 31, 2019
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    The project, Tone of The Voice Music, is expressed music consisting of voices shown by clay animation.The human being uses the voice as words with the meaning. I dismantled the Japanese syllabary, sonant and semivoiced, and then reconstructed to produce new music. Based on the music, I have expressed the visualization of the sound by creating various shapes, color and movement.
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  • - The effects of the Digital Intermediate in the 16mm film and the screen -
    Goichi MINE, Yusuke SHIRAISHI, Hidehito KUROTANI, Motoyuki TAMURA, Shi ...
    Session ID: 10-06-31
    Published: 2011
    Released on J-STAGE: March 31, 2019
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    This paper is written about the effects of the digital intermediate in the 16mm film and the screen in a movie, All Day (16mm/Colour, Partical effect of the digital intermediate, 25minuites, Optical Recording) which is produced in a class at Tama Art University. The movie describes a story of a family living after the Second World War, and it is also produced from the present-day's point of view. The structure of the movie will take the audience from daily life to non-daily life. The movie describes a main character's daily life. Which is, he tries to overcome his daily circumstance to make his dream of becoming a novelist has come. However, there is no way to escape from the daily life. Where does his dream go with a plane?
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