Reports of the Technical Conference of the Institute of Image Electronics Engineers of Japan
Online ISSN : 2758-9218
Print ISSN : 0285-3957
Reports of the 285th Technical Conference of the Institute of Image Electronics Engineers of Japan
Displaying 51-100 of 107 articles from this issue
  • Risa KITAMURA, Takayuki ITOH
    Session ID: 17-04-051
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    Thanks to the recent spread of smartphones and tablets, people can take photos easily anytime, and anywhere. Therefore, photos can be a tool to record life logs. We can estimate patterns of actions and movements of people by analyzing their photos. This paper presents our method to recommend tourist spots based on the estimation of users’ preferences of traveling plans from their past personal travel pictures by using generic object recognition. We applied a generic object recognition system to acquire keywords of subject information taken in the photos and represented the co-occurrence of the keywords by a graph visualization technique. Moreover, this paper presents a user interface that visualizes a graph with travel photos based on our graph visualization technique. This paper also includes a case study with real travel photos.
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  • Kenta Nakagama, Yoshihisa Kanematu, Naoya Tsuruta, Koji Mikami, Kunio ...
    Session ID: 17-04-052
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    In this paper, we propose a previsualization system for dodge animation. We collected the information about attacking, dodging and camerawork during a battle scene from existing 12 animation works. Our system displays a typical dodge scene when the user input an attacking type and a dodging type. The user can simulate the various situations by changing the parameters of the characters and the camera.
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  • Saki YAMASHITA, Takayuki ITOH
    Session ID: 17-04-053
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We are developing a new method to generate digest videos focusing on specific persons appearing in the video. This method generates a user interface for shot selection. We suppose to manually select shots on the user interface and then combine them with automatically selected shots to generate a digest video. As a result, we can insert the shots in which the target is not automatically detected as part of the digest videos, and generate highly satisfied digest videos. This paper presents a user interface which assists the manual selection of preferable shots. This method aims to collect attractive scenes of specific persons such as actors or musicians.
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  • Hirotake SAWAGUCHI, Tomohiko MUKAI
    Session ID: 17-04-054
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    In this study, we developed an automated system to evaluate quality of attack motions, which mimics director’s subjective assessment. Our method learns a support vector machine from a collection of history data of artists’ work to distinguish the final version of the motion asset and the motion in the middle of the production. We introduce a numerical feature to quantity ‘reservoir’ and ‘divergence’ which are assumed to be an important characteristics of action motion in video games.
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  • - (Towards a casual personal remote sensing)-
    Adiljan YIMIT, Koji IIGURA
    Session ID: 17-04-055
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Drones weighing less than 200g are classified as model aircrafts and are not subject to the “Japan’s safety rules on Unmanned Aircraft (UA)/Drone”. These lightweight drones are mainly sold as toys (toy-drones), among them, however, something of high performance exceeding the level of toys has been appearing, recently. In this research, with the aim of constructing an aerial photographing system that can casually carry out remote sensing, we carried out trials and considerations by using the high-performance toy-drone. In this paper, after giving the conducted results, we describe the situations where the current toy-drones have a high capability, and the problems when using it for remote sensing.
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  • Jun HASHIDUME, Naoya TSURUTA, Kunio KONDO, Koji MIKAMI
    Session ID: 17-04-056
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Demand for video and character contents is increasing from market expansion due to media mix, and the demand for stories essential for content creation is also increasing. In this research, we aim to support the creation of foreshadowing by managing the events and the behaviors of the characters that are desired to occur in plot writing in the story scenario making process. By analyzing the existing movie work, I examined whether there is contradiction in the stories and trends of foreshadowing patterns and arrangement numbers. Based on this result, we develop a time series management system.
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  • Yurika TAKAMURA, Yoshihisa KANEMATSU, Ryuta MOTEGI, Naoya TSURUTA, Koj ...
    Session ID: 17-04-195
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this research, we propose a simulation method of camera work using 3D CG for the purpose of supporting composition design of horror movies. Therefore, we analyzed existing horror movies. Then, we analyzed the enemy character setting and the composition of the horror scene. Using this result, we developed a data library. This data library can search composition of fear scene and camera work from enemy character information. In addition, template data for applying the retrieved camera work to arbitrary character models was created. Through these, camera work simulation of horror movies based on user 's direction of intention is possible.
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  • Katsunari YANO, Tsukasa KIKUCHI
    Session ID: 17-04-058
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    We will be able to reproduce the cell picture with unique texture used for the early Japanese animation even in the current digital production. In this research, attention is paid to the outline of the cell picture and it is expressed using 3D CG. Prove the effect by conducting a questionnaire and a certificate.
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  • Keita MIYAWAKI, Yosuke NAKAMURA, Koji MIKAMI
    Session ID: 17-04-059
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In the 3DCG model used for horror contents etc., blood of hand print are used to produce fear there is.Although it takes a lot of work to produce the texture material used for expressing this hand print, There are two problems in these tasks, “it takes time and labor to produce” and “it is difficult to specify conditions related to hand print”.Therefore, in this research, we investigated data collection on handprints and related research, and based on that, we defined the four elements “hand size”, “pushing force”, “hands”, and “wrinkle” that compose hand print.After, we developed and developed an automatic generation system using the definition of.As a result, when using the proposed method, it has become possible to produce simpler hand shapes.
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  • Taishi SUZUKI, Koji MIKAMI, Yosuke NAKAMURA
    Session ID: 17-04-060
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    In recent years, the number of games using animated graphics has increased. Among them, many flame effects have complicated shapes, and it takes time to produce. Therefore, in this research, based on the existing method, we developed a tool to shorten the time required to produce flame effects which is difficult to produce by conventional methods. By applying this tool to the 3D model, it is possible to cope with the creation of flame effects of various shapes. Then, the parameters are rendered so that they can be adjusted in real time. By experiments, this tool can easily create user's intended flame effect of animation style and confirmed that it is useful for making flame effect.
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  • Mayu KANEMARU, Yosuke NAKAMURA, Koji MIKAMI
    Session ID: 17-04-061
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In recent years, the number of works using facial capture is increasing, but it is not suitable for use as a character whose face ratio appears in animation with different face ratios. In this study, we analyzed totally 180 facial expressions of 3 kinds of facial expressions of animation works, and compared them with similar facial expressions of 12 human beings. By considering these relationships and exaggerating human facial expressions, we propose a method of exaggerating human facial expression changes like an animated character.
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  • Kotaro YAMANE, Koji MIKAMI
    Session ID: 17-04-062
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    In recent years, games using graphic graphics are increasing. In games, eye gaze guidance utilizing saliency is used to assist players' play, How to balance the realism and remarkability when creating a game is a subject. In this research,focusing on coloring, which is one of gaze guidance, we created a tool to adjust the color of the background and manipulatable parts considering saliency. As a result of the experiment, it turned out that it is useful for support to balance the realism and operable part.
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  • Daisuke KANNO, Koji MIKAMI, Kunio KONDO
    Session ID: 17-04-063
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    The plot is the core of the scenario for content. Scenario writers are struggling to write the ending of the story. For the scenario writer, the ending of the story is very important. And it is very difficult to decide the ending of the story. However, there are few support methods for writing the ending of the story. Therefore, this research analyzed the story of existing works. Then, we developed a system using the analysis results. Finally, we confirmed the usefulness of the method.
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  • Jingzhou SONG, koji MIKAMI
    Session ID: 17-04-064
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We use CNN and GAN, which are methods of machine-learning, make two neural networks.By those networks, we color rough storyboard from JapaneseTV-animation automatically and successfully. And the colored storyboard has the same taste color with original series.
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  • Moe Kakegawa, Ryuta MOTEGI, Naoya TSURUTA, Kunio KONDO
    Session ID: 17-04-065
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this research, we propose a design support system for magical girl characters. A total of 1084 magical girls and witch characters from 171 animation works are classified by the shapes of their clothes in each body part. We created parts templates based on the classification results. The user can compose a draft of original magical character by choosing clothing parts on our system.
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  • Ryota NOZOE, Ryuta MOTEGI, Naoya TSURUTA, Kunio KONDO
    Session ID: 17-04-066
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this paper, we propose a digital scrapbook system for creating literal information about school anime characters. A total of 1062 characters from 100 animation works set in school was classified by their relationships and characteristics. We found six character correlation types and created simple diagrams for each. Experimental results show the user can create literal information of a new school character by referring our system.
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  • Wakana Miyazaki, Ryuta Motegi, Naoya Tsuruta, Kunio Kondo
    Session ID: 17-04-067
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Some humanoid characters in the contents including animation and games have animal extentions on their bodies. This extension has a wide variety because it comes from real and fabled animals. In this paper, we propose a design system for the characters with animal extensions. We collected 883 characters from 100 works and created 3D models of typical extensions. The user can compose a character by simply choosing desired extensions on our system.
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  • Ryoko SUNAGA, Shuhei KODAMA, Tokiichiro TAKAHASHI
    Session ID: 17-04-068
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    It is required a lot of time, cost, and techniques to create background images for digital animation. In this research, we propose a new method to efficiently generate background images for digital animation from a photographed image. These methods have been manually created by using Photoshop, and so on. We automate a series of procedures to retouch a digital animation background image. We compared the quality and processing time to generate digital animation-like background images created by the proposed method and by the conventional manual method. We show that the quality of generated images is almost equal to the conventional manual method, and the production time is reduced to 21-28%.
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  • Shu GEMBA, Noa FUNATSU, Tokiichiro TAKAHASHI
    Session ID: 17-04-069
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Recently,avatar systems have been developed that link human face motions taken by cameras to CG characters’ expression. One of the conventional systems can express CG character’s expression with “manpu” (comic symbols). The manpu makes it possible to express emotional exaggeration of CG characters, however, key board operations to add manpu to the characters prevent seamless communications. If user's facial expression is directly reflected on the avatar’s, sometimes it will be an unnatural one. In this report, we proposed a generation method of avatar’s natural facial expression from user’s photos with manpu, which enables more seamless communications.
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  • Takumi KOBAYASHI, Ikuko TSUBAKI
    Session ID: 17-04-070
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Unmanned aerial vehicles are spreading rapidly in recent years. In the field of video, it has attracted attention from the early stage and has been utilized. In this research, we analyzed the effective camerawork and condition of objects for aerial videos taken from an unmanned aerial vehicle. We also focused on relationship with emotions such as emotions that we felt when we first saw aerial videos taken by unmanned aerial vehicles and the illusion caused by special aircraft movement.
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  • Narumi KUROKO, Chisae IWASHINA, Mitsuo YOSHIDA, Takayuki ITOH
    Session ID: 17-04-071
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Social Networking Services, especially Twitter is well-known because users can casually distribute information. This poster calls famous users whose tweets are distributed by many users as “key persons”, and other users who often distributes tweets of key persons as “retweeters”. This poster introduces data collection and visualization of relationships between tweets of key persons and activity of retweeters.
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  • Asuka NAKABAYASHI, Rio SAMAMOTO, Takayuki ITOH, Hiroyuki KAWAI
    Session ID: 17-04-072
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Recent evolution of smartphones brought a trend of life log applications for examining daily health and beauty. We had a prototype development and its experiments of a smartphone application for examining size and depth of pigmentations on human faces such as melanoma and acne. This application applies an adaptive binalization algorithm to the pictures of human faces to extract pigmentation regions. Then, the application compares sizes and depths of the pigmentations between a pair of pictures. This paper presents a processing flow and experiments of this application.
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  • Junpei HASEGAWA, Hiroki HARADA, Seiya YAMADA, Ikuko TSUBAKI, Meeko KU ...
    Session ID: 17-04-073
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    The Internet spreads, and, based on the fourth Industrial Revolution approaching, programming education is incorporated in the required subject in the elementary course from 2020. Therefore, I suggest an investigation, a method and the teaching materials having I consider it, and a child understand it while enjoying it based on a point failing by current education environment and the understanding of the child and programming education.
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  • Shogo Yoshida, Ken Ishibashi
    Session ID: 17-04-074
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Novice users are frequently uncomfortable about the latest electronic devices because they are difficult to operate and understand the devices produced by an information society. This research shows two implemented applications modified by some improvements and some useful functions based on a few conventional research regarding the device support tools. We conducted a comparative experiment about the usefulness of our applications via our questionnaire surveys. This result showed that our implemented applications are highly acclaimed and we could confirm the usefulness of them.
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  • Goki HASEGAWA, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Session ID: 17-04-075
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Data analysis has been conducted actively in basketball shoot practice. By using conventional products, it is possible to efficiently collect and analyze data of shoot practice. However, there are no products that automatically record the positions of shot players from images of basketball shot practice and judge each shoot is successful or not. In this research, we propose a system that automatically records the positions of shot players and judges each shoot is successful or not from videos.
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  • Haruka SATO, Hisakazu HADA
    Session ID: 17-04-076
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We developed a system to control heart rate using the vibration of a stuffed animal. This vibration rhythm was generated from user’s heart rate. We investigated a relationship between vibration and user’s heart rate by an increase or decrease a vibration rate from their original heart rate. We also survey a difference of feeling at these experiments. As a result, slower vibration makes their heart rate slow. Furthermore, most of the user feel comfortable when the vibration was slowest in an experiment. In conclusion, the vibration slower than their heart rate could make people relaxed.
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  • Seiya IMAI, Yohei SAITO, Hisakazu HADA
    Session ID: 17-04-077
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    High-five is one of the most popular action to share positive emotions.In this paper, to investigate a change of feeling by limiting of high-five motions.As a result, people could not gain euphoria by watching an emotional video with their knowledge about high-five experiments.
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  • [in Japanese], Tsukasa Kikuchi
    Session ID: 17-04-078
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    Appearing in recent years, In addition movie to exhibit odor contents. In this article, Subjective evaluation experiment of if when use addition move to exhibit odor contents to odor to feel seasons. And consideration that result of experiment about an odor the affect sense of the seasons in the movie.
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  • Masafumi KAMEI, Saori KURATA , Kenji SHOJI , Hiroshi MORI , Fubito TOY ...
    Session ID: 17-04-079
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    In this study, we propose a system for generating of object shapes based on curves drawn by users in VR space. We use two types of lines, the black lines for the skeletons of objects and the red lines for the contours of objects. Taking points on the input lines, followed by performing Delaunay tetrahedralization, will generate a 3D shape. Intuitive operation by using the VR becomes possible, in modeling possible.
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  • Shiori YASUE, Takayuki ITOH, Naruhito TOYODA
    Session ID: 17-04-080
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    We have been studying representation of micro-geometry of human skins applying computer graphics technologies. The technique renders furrows, ridges and pores as polygon models. However, this technique has two major problems: large computation time for polygon generation and large amount of generated polygon data. Therefore, we attempt to represent the micro-geometry by a shader program with normal mapping and displacement mapping to accelerate. This paper presents results of generating micro-geometry using that two mapping techniques.
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  • Kentaro KIMURA, Yosuke NAKAMURA, Koji MIKAMI
    Session ID: 17-04-081
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    There are occasions when you use scattered perspective drawing where there are multiple focal points and horizontal lines when drawing. It is difficult to express these in 3DCG, which is premised on graphical fluoroscopy. As a solution, CG expression using scattered perspective technique was proposed in previous research. In the previous research, CG representation by still images using scattered point perspectives was proposed. In this paper, we propose a 3D CG representation by a moving picture of a scattered perspective drawing corresponding to a track up. As a result, 3DCG made it possible to track up cameras using scattered perspective drawing.
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  • Miki HIROHASHI, Takeshi YAMAGUCHI, Hiroshi YOSHIKAWA
    Session ID: 17-04-082
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    We are studying on volume hologram printer to record the wavefront of a 3D object. In previous study, a fullcolor volume hologram was output by automatic control. However, since the exposure amount ratio was recorded at the same level irrespective of the sensitivity of the photosensitive material, the color balance of the reproduced image was bad and the color was biased. In this study, we measure the exposure dose characteristic to obtain a reproduced image close to the original color.
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  • Hirotaka HASEGAWA, Ikuko TSUBAKI
    Session ID: 17-04-083
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    In the process called composition of CG animation production, characters are combined with background and special effects are synthesized. There are two methods of creating special effects, mainly 2DCG and 3DCG. In this research, we made cherry blizzard with 2DCG and 3DCG and compared them. As the result, since 3DCG can easily reflect a lot of information, it was found that realistic special effects can be easily created. It was also found that the key points for settings differ depending on the background.
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  • Mayu Watanabe, Kazuo Sasaki, Meeko Kuwahara
    Session ID: 17-04-084
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    In this research, we propose and evaluate the spatial expression that introduces the fashion of “Gothic & Lolita” which is not restricted to the existing fashion show in virtual space and VR space. Currently in Japan , A large venue is used for fashion shows and events held for women in their teens to twenties Compare the characteristics of the show in the fashion show at a large venue and the show in “Gothic & Lolita” After considering, the teenage to twenties who are interested in fashion are feeling closer to the fashion show, and for expressions to enjoy fashion in a form that can be realized even in a narrower space, the application of VR technology Propose and evaluate.
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  • Izumi SENJU , Mizuki AMANO , Marin SHIMIZU, Hisakazu HADA
    Session ID: 17-04-085
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    A ring toss is a familiar and traditional play.In this study, we propose a new interaction method for a ring toss to attract not only children but also elder people.Movement of the target could change difficulty, and a projection mapping provides visual effects for target base.
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  • Toru NISHIWAKI, Yosuke NAKAMURA, Koji MIKAMI
    Session ID: 17-04-086
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    The Kaleidoscope is a historical art expression, and many artists have extended the expression method of kaleidoscope and become diverse. While interactive contents using kaleidoscope expressions are increasing, these expressions do not enjoy the change of images directly by the user. In order to create a kaleidoscope expression that enables users to interactively express content by intentionally enjoying the change and to leave features of the kaleidoscope, we can create a kaleidoscope expression as a pattern, We proposed content that combines two of the kaleidoscope.
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  • Lu LIU , Kazuo SASAKI, Ikuko TSUBAKI
    Session ID: 17-04-087
    Published: 2018
    Released on J-STAGE: July 01, 2020
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  • Momoyo KANIE, Norimasa YOSHIDA
    Session ID: 17-04-088
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    In-store layout is one of important factors related to sales. In this research, we propose an in-store layout arrangement system for restaurants. In this system, a user specifies the outline of the restaurant, the kitchen shape, the entrance and the back entrance, the main line of flow, the counter, and the positions of chairs, tables, and other objects. The feature of this system is that a user can easily create various layouts by specifying the line of flow. In the future, we are planning to know the turnover rate and other problems in advance by simulating the movements of store clerks and customers.
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  • Takumi IWAMOTO, Takeshi YAMAGUCHI, Hiroshi YOSHIKAWA
    Session ID: 17-04-089
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    We have been developing fringe printer that can output a holographic fringe image calculated as a computergenerated hologram. The printer demagnifies the fringe pattern displayed on liquid crystal display panel and projects it onto a holographic recording material. The pixel pitch of the conventional fringe printer was 0.44 μm, but as a result of changing the reduction optical system, it improved to 0.35 μm. In this paper, we report on Fresnel type, Rainbow type CGH output using a new fringe printer.
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  • KENSHO ANDO , KAI LENZ , TAKEO MATSUMOTO, YUSUKE HIOKI, SHINICHI HOSO ...
    Session ID: 17-04-090
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    “Gen” is games that will defeat the enemy by manipulate a large number of particles that fly around. Focusing on the “joy of manipulating the horde”, we created to be able to manipulate the particles as in direct touch with own fingertips. In addition, generate a Generative art by utilizing the results of the play in order to add “joy of create a picture”. By combining Generative art and the fun of manipulate particles, we created a new user experience.
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  • Megumi Aritomi, Tomohiko Mukai
    Session ID: 17-04-091
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    In this research, we propose a method for measuring the chewing movement of rabbits. We especially focus on the skeletal movement of rabbit’s jaw to grind the food and to rubble the teeth. Our method estimates the rigid body motion of the skeleton from the temporal sequence of feature points extracted from a high-speed video. We experimentally confirmed that our method is applicable to reproduce a computer animation of the chewing motion of rabbit using the video sequence shoot the rabbit from the front and diagonally.
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  • Haruki Miyaguchi, Tomohiko Mukai
    Session ID: 17-04-092
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    Real-time simulation of deformation behavior of books is difficult because they are composed of many thin papers that requires highly-precise computation of the deformation and collision processing. In this research, we propose a real-time deformation simulation method for thin papers using position-based method. Our method takes into account the tension of paper surface and the non-stretchable property using geometrical constraints in the position-based simulation.
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  • Maya ATSUKI, Takayuki ITO, Takashi KANAI
    Session ID: 17-04-093
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    Movement of human hair changes depending on attributes of hairs such as the length or winding of hair. It is one of personalities because each person has completely different hair attributes. Many digital works on the movement of human hair represented the movement of hairs in movies and series of still images. In this research, we present a technique to represent such movements in a single still image and emphasize the personalities of hairs. To represent the movements like generative arts, we add randomness to the hair gloss parameter on the developed hair movement algorithm. This system refers to hair movements generated by physical simulation of hairs for computer graphics. We developed this technique on openFrameworks.
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  • Shogo TSUBURAYA, Tsukasa KIKUCHI
    Session ID: 17-04-094
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    In this paper, we propose a procedural animation method of lava lake. Fluid simulation of lava is carried out using the FLIP method, and the viscosity is controlled depending on the temperature. In addition to the viscosity calculation simulation which depends on the passage of time at which high temperature particles gradually become low temperature, we update the particles to express the lava which continues to operate in the lava lake by updating the particles. By using the VDB volume for the mesh generation method, speed up the memory and generate highly accurate mesh.
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  • Kazusa Suda, Tukasa Kikuchi
    Session ID: 17-04-095
    Published: 2018
    Released on J-STAGE: July 01, 2020
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    The cloth object is made by the FEM used by a study of a cross simulation by this research. These object different from cloth object are made, collision judgment is performed, a Venus report is moved in this case and a spread with the color in the cloth is reproduced in three-dimensional way.
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  • Kensuke YUGE, Tsukasa KIKUCHI
    Session ID: 17-04-096
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this article, I suggest the visual simulation method about the Merapi type pyroclastic flow. With the collapse of a volcanic eruption and the lava dome, the fluidity phenomenon of the particle gets up by mixture of the high temperature volcanic gas which occurred from sediment and the craters such as a piece or the volcanic ashes of the lava dome which collapsed, and it is earth and sand movement phenomenon to be high-speed, and to flow down hillside slope, and the pyroclastic flow is kind of the blend aspect style. I use FLIP(FLuid-Implicit-Particle) for a pyroclastic surge part and calculate. In addition, I make it to the detail up of the pyroclastic surge using Divergence.
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  • Masaki Onishi, Tsukasa Kikuchi
    Session ID: 17-04-097
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This paper proposes a method for Procedural Animation of Fire Tornado caused by large-scale fire. This paper expresses realistic procedural animation of Fire Tornado by the movement of the fluid of the flame on the basis of the volume and unstable fluctuation. So the fluid simulation of the flame controls it using Navier-Stokes equation and the applied expression. The fluctuation of the whirlwind became able to express behavior such as the real Fire Tornado by taking Perlin noise in 3D.
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  • Takumi Fujitsuka, Tsukasa Kikuchi
    Session ID: 17-04-098
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    The solar phenomenon was mainly obtained by referring to “MHD method (magnetohydrodynamics)”, but in this research we have visualized the phenomenon from another approach. “Magnetic force line algorithm” with reference to Coulomb's law is prepared and multiplied by “condition formula algorithm” which decides the definition of occurrence of magnetic field lines and a procedural magnetic field calculation is carried out. By substituting this algorithm and defining sunspots from the solar model, it was realized to generate prominence objects from sunspots.
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  • Makoto IDA, Koji MIKAMI
    Session ID: 17-04-099
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this research, we aimed to realize a crowd simulation that emphasizes scenes that humans evacuate from threats and takes humanity into individual movements by considering personality. We defined the personality as a five factor model which is a fundamental aspect of personality, and expresses behaviors considering personality by associating five factors with human behavior. Furthermore, we proposed a crowd simulation method using five factors, evaluated the simulation result, and confirmed its usefulness.
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  • Toshiki NISHINO, Akihiro MATSUURA
    Session ID: 17-04-100
    Published: 2018
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We report on the attempt of searching for the physical parameters of the amusement device of rolling a baton on a series of cylindrical surfaces by using physics simulator. We made simulation while changing the parameters such as the friction coefficients at some places and the force to be initially given to the baton. As results, we found some parameters with which a baton is rolled continuously on a series of surfaces.
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