Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
IEICE-SIS, BCT |
2023-10-13 10:45 |
Yamaguchi |
HISTORIA UBE (Primary: On-site, Secondary: Online) |
Proposal of Nonlinear Queue-flow Detection Method for Person Counting System Yusheng Luo, Johei Matsuoka (TUT) |
[more] |
|
ME, IEICE-EMM, IEICE-IE, IEICE-LOIS, IEE-CMN, IPSJ-AVM [detail] |
2023-09-07 16:30 |
Osaka |
Osaka Metropolitan Univ. (Primary: On-site, Secondary: Online) |
Image Restoration using Super-Resolution and Deblur Akari Dakeno, Terumasa Aoki (TUT) |
[more] |
|
IEICE-BioX, IEICE-SIP, IEICE-IE, IST, ME [detail] |
2023-05-19 13:00 |
Mie |
Sansui Hall, Mie University (Primary: On-site, Secondary: Online) |
A study on personal identification using features of multiple modalities Kaiya Yokokura, WO BO, Kiminori Sato (TUT) |
[more] |
|
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 13:04 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Animation Creation Support Method Using Visualization of the condition of Gravity of a Two-Headed Character Kotojiro Hanazawa, Motonobu Kawashima, Daichi Hayakawa (TUT) |
In the creation of CG content, key poses are set for characters and motion is applied to them. Correctly expressing the ... [more] |
AIT2023-52 pp.61-64 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 13:50 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Perspective Exaggeration technique without Distorting the Faces of CG Characters in Video Games Miyuka Mori, Motonobu Kawashima, Daichi Hayakawa (TUT) |
In recent years, CG works using toon rendering have become a common sight in video games and animation productions. Thes... [more] |
AIT2023-55 pp.73-76 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 14:02 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Whale Breaching Animation Production Method Based on Motion Analysis Shota Kato, Motonobu Kawashima, Daichi Hayakawa (TUT) |
In CG based video and game content works, breaching animations of aquatic creatures jumping out of water can be seen. To... [more] |
AIT2023-56 pp.77-80 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 14:14 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Brushstroke-Style Visual Effects with Contoured Lines in Video Games Reo Nanami, Motonobu Kawashima, Daichi Hayakawa (TUT) |
Among the visual effects in video games, brushstroke effects are often different from actual brushstroke-style. In this ... [more] |
AIT2023-57 pp.81-84 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 13:50 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Structural Analysis of Cut editing in Japanese Robot Anime Battle Scenes Based on Visual Information Hiroki Jyo, Yoshihisa Kanematsu, Koji Mikami (TUT) |
In Japanese robot animation battle scenes, the atmosphere of robot battles, the situation, and the tempo of battles vary... [more] |
AIT2023-61 pp.97-100 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 16:15 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
A Study on Improving the Accuracy of Continuous Collision Detection of Rotating Rigid Bodies in Real-Time Graphics Hikaru Yamamoto, Masaki Abe, Taichi Watanabe (TUT) |
Few of the CCD (Continuous Collision Detection) methods in today's computer games deal with rotational motion. In additi... [more] |
AIT2023-72 pp.139-142 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 15:40 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Emotional expression method of Ahoge considering camera work in video games Hironobu Hosoya, Motonobu Kawashima, Daichi Hayakawa (TUT) |
In recent years, many characters in animated works and video game productions have a bunch of hair that spring out from ... [more] |
AIT2023-75 pp.147-150 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 15:52 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Procedural Modeling Method for Irimoya Tile Roofs in Game Contents Tomoya Sakamoto, Motonobu Kawashima, Daichi Hayakawa (TUT) |
In recent years, methods such as procedural modeling and generating models from satellite photographs have been used to ... [more] |
AIT2023-76 pp.151-154 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 16:04 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Clay Animation Style CG Animation by Using DisplacementMap Koyo Nemoto, Motonobu Kawashima, Daichi Hayakawa (TUT) |
In this research, I investigated and analyzed what is clay animation-likeness by shooting stop-motion movies
using act... [more] |
AIT2023-77 pp.155-158 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 16:16 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Improved Method of De-Lighting with 3D Painting in Photogrammetry Koya Suda, Motonobu Kawashima, Daichi Hayakawa (TUT) |
In recent years, the use of workflows utilizing photogrammetry has been increasing in the computer graphics industry. On... [more] |
AIT2023-78 pp.159-162 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
A study of energy wave with water physical solver Luwen Su, Masaki Abe, Taichi Watanabe (TUT) |
We propose a one-way coupling framework between the water surface and rigid to simulate a does not exist phenomenon in w... [more] |
AIT2023-81 pp.169-170 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Character pancake production support tool Yuusuke Kase, Hisakazu Hada (TUT) |
[more] |
AIT2023-82 pp.171-174 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Using Deep Learning to Generate Wall Textures ekitou chin, Masaki Abe, Taichi Watanabe (TUT) |
In recent years, the area of image processing and image generation using deep learning has been further developed and ap... [more] |
AIT2023-83 pp.175-176 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
A Study on Camera Control in FPS Game Match Xiang Li, Masaki Abe, Taichi Watanabe (TUT) |
In FPS game matches, it is common for a cameraman to operate the in-game Observer system to provide a match screen to sp... [more] |
AIT2023-84 pp.177-178 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Material setting support system for 3DCG model considering fabric feature Ryoto Fukuda, Yoshihisa Kanematsu, Suguru Matsuyoshi, Koji Mikami (TUT) |
When expressing the texture of clothing in 3DCG, it is necessary to set up materials that take into account the characte... [more] |
AIT2023-85 pp.179-182 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
kehai
-- The border of the presence due to visibility. -- Yuri Takiguchi, Koyuki Osiro, Aoi Kasai, Hisakazu Hada (TUT) |
The seat across from me is obstructed by a partition, and I get the impression that someone is working on a computer, bu... [more] |
AIT2023-86 pp.183-185 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Traffic Dynamic Coordination of General Vehicles in an Open World Racing Game Yuki Kuimoto, Masaki Abe, Taichi Watanabe (TUT) |
In an open-world racing game, in addition to the player, there are general vehicles on the map that follow the traffic r... [more] |
AIT2023-87 pp.187-188 |
|