| Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:42 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Video Production Using Breathing Motion
-- Creating 2D Morphing-Like Visuals Based on 3D -- Aya Hasegawa, Hidekazu Tsujiai (Toyama Univ.) |
This research focuses on character content utilizing 3D models, enabling 3D-based creation of 2D morphing-like visuals r... [more] |
AIT2026-38 pp.4-5 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 13:47 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A Phenology-Based Procedural Shader Approach to Representing Autumn Foliage Transitions in Video Games Nagi Ishizuka, Motonobu Kawashima (TUT) |
Autumn foliage in trees is one of the methods used to represent seasonal change in video games. However, in existing wor... [more] |
AIT2026-66 pp.98-101 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 14:11 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Emotion-Driven Procedural Animation of Animal Ears for NPCs in Video Games Using Large Language Models Mei Sato, Motonobu Kawashima (TUT) |
Emotional expression through animal-like ear movements has become common in animation and video games. However, in dialo... [more] |
AIT2026-67 pp.102-105 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 13:59 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Proposed Method for Lightweight Adhesive Expression in Viscous Simulation Using Magnetic Force Simulation Kyonosuke Ogawa (TUT) |
In video games utilizing 3DCG, slime-like objects and viscous liquid effects appear in many titles. However, from a proc... [more] |
AIT2026-72 pp.122-125 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 14:35 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Procedural Animation for Magic Attacks Using Staffs in Video Games Shingo Toyoshima, Motonobu Kawashima (TUT) |
In contemporary video games, magic attack animations are often reused regardless of differences in attributes or power l... [more] |
AIT2026-81 pp.158-161 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 15:24 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A drawing technique utilizing frame-by-frame animation for depicting the follow-through motion in animation Daisuke Kurakake, Motonobu Kawashima (TUT) |
In recent years, animation production has increasingly incorporated 3D computer graphics techniques. However, when integ... [more] |
AIT2026-93 pp.206-209 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 13:00 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A Method for Applying 2D Anime-Style Timing to 3D Characters Based on Movement Quantity Templates Kenta Isogai, Tomokazu Isikawa (Toyo Univ.) |
This study aims to resolve the unnatural smoothness of 3D CG animation and reproduce the unique timing characteristics o... [more] |
AIT2026-146 pp.380-381 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 11:13 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A method for expressing dog grooming in a video game using toon rendering. Yujiro Hara, Motonobu Kawasima (TUT) |
In video games and animation, there are many scenes in which dog-themed characters have their fur stroked. In this study... [more] |
AIT2025-50 pp.37-40 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 15:38 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A method for generating cinematics using large-scale language models in video games Kohei Noi, Motonobu Kawashima (TUT) |
In recent years, video games using 3DCG have been produced with real-time rendered animations to show the events that oc... [more] |
AIT2025-92 pp.192-195 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 14:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Research on the Application of Pedestrian Dynamics Analysis Based on Video to Crowd Animation Keita Kitoki, Tomokazu Ishikawa (Toyo Univ.) |
This study aims to improve the efficiency of animation production by utilizing object detection algorithms and monocular... [more] |
AIT2025-151 pp.389-390 |
| ME, AIT, MMS, IEICE-IE, IEICE-ITS, SIP [detail] |
2025-02-18 16:10 |
Hokkaido |
Hokkaido Univ. |
Experimental Discussion on the Attention Mechanism of HEVC and 3D CG Images Using Vision Transformer Norifumi Kawabata (Computational Imaging Lab) |
It is important to create media content based on a preliminary understanding of what people pay attention to and what th... [more] |
MMS2025-19 ME2025-19 AIT2025-19 SIP2025-19 pp.96-101 |
| IIEEJ, AIT |
2024-06-05 10:10 |
Tokyo |
Tokyo Information Design Professional University (Primary: On-site, Secondary: Online) |
Utilizing 3D CG-based Reverse Projection Photogrammetry for Gait-based Verification Analysis Daisuke Imoto, Masato Asano, Wataru Sakurai, Masakatsu Honma, Kenji Kurosawa (NRIPS) |
One-by-one gait-based biometric person verification is increasingly used in the forensic science domain, but one of the ... [more] |
AIT2024-142 pp.1-4 |
| AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 11:00 |
Tokyo |
Tokyo University of Technology |
Making process for constructing 3DCG models of kosode and furisode based on image archive Amane Nakaike, Yuta Nakauchi, Asako Soga (Ryukoku Univ.) |
Costumes designated as cultural properties and owned by museums are usually archived as images. By converting such image... [more] |
AIT2024-31 pp.1-2 |
| AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 11:36 |
Tokyo |
Tokyo University of Technology |
Production of explosion scene including backdraft Yuki Akaboshi, Tsukasa Kikuchi (TUT) |
In this study, we propose a method to represent the backdraft observed in a compartment fire in 3DCG by employing the Eu... [more] |
AIT2024-34 pp.11-14 |
| AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 11:48 |
Tokyo |
Tokyo University of Technology |
Efficient multiple source smoke scene representation using cache data Nobuhiro Takase, Tsukasa Kikuchi (TUT) |
This paper focuses on the representation of smoke, which is computationally expensive, and proposes a method for represe... [more] |
AIT2024-35 pp.15-18 |
| AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 10:55 |
Tokyo |
Tokyo University of Technology |
Procedural Modeling of Stringed Instruments Shouta Yamada, Tsukasa Kikuchi (Tokyo Univ. Of Technology) |
In recent years, with the increase in the number of works created using 3DCG due to the improvement in computer performa... [more] |
AIT2024-52 pp.69-72 |
| AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 13:00 |
Tokyo |
Tokyo University of Technology |
Thigh deformation from socks compression using multi-layered soft body based on art anatomy Hiromi Karasawa, Yoshihisa Kanematsu, Suguru Matsuyosi, Koji Mikami (TUT) |
Recent 3D character models have detailed expressions such as simulation of clothing and fluttering of hair. However, the... [more] |
AIT2024-88 pp.203-206 |
| ME |
2024-02-10 13:30 |
Online |
online |
Three-Dimensional Digitalization of the Statue of Prince Shotoku and Interactive VR Theater Using HMD Wenze Song, Yuta Nakauchi, Asako Soga (Ryukoku Univ.) |
This study aimed to enhance the understanding of Buddha statues, particularly focusing on the Statue of Prince Shotoku. ... [more] |
ME2024-11 pp.40-41 |
| AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 12:52 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
A sketch-based system for hand-drawn anime-style hair animations: Tweaking of control parameters Daisuke Kodama, Issei Fujishiro (Keio Univ.) |
Hair animation in Japanese hand-drawn animation plays an important role in expressing dynamism and creating impressive s... [more] |
AIT2023-51 pp.57-60 |
| 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 |