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 Conference Papers (Available on Advance Programs)  (Sort by: Date Descending)
 Results 1 - 20 of 48  /  [Next]  
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
 Results 1 - 20 of 48  /  [Next]  
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