Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
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 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 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Animation of flame shape change by field control of ignition volume Yui Ono, Tukasa Kikuchi (TUT) |
In recent years, computer graphics technology has become indispensable for visual works such as movies and animations. H... [more] |
AIT2023-97 pp.221-222 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 15:25 |
Online |
Online |
Study on Color of Ambient Light for Psychological Influence in 3D Animation Wen Zheng, Sakai Shigekazu (Waseda Univ.) |
Lighting has been an important part in today’s 3D animation making, with different elements including light strength, li... [more] |
AIT2022-79 pp.157-160 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
Using Deep Learning to Generate Water Effects for 2D Animation Zhaolou Liang, Masaki Abe, Taichi Watanabe (Tokyo Univ of Technology) |
In 2D animation effects, hand-drawn drawings and 3D simulations are used. Hand-drawn images have a high artistic and des... [more] |
AIT2022-112 pp.283-284 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 13:50 |
Online |
Online |
Series composition support based on story analysis of anime with original screenplays Takunori Sone, Yoshihisa Kanematsu (TUT), Ryuta Motegi (TMU), Suguru Matsuyoshi, Koji Mikami (TUT) |
The series structure of TV animation is implicit and unclear in many aspects. It is difficult to organize the number and... [more] |
AIT2022-133 pp.353-356 |
AIT, IIEEJ, AS, CG-ARTS |
2019-03-12 14:00 |
Tokyo |
Waseda Univ. |
GAN Framework of Fitting Preference Distribution of "Kawaii" Wu Shuangmei, Xie Haoran, Miyata Kazunori (JAIST) |
To study male characters reflecting user's preferences in the generation results is a challenging task. In this work, we... [more] |
AIT2019-135 pp.301-304 |
AIT, IIEEJ, AS, CG-ARTS |
2018-03-16 12:00 |
Tokyo |
Tokyo University of Technology |
Automatic Generation of Blowing Animation Taking Physical Movements Synchronized with Digital Music into Account Eri Horii, Koh Takeuchi, Issei Fujishiro (Keio Univ.) |
There are known many animation works with the theme of music performance. Though they commonly aim at generating realist... [more] |
AIT2018-48 pp.17-20 |
AIT, IIEEJ, AS, CG-ARTS |
2017-03-14 14:45 |
Tokyo |
Ochanomizu Univ. |
cellook Procedural animation of bloodshed Yuta Sato, Tsukasa Kikuchi (TUT) |
In recent years, 3DCG has been used in various forms in animation works. However, if it is taken into the work as it is,... [more] |
AIT2017-132 pp.299-302 |
AIT, IIEEJ, AS |
2015-03-14 16:00 |
Tokyo |
|
Motion Puppetry Taking Skeletal Similarity into Account Norihide Kaneko, Reo Takahashi, Issei Fujishiro (Keio Univ.) |
Motion retargeting is a well-known method to generate character animation in computer graphics, where an o... [more] |
AIT2015-46 pp.43-46 |
|