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 Conference Papers (Available on Advance Programs)  (Sort by: Date Descending)
 Results 1 - 20 of 21  /  [Next]  
Committee Date Time Place Paper Title / Authors Abstract Paper #
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
AIT, 3DMT, OSJ-HODIC 2023-09-08
14:25
Tokyo Nihon Univ. College of Science and Technology (Surugadai Campus) Wave-optical characteristics of wavefield calculated using ray-sampling plane
Ryosuke katsura, Hirohito Nishi, Kyoji Matsushima (Kansai Univ.)
The ray-sampling plane (RSP) method is a powerful method for calculating object waves from multi-viewpoint images in ful... [more] AIT2023-141 3DMT2023-28
pp.9-12
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
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
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
IIEEJ, AIT 2022-10-31
11:20
Online on line A System for Interactive Sound Synthesis Based on Tree Simulation
Kazuki Matsuura, Makoto Fujisawa, Masahiko Mikawa
In this paper, we proposes a system to generate environmental sounds from tree swaying based on a tree simulation. A pos... [more] AIT2022-184
pp.49-52
AIT, IIEEJ, AS, CG-ARTS 2022-03-08
09:54
Online Online Prototyping of a real-time sound effect tool for live streaming with CG avatar
Hikaru Murakami, Akinori Ito (TUT)
In this study, we created a prototype of a tool that plays sound effects in real time in response to the actions of a CG... [more] AIT2022-42
pp.17-20
AIT, IIEEJ, AS, CG-ARTS 2021-03-08
11:15
Online Online Proposal of a method for improving the visibility of game visuals using impressionist techniques
Natsuka Hasegawa, Motonobu Kawashima, Daichi Hayakawa (TUT)
Visual expression in game contents in recent years has become more sophisticated. Realistic works are so realistic that ... [more] AIT2021-35
pp.25-28
AIT, IIEEJ, AS, CG-ARTS 2021-03-08
13:30
Online Online High-Detailing of Low-Detail Motion of CG Characters
Rikuto Tazawa, Hiroshi Mori, Fubito Toyama (Utsunomiya Univ.)
The motion of a CG character is one of important elements in CG contents. Motion capture and keyframe interpolation are ... [more] AIT2021-82
pp.185-186
AIT, IIEEJ, AS, CG-ARTS 2021-03-08
15:00
Online Online A Method for Supporting the Creation of Giant Characters Based on Silhouette Analysis
Masaki Hayashi, Yoshihisa Kanematsu (TUT), Ryuta Motegi (TMU), Koji Mikami (TUT)
In this study, we analyzed and classified the silhouettes of giant characters by using numerical values, and identified ... [more] AIT2021-120
pp.303-306
HI, IEICE-IE, IEICE-ITS, MMS, ME, AIT [detail] 2020-02-27
17:05
Hokkaido Hokkaido Univ.
(Cancelled)
A Note on Data Augmentation Method of 3D Pose Estimation for Illustration of Anime Character
Nozomi Isami, Yuji Sakamoto (Hokkaido Univ.)
Research on 3D pose estimation from photographs of real human using machine learning have already been proposed. However... [more] MMS2020-24 HI2020-24 ME2020-52 AIT2020-24
pp.123-128
AIT, IIEEJ, AS, CG-ARTS 2019-03-12
16:00
Tokyo Waseda Univ. Feature-aware Face Transfer for 3D Characters
Masato Watanabe, Yoshihiro Kanamori, Jun Mitani (University of Tsukuba)
Facial models of 3DCG characters have large variations even for an identical character and modeling such variations from... [more] AIT2019-81
pp.123-126
AIT, IIEEJ, AS, CG-ARTS 2018-03-16
14:15
Tokyo Tokyo University of Technology Difference of expression between 2DCG and 3DCG in effect composition
Hirotaka Hasegawa, Ikuko Tsubaki (TUT)
In the process called composition of CG animation production, characters are combined with background and special effect... [more] AIT2018-127
pp.309-310
ME 2018-02-24
11:00
Kanagawa Kanto Gakuin Univ. Interactive contents of shari casket using motion data and AR
Hibiki Tanimukai, Asako Soga, Yoshihiro Okada (Ryukoku Univ.)
In this research, we developed interactive content using motion data and augmented reality (AR) to stimulate interest in... [more] ME2018-46
pp.7-8
AIT, IIEEJ, AS, CG-ARTS 2017-03-14
10:50
Tokyo Ochanomizu Univ. A Planning Support Method Based on Analysis of Character's Anger Emotions
Masashi Sekiguchi (TUT), Yoshihisa Kanematsu (TMU), Naoya Tsuruta, Koji Mikami, Kunio Kondo (TUT)
The director gives direction of characters’ emotions in the movies and the directions should be quickly shared among cre... [more] AIT2017-52
pp.29-32
AIT, IIEEJ, AS 2016-03-09
10:40
Tokyo Tokyo Polytechnic Univ. A simulation System for Drafting a Character with Weaponized Artificial Limbs
Yuki Nagata (TUT), Ryuta Motegi, Yoshihisa Kanematsu (TMU), Naoya Tsuruta, Koji Mikami, Kondo Kunio (TUT)
Humanoid characters which have artificial limbs or weapons on their bodies can be found in recent cartoons or animations... [more] AIT2016-116
pp.249-252
HI 2013-12-06
16:15
Okinawa Okinawa Industry Support Center Analysis of Face Drawing of Characters at Turning in Japanese Hand-Drawn Animation
Wataru Mano (Tokyo Tech), Suguru Saito (Ochanomizu Univ.)
Character motion in hand-drawn animations are illustrated by unrealistic way. However, we seldom mind the difference bet... [more] HI2013-68
pp.25-28
3DMT, IDY 2011-06-16
17:10
Kyoto NICT Considerations on three-dimensional contents creation for and auto-stereoscopic HD projection display with dense horizontal parallax.
Mao Makino, Roberto Lopez-Gulliver, Shoichiro Iwasawa, Masahiro Kawakita (NICT)
This paper aims to provide necessary guidelines for contents creation for auto-stereoscopic displays with dense horizont... [more] IDY2011-28 3DIT2011-62
pp.45-48
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