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 |
|