著者
柿原 利政 溝口 敦士 櫻井 快勢 瀬井 大志 谷本 隼飛 宮田 一乘
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.7, no.2, pp.34-42, 2008 (Released:2008-07-30)
参考文献数
10
被引用文献数
3 1

本論文では,7基の噴水を団扇型のコントローラで操るインタラクティブな噴水システムを提案する.1基の噴水は1つのポンプと,9個のフルカラーLEDで構成され,室内で使用するためにアクリルパイプで覆う.PCは噴水のポンプとLEDをコントロールし,団扇型コントローラの動きにともない水の噴射量と光の色を変化させる.団扇の形状が持つアフォーダンスを活用した,インタラクティブな噴水システムを実現した.
著者
高木 佐恵子 岡田 陽介 岩崎 慶 吉本 富士市
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.4, no.4, pp.135-144, 2005

魅力的な外見は一般に好まれる傾向にあるため,通常,人々は自分をよりよく見せようとする傾向がある.我々は,顔の個人的特徴をできるだけ残しつつ,その美しさを向上させるために,顔データを変形する手法を提案する.顔の魅力に関する既存研究を調査した結果,小さい,かつ/または,アンバランスな目と,突出した口を変形対象とする.変形は,3 次元の顔データに対して適用される.用いる顔データには,顔の部分(目や唇など)に分類された特徴点が含まれている.変形は,特徴点の移動により実現し,その移動は特徴点を囲む計測サンプル点の座標にも反映される.提案手法を適用して変形した8 人分の顔データを用いて,アンケート調査を行った.その結果,提案手法が個人的特徴を残しつつ美男美女化することに有効であることが確認された.
著者
長谷川 誠 林 正樹
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.1, no.1, pp.15-21, 2002

近年、様々な情報伝達メディアの急速な普及に伴い、テレビ番組に関連するコンテンツも多様化し、複数のメディアを通じて楽しむ視聴形態が促進しているため、ひとつのコンテンツからマルチメディアアウトプットを自動的に作る、メディア間相互変換の研究が重要になってきている。本研究では、このメディア間自動変換のひとつとして、テレビ番組台本をマンガという印刷物に変換して提供するアプリケーションについて検討を行った。今回、マンガ生成を行うテレビ番組台本として、テレビ番組記述言語TVML(TV program Making Language)により制作されたものを対象とし、そこから得た情報を解析することで、マンガに使うコマ画像の選定・データ化、マンガを作る際に必要な情報の抽出、マンガ特有の視覚効果であるフキダシなどの生成を行い、それらを組み合わせてマンガ画像を出力するアルゴリズムを提案し、それに基づいてマンガ自動生成システムを構築した。本研究により、マンガ自動生成システム構築へ向けての見通しが得られた。提案したシステムは、テレビ放送のもとになる番組台本を解析することで、マンガという文字と絵によるメディアに変換する試みであり、これにより、テレビ番組のコンテンツをマンガに変換し、自由に携帯し、時間や場所に拘束されずに楽しむという新しい視聴形態を提供する可能性を開くことができた。
著者
タヌイジャヤ シンダルタ 大野 義夫
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.9, no.3, pp.130-139, 2010 (Released:2010-10-01)
参考文献数
14

Researchers have been constantly developing new methods for generating realistic human motion. A common and popular approach is to use motion capture data or mocap data. However, this approach produces a mountain of data and there is an increasing necessity for quick and efficient mocap data search methods. For text documents, search results are usually returned in the form of a list of documents' titles. This allows users to quickly browse the search results and easily find the documents that they are looking for. Applying this method to mocap data requires the extraction of keyposes since displaying every frame will only present excessive and unnecessary information. The authors of this paper propose a simple and efficient method to automatically extract keyposes of mocap data. The proposed method requires only O(kn) operations. Thus, users can vary the search parameters and results will be presented interactively. Our results show that the proposed approach is applicable to mocap data of complex motions and motions composing of many motion segments.
著者
Katsutsugu MATSUYAMA Makoto OKAMOTO
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.8, no.3, pp.130-142, 2009 (Released:2009-10-09)
参考文献数
23
被引用文献数
1 2

This paper describes the research and development of a new tool for visualizing world maps. The developers anticipate this tool will provide a better grasp of structures and enable an improved understanding of features from multiple viewpoints. The following needs were identified on the basis of interviews with subjects who are likely users of map software: overhead views and true-to-life views; side-by-side comparison of arbitrarily selected locations; and context awareness. The software was designed to satisfy these requirements by incorporating a new algorithm, resulting in a package with distinctly different characteristics from those that are browsed in a directly geometric fashion. In this paper, we propose a viewing system that allows the user to switch seamlessly between different geographical projections and a multi-focus view displaying method by parameter adjustment and split screen. The effectiveness of this approach is validated in a survey of subjects using this mapping software.
著者
小坂 崇之
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.8, no.2, pp.57-65, 2009 (Released:2009-08-12)
参考文献数
24
被引用文献数
1 4

本稿では,全方位の風の記録と再生を可能としたWindStageを提案する.現在,市販されている風向風速計は風見鶏に代表されるように風向に関して出力は常に一方向のみである.そこで我々は多方向からの風情報を同時に計測することのできるWindCameraと多方向からの風を呈示するWindDisplayを開発した.本稿では,その二つを統合したWindStageについて述べる.またWindStageを用いた応用コンテンツについて述べる.
著者
松山 克胤 藤本 忠博 千葉 則茂
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.7, no.4, pp.144-154, 2008 (Released:2009-01-14)
参考文献数
32

A technology for automatically creating and adding sound to interactive CG animations of spark discharges in an efficient way has been developed. In the procedure proposed in this paper, the user inputs the electric charge distribution, boundary conditions and other parameters affecting the initiation of electric discharges in virtual space. The animation of the discharge is then created by generating and rendering the profile of the discharge pattern. The sound synchronized with the animation is automatically generated in an efficient way. The noises generated by spark discharges are shock waves, which exhibit complicated behavior; however, in this study, an empirical profile for a shock wave is employed to efficiently generate the acoustic waveform. Effective procedures for expressing lightning discharges and continuous discharges are also proposed. In this paper, we present the details of our technique and demonstrate its effect and efficiency by giving many experimental examples. We investiga ed the parameters and waveforms employed in this study to demonstrate the validity of this procedure.
著者
プルカット アブドレイン 原美 オサマ 藤本 忠博 千葉 則茂
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.7, no.4, pp.155-169, 2008 (Released:2009-01-14)
参考文献数
10
被引用文献数
5 7

Laser projectors are commonly used in the entertainment industry to create vector-based graphics. In order to present a stable image to observers, the laser projector moves the beam quickly using computer-controlled mirrors. The speed is high enough so that the human eye perceives it as a persistent line of light. In contrast with other vector graphic devices, laser projectors have their own inherent problems when drawing a laser image. These problems include an unexpected laser trail when the laser is switches on and off, the inertia effect for sharp corners, flickering, and the inconsistent brightness of a visible laser line. This paper presents an accurate and efficient approach for drawing graphics with a laser projector. The first section of the paper attempts to solve the unexpected laser trail problems by testing a simple pattern where this effect occurs. In the second section, we discuss a technique to compensate the error caused by the inertia effect for different rotation angles of the mirrors. We have also proposed the use of an Eulerian graph (unicursal) to reduce flickering and an efficient drawing sequence for the created Eulerian graph.
著者
Laga Hamid Masayuki Nakajima
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.7, no.4, pp.124-131, 2008 (Released:2009-01-14)
参考文献数
23
被引用文献数
8 11

We introduce a new framework for the automatic selection of the best views of 3D models based on the assumption that models belonging to the same class of shapes share the same salient features. The main issue is learning these features. We propose an algorithm for computing these features and their corresponding saliency value. At the learning stage, a large set of features are computed from every model and a boosting algorithm is applied to learn the classification function in the feature space. AdaBoost learns a classifier that relies on a small subset of the features with the mean of weak classifiers, and provides an efficient way for feature selection and combination. Moreover it assigns weights to the selected features which we interpret as a measure of the feature saliency within the class. Our experiments using the LightField (LFD) descriptors and the Princeton Shape Benchmark show the suitability of the approach to 3D shape classification and best-view selection for online visual browsing of 3D data collections.
著者
ママット アブドゥカディル 藤本 忠博 メムティミン ゲーニ 千葉 則茂
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.6, no.4, pp.179-196, 2007 (Released:2008-06-18)
参考文献数
31
被引用文献数
2

We present an efficient method for creating large-scale animations of vertical developing cumulus-type cloud growth. The dynamics of cloud formation, growth, and motion are complex phenomena, and depicting these dynamics remains a significant challenge in the area of simulation and animation of natural phenomena in computer graphics. A novel aspect of this paper is the combination of a physical simulation method and a stochastic simulation method for obtaining an animation of large-scale phenomena with effects that are more natural. The physical simulation method is used to accurately solve fluid dynamics on a relatively small scale and prepare a 3D primitive pattern of a realistic animation of cloud growth. The stochastic simulation method uses 1/fβ noise functions and performs a large-scale simulation of an air current caused by the rising and condensation of water vapor due to the thermal effect. Many copies of the 3D primitive pattern are recursively mapped into the air current to constitute a large-scale continuous cloud growth. This combination of the physical and stochastic simulation methods can animate large-scale phenomena efficiently without enormous computational time and memory. The physical and stochastic simulations are achieved by particle-based methods, and the mapping is applied on simulated particles. Experimental results show that the proposed method efficiently creates realistic animations of large-scale cumulus and cumulonimbus clouds.
著者
マエス マルセーロ 藤本 忠博 千葉 則茂
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.7, no.1, pp.1-13, 2007 (Released:2008-07-30)
参考文献数
36

We present an optimization of the height-field water-column based approach for water simulation, providing three-dimensional animation of water flow on natural terrains. Our approach eliminates the storage and management of redundant virtual pipes between columns of water and also removes output dependency for parallel implementation, making it efficient for interactive computer graphics applications. We show a GPU implementation of the proposed method that runs at interactive frame rates with rich lighting effects on the water surface, including light wavelength dependent attenuation and light scattering.
著者
Xin Yin Weiwei Xu Ryo Akama Hiromi T Tanaka
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.7, no.1, pp.14-21, 2008 (Released:2008-07-30)
参考文献数
21
被引用文献数
1 2

A technique to synthesize a 3-D Kabuki face model from ancient images is proposed. Kabuki is a traditional Japanese theater art. Kabuki researchers can know some ancient information of Kabuki from the ancient 2-D images such as Ukiyo-e (Japanese drawing) and Kumadori images (Kabuki makeup). Compared with the real face images in photographs and paintings, the face images in Ukiyo-e and Kumadori images were distorted a little from the real face for art representation. Hence, it is necessary to synthesize a new 3-D face model between the 3-D real face original model and the 2-D images. A deformation technique is proposed for transforming 3-D real face original models according to the 2-D images, and a mapping algorithm is given to map the images onto the 3-D face shape model. To ensure balance between precision and smoothing of 3-D model deformations and mappings, the radial basis function (RBF) is developed and a multilevel RBF is proposed. This multilevel RBF solver can be used to deform the 3-D real face model as well as map the 2-D images onto the 3-D face model. Some experimental results are given to demonstrate the effect of this technique.
著者
アブドレイン プルカット 藤本 忠博 千葉 則茂 ゲニ マミチミン
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.6, no.3, pp.154-166, 2007 (Released:2008-05-27)
参考文献数
15
被引用文献数
1

A particle-based method is one of the most commonly used methods for fluid simulations. It has certain advantages over other fluid simulation methods; for example, it is easy to simulate irregular and complex fluid motion with topological changes. However, the surface reconstruction for particles remains a challenging problem. In this paper, we propose a surface reconstruction method for moving particles whose motion data are given by a particle-based simulation method. Our method utilizes a level set method to reconstruct a surface because the level set method enables the surface to change its topology free according to the irregular arrangement of particles. Moving particles' data such as positions and velocities given by a gridless particle-based method are effectively used in the level set method executed on a grid space. As a result, a suitable surface is reconstructed so as to follow the moving particles with topological changes. Besides, our method makes isolated splash particles to appropriately contribute to the surface reconstruction. Some experimental results show the useful performance of our method.
著者
ゾリーグ グンジェー 藤本 忠博 千葉 則茂
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.6, no.1, pp.21-36, 2007 (Released:2008-07-30)
参考文献数
32
被引用文献数
2 3

In this paper we present our solution for shadow generation, visibility sorting and GPU based shading of translucent point data for point based rendering. Our Translucent Shadow Mapping Algorithm uses a spherical coordinate system and solves the distancebased sorting, transparency calculation, shadow mapping, omni-directional mapping and light intensity attenuation problems in one step. We also propose a novel algorithm for visibility sorting of unstructured point data using the Hierarchical Bucket Sorting approach. This algorithm uses less memory and produces precise back-to-front ordered slices compared to previous methods. Finally, the shading calculations are performed in the GPU, using the rendering-oriented attributes of the point splats. Furthermore, we demonstrate the efficiency and flexibility of our novel approach of point splatting by showing several rendering results for visualizing mixed 3D data sets.
著者
Youhei Ishiguro Tsukasa Kikuchi
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.4, no.4, pp.120-127, 2005 (Released:2008-07-30)
参考文献数
22
被引用文献数
1

The hands are the most characteristic part of the human body from the standpoint that they are related to other elements through actions like grasping and touching. Several elaborate animation techniques for the hand with 3DCG have recently been proposed, but they are not good enough for simulations of hand touching, which requires simulation of complicated actions and position-dependent elastic forces in the hand. In this report, an algorithm is proposed which the user can operate intuitively for the deformation and the color change of the hand induced by touching. An outline of the algorithm is as follows; 1) elastic deformation, depending on the position of the hands, is controlled by channel images, and 2) color change is expressed by synthesizing three kinds of texture images.
著者
Norio Sato Yasuhiro Suzuki Qinglian Guo Kyoko Kato
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.4, no.4, pp.159-167, 2005 (Released:2008-07-30)
参考文献数
13

We have developed a simulation program that presents the process of fastening band-shaped cloth objects. These objects are twisted in 3D space to mimic the movements of tying garments such as Kimono sash. Even using extensive collision handling, this simulation is tough. The difficulty lies in the complex object contacts: The movements of different parts of a long contiguous deformable object conflict with each other causing numerous collisions during fastening process; Such collisions cause implausible deformations; Moreover, the collisions in different angles are prone to fatal penetrations that are not simple to remove. We propose three schemes to solve these problems. One is a pre-step mechanical scheme for calculating fastening force to move the object smoothly. Other two are a post-step geometrical correction scheme to smooth deformations and a set of schemes to remove penetrations. These schemes proved to enable robust and visually realistic simulations with low cost.
著者
Chaojiang ZHU Kazunobu MURAOKA Takeyuki KAWABATA Can CAO Tadahiro FUJIMOTO Norishige CHIBA
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.5, no.1, pp.1-10, 2006-03-20 (Released:2008-04-11)
参考文献数
10
被引用文献数
7 8

The expression of animals and natural phenomena as simulated by computer graphics can be expected to enhance the realism of landscape simulation, virtual reality, etc. In this paper, a model of bird flight model animated in real time is proposed by taking aerodynamics into consideration. In this model, a bird flies by the wingbeat motion and using its tail feathers. Furthermore, target points are set in the space and the bird's orientation and flapping are adjusted such that the bird passes through these target points in sequence. This makes it possible to have the bird fly along an arbitrary path.
著者
Hiroki Takahashi Masayuki Nakajima
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.4, no.3, pp.101-107, 2005 (Released:2008-07-30)
参考文献数
20
被引用文献数
1 2

本論文では,ディジタルカメラで撮影した画像中に存在する文字情報の抽出,認識,翻訳等の処理を行うシステムの構築を目指して,画像の高品質化によって認識性能を向上する手法を提案する.提案手法では,ディジタルカメラで撮影した文字列を含む画像に対し,JPEG圧縮によるノイズの削減とDCTの高周波成分復元による拡大,2値化処理を行い,市販の文字認識ソフトウエアを用いて文字認識を行った.画像の拡大では,拡大に伴うモスキートノイズやブロックノイズの影響が少ない拡大手法を提案する.文書画像をディジタルカメラで撮影した画像と看板やプレートに書かれた文字を撮影した画像に対して実験を行った.本報告では,画像の高品質化処理を目的としているため,文字の切り出しは手作業で行っている.これらの対象画像に対し,拡大処理を施さずに2値化処理を行った文字画像や共1次内挿法で拡大した画像と比べ,従来の文字認識技術を用いて文字認識率を向上することができた.
著者
Youetsu SATO Tadahiro FUJIMOTO Kazunobu MURAOKA Norishige CHIBA
出版者
The Society for Art and Science
雑誌
芸術科学会論文誌 (ISSN:13472267)
巻号頁・発行日
vol.3, no.4, pp.224-234, 2004 (Released:2008-07-30)
参考文献数
29
被引用文献数
1 3

Non-photorealistic rendering has become an important research topics in computer graphics in recent years. We have previously proposed a non-photorealistic rendering method to generate Suibokuga-like images of trees. This method was suitable only for representing trees in Mokkotsuho paintings because the images were generated from three-dimensional skeleton data. In this paper, we propose a method to generate Suibokuga-like images of arbitrary objects from three-dimensional geometric models, such as polygonal models. The proposed method realizes Kou, Ten, and Shun brush stroke techniques for creating Sensenbyoho paintings, which are a typical Suibokuga style for representing landscapes. Moreover, the images can be generated from arbitrary viewpoints and light source information. The ability of this method is demonstrated by showing various example.