研究成果

1 |  2 |  3 Next >> 
[Course] An Elementary Introduction to Matrix Exponential for CG
Hiroyuki Ochiai, Ken Anjyo, Ayumi Kimura
SIGGRAPH '16 ACM SIGGRAPH 2016 Courses Article No. 4 (The movie and talk slides are available)
This course presents an elementary, intuitive, and visual introduction to several mathematical basics for beginners in computer graphics. The mathematical concepts covered in this course include 2D/3D translation, rotation, affine transformation, quaternion, dual quaternion, exponential and logarithm. These are quite useful for various aspects of computer graphics, including curve/surface editing,...
[journal] Fluid Volume Modeling from Sparse Multi-view Images by Appearance Transfer
Makoto Okabe, Yoshinori Dobashi, Ken Anjyo, Rikio Onai
ACM Transactions on Graphics, volume 34, issue 4 (Proc. SIGGRAPH 2015), pp. 93:1-93:10
We propose a method of three-dimensional (3D) modeling of volumetric fluid phenomena from sparse multi-view images (e.g., only a single-view input or a pair of front- and side-view inputs). The volume determined from such sparse inputs using previous methods appears blurry and unnatural with novel views; however, our method preserves the appearance of novel viewing angles by transferring the appea...
[Course] Mathematical Basics of Motion and Deformation in Computer Graphics
Ken Anjyo, Hiroyuki Ochiai
SIGGRAPH '14 ACM SIGGRAPH 2014 Courses Article No. 19 (The talk slides and course notes are available. 2014.8.20)
While many technical terms, such as Euler angle, quaternion, and affine transformation, are now quite popular in computer graphics, their graphical meanings are sometimes a bit far from the original mathematical entities, which could cause misunderstanding or misuse of the mathematical techniques. The concepts are inherited mostly from differential geometry and Lie theory, and are now commonly use...
[Course] Mathematical Description of Motion and Deformation: From Basics to Graphics Applications
Hiroyuki Ochiai, Ken Anjyo
SIGGRAPH ASIA 2013, Proceeding SIGGRAPH Asia 2013 Courses Article No. 2 (The revised course notes and talk slides are available. (04/12/2013))
While many technical terms, such as Euler angle, quaternion, and affine transformation, now become quite popular in computer graphics, their graphical meanings are sometimes a bit far from the original mathematical entities, which might cause misunderstanding or misuse of the mathematical techniques. This course presents an intuitive introduction to several mathematical concepts that are quite use...
[Invited Talk] Digital animation techniques and high performance computing
Ken Anjyo
Northeastern Asian Symposium: Method and Modeling for High performance Scientific Computing, Chengdu, China, 2013.9
In the film, video game and animation industries, the ultimate goal is not a completely physics-based reality but a plausible, believable reality. In this talk, I will describe a few of our recent research work that should meet such practical demands in creating elastic body animation and realistic facial animation. Considering these research efforts, I will also discuss the role of high-performan...
[Proceedings] Generating Variations of Flow Fields by Modulating Amplitude and Resizing Simulation Space
Syuhei Sato, Yoshinori Dobashi, Kei Iwasaki, Hiroyuki Ochiai, Tsuyoshi Yamamoto
Proceedings of Symposium MEIS2013, MI LectureNote, Vol. 50, pp. 15-20, 2013.10
[Proceedings] Single-view 3D Reconstruction by Learning 3D Game Scenes
Makoto Okabe, Ken Anjyo, Rikio Onai
Proceedings of Symposium MEIS2013, MI LectureNote, Vol. 50, pp. 39-42, 2013.10
[Proceedings] Probable and Improbable Faces
J.P. Lewis, Ken Anjyo, Zhenyao Mo, Taehyun Rhee
Proceedings of Symposium MEIS2013, MI LectureNote, Vol. 50, pp. 43-49, 2013.10
[Proceedings] Efficient Image-based Rendering Method using Spherical Gaussian
Kei Iwasaki
Proceedings of Symposium MEIS2013, MI LectureNote, Vol. 50, pp. 52-55, 2013.10
[Proceedings] A Lie Theoretic Proposal on Algorithms for Spherical Harmonic Lighting
Masato Wakayama
Proceedings of Symposium MEIS2013, MI LectureNote, Vol. 50, pp. 56-63, 2013.10
[Proceedings] Inverse Approach for Visual Simulation of Clouds
Yoshinori Dobashi
Proceedings of Symposium MEIS2013, MI LectureNote, Vol. 50, pp. 78-83, 2013.10
[Proceedings] Mathematical Formulation of Motion/Deformation and its Applications
Hiroyuki Ochiai, Ken Anjyo
Proceedings of Symposium MEIS2013, MI LectureNote, Vol. 50, pp. 100-103, 2013.10
[Proceedings] Ray Tracing of Quadratic Parametric Surface
Shinji Ogaki
Proceedings of Symposium MEIS2013, MI LectureNote, Vol. 50, pp. 110-115, 2013.10
[Proceedings] Anti-commutative Dual Complex Numbers and 2D Rigid Transformation
Genki Matsuda, Shizuo Kaji, Hiroyuki Ochiai
Proceedings of Symposium MEIS2013, MI LectureNote, Vol. 50, pp. 128-133, 2013.10
[Proceedings] A Lie Theoretic Parameterization of Affine Transformation
Shizuo Kaji, Sampei Hirose, Hiroyuki Ochiai, Ken Anjyo
Proceedings of Symposium MEIS2013, MI LectureNote, Vol. 50, pp. 134-140, 2013.10
[Journal] Line Selection Tool for 3D Artists
Jaewoo Seo & Ken Anjyo
Journal of Graphics Tools, Volume 16, Issue 4, pp. 233-244, 2013.9 PDF | DOI
Mesh component selection is one of the most common tasks in the 3D modeling process. However, even the latest 3D software packages still lack high-level component selection schemes. This makes users suffer from frequent mouse actions with precise control. We present a tool to select a set of vertices or edges along a line in the given mesh with ease. Because it mimics the behavior of the boundary ...
[Invited Talk] 行列の数理と運動の記述
落合啓之
CEDEC 2013, 2013.8
CGにより物体の動きを表現する技法にはさまざまなものがあるが、本講演では動きを変換(行列)を用いて表し、変換の属の空間の中での補間・ブレンドなどの操作を行う手法を説明する。オイラー角を用いる運動の方法と行列の対数関数・指数関数を用いる線形化の方法、四元数を用いる方法の...
[Invited Talk] コンピュータグラフィックス研究の最前線 ~レンダリング、プロシージャルモデリングとその周辺~
土橋宜典, 櫻井快勢
CEDEC 2013, 2013.8
SIGGRAPHをはじめとする学会、研究会等で発表される研究成果は、ゲームを含む様々な映像制作現場において実用化されています。さらに近年では、制作現場で開発された技術が学会で発表される例も少なくありません。
本セッションでは,レンダリング技術ならびにプロシージャルモデリング技術...
[Invited Talk] コンピュータグラフィクス研究の将来展望とゲーム制作への応用 ~レンダリング、プロシージャルモデリングとその周辺~
土橋宜典, 櫻井快勢, 津田順平, 堀川勉, 田村尚希
CEDEC 2013, 2013.8
SIGGRAPHをはじめとする学会、研究会等で発表される研究成果は、ゲームを含む様々な映像制作現場において実用化されています。さらに近年では、制作現場で開発された技術が学会で発表される例も少なくありません。
本セッションは,「コンピュータグラフィクス研究の最前線」セッションの発...
[Journal] A Practical Approach to Direct Manipulation Blendshapes
Ken Anjyo, Hideki Todo, J.P. Lewis
Journal of Graphics Tools, Volume 16, Issue 3, 2012, pp. 160-176 PDF | DOI
The original approach of direct manipulation blendshapes introduced a mathematical framework for manipulating blendshape face models directly and interactively while interoperating with traditional slider-based editing. This article introduces a few practical and useful techniques to the original work and presents the implementation details as a software tool. In addition, this article describes a...
[Talk] An Application of Lie theory to Computer Graphics
Shizuo Kaji
Applied Topology, Będlewo, Poland, 2013.7
In computer graphics, various mathematics is used such as the Navie-Stokes equations for generating clouds and fires, reproducing kernel Hilbert space for mixing different facial expressions, and piecewise linear map (PL-map, in short) for morphing shapes. I will discuss an algorithm to blend/deform shapes based on PL-map and an elementary Lie theory. A shape is represented by a polyhedron and its...
[Invited Talk] Techniques for making animation directable
Ken Anjyo
Proceedings of the 29th Spring Conference on Computer Graphics, Smolenice, Slovakia, 2013.5
In the film, video game or animation industries, the ultimate goal is not to provide completely physics-based reality but a plausible reality. We therefore need to explore the techniques and methodologies of making digital images and animation directable, blending art-directed expressions with physics-based depictions. In this talk, I will describe some of our recent research work that are intende...
[Journal] Lit-Sphere extension for artistic rendering
Hideki Todo, Ken Anjyo, Shun'ichi Yokoyama
The Visual Computer, Volume 29, Issue 6 (2013), pp. 473-480 PDF | DOI
The Lit-Sphere model proposed by Sloan et al. (Proceedings of Graphics Interface 2001, pp. 143–150, 2001) is a method for emulating expressive artistic shading styles for 3D scenes. Assuming that artistic shading styles are described by view space normals, this model produces a variety of stylized shading scenes beyond traditional 3D lighting control. However, it is limited to the static lightin...
[Lecture note] Computer Graphics における運動の記述
落合啓之
科学・技術の研究課題への数学アプローチ 数学モデリングの基礎と展開, MI レクチャーノート, Vol. 46, pp. 1-10, 2013.2
[Lecture note] CG 表現と球面調和関数の表現論
若山正人
科学・技術の研究課題への数学アプローチ 数学モデリングの基礎と展開, MI レクチャーノート, Vol. 46, pp. 11-20, 2013.2
[Invited Talk] 数学がつなぐかたち-幾何学的な形状補間法-
鍛冶静雄
ワークショップ「数理科学と情報科学の周辺」, Shinshu University, 2013.2
コンピューターグラフィックスの世界では、 流体表現における Navier-Stokes 方程式、 曲面表示における離散微分幾何学など、 数学的道具立てを積極的に用い、また数学に対して新しい問題を提示して来た。 ここでは、二つの与えられた形状を連続的に変形して補間する(モーフィング)問題を、 単体...
1 |  2 |  3 Next >>