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SIGGRAPH Asia 2018 Posters: Tokyo, Japan
- Nafees Bin Zafar, Kun Zhou:
SIGGRAPH Asia 2018 Posters, Tokyo, Japan, December 04-07, 2018. ACM 2018, ISBN 978-1-4503-6063-0
Animation and visual effects
- Hanyoung Jang, Byungjun Kwon, Moonwon Yu, Seong Uk Kim, Jongmin Kim:
A variational U-Net for motion retargeting. 1:1-1:2 - Tomoki Sueyoshi, Yuki Morimoto:
Automatic generation of interactive projection mapping for leaves. 2:1-2:2 - Marc Salvati, Kota Ito:
Blur algorithms for cartoon animation. 3:1-3:2 - Takahiro Kawabe:
Danswing papers. 4:1-4:2 - Kei Kitahata, Yuji Sakamoto:
Evaluation of reducing three-dimensionality of movement to create 3DCG animation looks more like 2D animation. 5:1-5:2 - Keisuke Yamakawa, Suguru Saito:
Generating anime-like face images from projected 3D models. 6:1-6:2 - Naofumi Akimoto, Hirokatsu Kataoka, Yoshimitsu Aoki:
Generating effect animation with conditional GANs. 7:1-7:2 - Rina Savista Halim, Phillip Pan, Kuo-Wei Chen, Chih-Yuan Yao, Tong-Yee Lee:
Non-photorealistic rendering of yangzhou school painting for koi animation. 8:1-8:2 - Koh Sueda, Takashi Kitada, Yushin Suzuki, Taiki Wada:
Research and development of augmented FPV drone racing system. 9:1-9:2 - Hiroki Watanabe, Makoto Fujisawa, Masahiko Mikawa:
Simulation of bubbles with floating and rupturing effect for SPH. 10:1-10:2 - Takahiro Kawabe:
Spatially augmented depth and transparency in paper materials. 11:1-11:2 - Wataru Yamamoto, Bisser Raytchev, Toru Tamaki, Kazufumi Kaneda:
Spectral rendering of fluorescence using importance sampling. 12:1-12:2 - Maël Crespin-Pommier, Baptiste Olivier, Antoine Demière, Antonin Leuret, Alain Lioret:
Transitory project: an interactive artistic digital installation based on an artificial intelligence. 13:1-13:2
Computer graphic education
- Rebecca Yuqi Huang, Kevin Kaiting Kao, Kosuke Kumada:
An innovative model for animation education in Asia: massive collaborative animation projects. 14:1-14:2
Computer vision and image understanding
- Koki Tsubota, Toru Ogawa, Toshihiko Yamasaki, Kiyoharu Aizawa:
Adaptation of manga face representation for accurate clustering. 15:1-15:2 - Kalenga-Bimpambu Tshilombo, Yusuke Yoshiyasu, Antonio Gabas, Kota Suzui:
Automatic dataset generation for object pose estimation. 16:1-16:2 - Masaru Tsuchida, Takahito Kawanishi, Kunio Kashino:
Color enhancement factors to control spectral power distribution of illumination. 17:1-17:2 - Sheng-Fu Ko, Yi-Hung Lin, Ping-Hsuan Han, Chia-Chun Chang, Chien-Hsing Chou:
Combining deep learning algorithm with scene recognition and haptic feedback for 4D-VR cinema. 18:1-18:2 - Jun-Hyuk Kim, Jun-Ho Choi, Choong-Hyun Seo, Jaehyuk Chang, Jong-Seok Lee:
Deep learning-based super-resolution for digital comics. 19:1-19:2 - Ojaswi Gupta, Ramya Hebbalaguppe:
FingertipCubes: an inexpensive D.I.Y wearable for 6-DoF per fingertip pose estimation using a single RGB camera. 20:1-20:2 - Gahye Lee, Seungkyu Lee:
GAN with autoencoder and importance sampling. 21:1-21:2 - Shih-Hsiu Chang, Ching-Ya Chiu, Chia-Sheng Chang, Kuo-Wei Chen, Chih-Yuan Yao, Ruen-Rone Lee, Hung-Kuo Chu:
Generating 360 outdoor panorama dataset with reliable sun position estimation. 22:1-22:2 - Gahye Lee, Seungkyu Lee:
Hunting out graphic images from real images using recurrent neural network and extended principal color components. 23:1-23:2 - Suekyeong Nam, Seungkyu Lee:
Motion regeneration using motion texture and autoencoder. 24:1-24:2 - Jashanjot Singh, Haotao Lai, Konstantinos Psimoulis, Paul Palmieri, Inna Atanasova, Yasmine Chiter, Amirali Shirkhodaiekashani, Serguei A. Mokhov:
OpenISS depth camera as a near-realtime broadcast service for performing arts and beyond. 25:1-25:2 - Yoshibumi Fukuda, Kazuya Sugimoto:
Study on background optical flow cancellation using cyclically updated camera posture information. 26:1-26:2
Computer-aided design
- Yasuo Kawai, Natsumi Kobayashi, Ayaka Enzaka:
Historical streetscape simulation system that reflects changes in weather, time, and seasons. 27:1-27:2 - Yasuo Kawai, Yurie Kaizu, Shusei Yoshida:
Visualization system for tsunami evacuation behavior. 28:1-28:2
Geometry and modeling
- Shih-Hao Liu, Tung-Ju Hsieh:
Chinese sea punica granatum floral pattern synthesis. 29:1-29:2 - Lifang Wu, Yisong Gao, Miao Yu, Meng Jian, Zechao Liu, Yupeng Guan:
Global-optimization-based model decomposition for support-free multi-DOF 3D printing. 30:1-30:2 - Charles C. Morace, Feng-Wei Wu, Chih-Kuo Yeh, Chia-Hsiang Chen, I-Cheng Yeh, Tong-Yee Lee:
Hair modeling from a single anime-style image. 31:1-31:2 - Yuki Igarashi:
Interactive modeling for craft band design. 32:1-32:2 - Shingo Uzawa, Toshiharu Igarashi, Kazuki Takazawa, Nozomi Magome, Yoichi Ochiai:
Novel structure using quasirigid folding of voxel in Ron Resch pattern. 33:1-33:2 - Shang-Ta Yang, Chi-Han Peng, Peter Wonka, Hung-Kuo Chu:
PanoAnnotator: a semi-automatic tool for indoor panorama layout annotation. 34:1-34:2 - Hyunsoo Song, Seungkyu Lee:
PPConv: polypod convolution for 3D point cloud description. 35:1-35:2 - Wataru Ono, Hikaru Shionozaki, Takashi Ijiri, Kenji Kohiyama, Hiroya Tanaka:
Shape and texture reconstruction for insects by using X-ray CT and focus stack imaging. 36:1-36:2 - Seungpyo Ha, Seungkyu Lee:
Translucent surface detection by raycasting through multiple depth images. 37:1-37:2 - Yu-Lin Chao, Tung-Ju Hsieh, Pei-Ying Chiang:
Vector graphics editing with interweaving and penetrating. 38:1-38:2
Human-computer interaction
- Takatoshi Yoshida, Xiaoyan Shen, Tal Achituv, Hiroshi Ishii:
3D touch point detection on load sensitive surface based on continuous fluctuation of a user hand. 39:1-39:2 - Shumpei Akahoshi, Mitsunori Matsushita:
Afterglow projection: virtual information projection method to real environment using pico projector in mixed reality. 40:1-40:2 - Yuto Sugita, Keiichi Zempo, Yasumasa Ando, Yuya Kakutani, Koichi Mizutani, Naoto Wakatsuki:
Diet gamification toward chewing amount control via head mounted display. 41:1-41:2 - Ning Xie, Xinrui Cai, Sipei Li, Yifan Lu, Mingyue Lou, Heng Tao Shen:
DT-Zheng: digital twin method for Zheng musical instrument. 42:1-42:2 - Dong-Hyun Kim, Yong-Guk Go, Soo-Mi Choi:
First-person-view drone flying in mixed reality. 43:1-43:2 - Michael Vallance, Yuto Kurashige, Takurou Magaki:
Fukushima nuclear plant as a synthetic learning environment. 44:1-44:2 - Mamoru Hirota, Ayumu Tsuboi, Masayuki Yokoyama, Masao Yanagisawa:
Gesture recognition of air-tapping and its application to character input in VR space. 45:1-45:2 - Lingyan Ruan, Bin Chen, Miu-Ling Lam:
Human-computer interaction by voluntary vergence control. 46:1-46:2 - Mengwei Lin, Junfeng Yao, Yingying She, Chao Gao, Jin Chen:
Human-marionette interaction puppetry using mechanical arm and L-shaped screen. 47:1-47:2 - Mayumi Takasaki, Kyoko Ohashi, Shinji Mizuno:
Interaction of a stereoscopic 3DCG image with motion parallax displayed in mid-air. 48:1-48:2 - Negar Kaghazchi, Sachiko Kodama, Masakatsu Kaneko:
Interactive visual narrative "cloudy lady": gaze navigation method and a prototype application. 49:1-49:2 - Keiichiro Taniguchi, Tomoko Hashida:
Rapid prototyping system using transformable and adherable PCL blocks. 50:1-50:2 - Anthony Bazelle, Hugo Pourrier-Nunez, Maxime Rignault, Michael Chang:
Simulation of different materials texture in virtual reality through haptic gloves. 51:1-51:2 - Takeo Hamada, Michiteru Kitazaki, Noboru Koshizuka:
Social facilitation with virtual jogging companion on smartglasses. 52:1-52:2 - Toshikazu Ohshima, Tsukasa Sumizono:
Tactile microcosm of ALife: interaction with artificial life by aerial mixed reality display. 53:1-53:2 - Minjing Yu, Yong-Jin Liu, Guozhen Zhao, Charlie C. L. Wang:
Tangible interaction with 3D printed modular robots through multi-channel sensors. 54:1-54:2 - Akira Nakayasu:
Tentacle flora: lifelike robotic sculpture. 55:1-55:2
Image and video processing applications
- Ming-Te Chi, Hao-Hsuan Tang, Chih-Kuo Yeh, Charles C. Morace, Hui-Nieg Chou, Shih-Syun Lin, Tong-Yee Lee:
Alphabet collage art generation. 56:1-56:2 - Yoon-Seok Choi, Soonchul Jung, In-Su Jang, Taewon Choi, Jin-Seo Kim:
Automatic perforation system for korean traditional painting: Dancheong. 57:1-57:2 - Shintaro Takemura:
Optimize deep super-resolution and denoising for compressed textures. 58:1-58:2 - Yudai Niwa, Hajime Kajita, Naoya Koizumi, Takeshi Naemura:
GoThro: optical transfer of camera viewpoint using retro-transmissive optical system. 59:1-59:2 - Sanghyuk Kim, Min-Woo Seo, Seung Joon Lee, Suk-Ju Kang:
Object tracking-based foveated super-resolution convolutional neural network for head mounted display. 60:1-60:2 - Tomomi Takashina, Yuji Kokumai:
Real-virtual bridge: a modular mechanism to mediate between real and virtual objects. 61:1-61:2 - Kalina Borkiewicz, A. J. Christensen, Stuart Levy, Robert Patterson, Donna J. Cox, Jeff Carpenter:
Scientific and visual effects software integration for the visualization of a chromatophore. 62:1-62:2 - Natsuki Kagaya, Hiroshi Mori, Tomoharu Ishikawa, Kazuya Sasaki, Miyoshi Ayama, Kenji Shoji, Fubito Toyama:
Simulating kimono fabrication based on the production process of Yuki-tsumugi. 63:1-63:2 - Mahak Gambhir, Swati Panda, Shaik Jani Basha:
Vulkan rendering framework for mobile multimedia. 64:1-64:2
Information visualization and scientific visualization
- Jian Zhao, Francine Chen, Patrick Chiu:
A generic visualization framework for understanding missing links in bipartite networks. 65:1-65:2 - Yaodong Li, Zhuo Yang, Yinwei Zhan, Yongqiang Li, Gang He:
Directional heat map generation with saccade information. 66:1-66:2 - Hirofumi Seo, Takeo Igarashi:
Enhancement techniques for human anatomy visualization. 67:1-67:2 - Alex Zhang, Kan Chen, Henry Johan, Marius Erdt:
High performance city rendering in Vulkan. 68:1-68:2 - Christopher J. Hammang, Phillip Gough, Weber Liu, Eric Jiang, Pauline Ross, Jim Cook, Philip Poronnik:
Life sciences in virtual reality: first-year students learning as creators. 69:1-69:2 - Sophie Ramassamy, Hiroyuki Kubo, Takuya Funatomi, Daichi Ishii, Akinobu Maejima, Satoshi Nakamura, Yasuhiro Mukaigawa:
Pre- and post-processes for automatic colorization using a fully convolutional network. 70:1-70:2 - Yuta Kataoka, Wataru Teraoka, Yasuhiro Oikawa, Yusuke Ikeda:
Real-time measurement and display system of 3D sound intensity map using optical see-through head mounted display. 71:1-71:2 - Mikhail Sorokin, Galen Stetsyuk, Raghav Gupta, Alex Busch, Brian Russin, Celeste Lyn Paul, Samir Khuller:
Ring graphs in VR: exploring a new and novel method for node placement and link visibility in VR-based graph analysis. 72:1-72:2
Multimedia applications
- Naoaki Kataoka, Tomokazu Ishikawa, Yusuke Kameda, Ichiro Matsuda, Susumu Itoh:
Digital reproduction of hair waving based on animator technique. 73:1-73:2
Video gaming
- Ryohei Oda, Yuto Mizumatsu, Tomoki Kajinami:
An interface for post-match play-by-play analysis of a fighting game based on the two players' eye movements. 74:1-74:2
Virtual reality
- Kengo Fujii, Kazuki Shimose, Clément Trovato, Masao Nakajima, Toru Iwane, Masaki Yasugi, Hirotsugu Yamamoto:
A device for reconstructing light field data as 3D aerial image by retro-reflection. 75:1-75:2 - Kenji Furukawa, Susumu Nakata:
Automatic generation of hair motion of 3D characters following japanese anime style. 76:1-76:2 - Yihua Bao, Dong Li, Dongdong Weng, Mo Su:
dongSpace: a wide-area mixed reality multiplayer game system. 77:1-77:2 - Tze-How Liew, Yueh-Chun Lai, Hong Shiang Lin, Sun-Yu Gordon Chi, Ming Ouhyoung:
Free-viewpoint synthesis over panoramic images. 78:1-78:2 - Kei Tsuchiya, Ayaka Sano, Naoya Koizumi:
Interaction system with mid-air CG character that has own eyes. 79:1-79:2 - Po-Yao Huang, Hong Shiang Lin, Sun-Yu Gordon Chi, Liang-Han Lin, Ming Ouhyoung:
Panoramic depth reconstruction within a single shot by optimizing global sphere radii. 80:1-80:2 - Bruno Evangelista, Houman Meshkin, Helen Kim, Anaelisa Aburto, Ben Max Rubinstein, Andrea Ho:
Realistic AR makeup over diverse skin tones on mobile. 81:1-81:2 - Yuta Itoh, Kenta Yamamoto, Yoichi Ochiai:
Retinal HDR: HDR image projection method onto retina. 82:1-82:2 - George Papagiannakis, Nikos Lydatakis, Steve Kateros, Stelios Georgiou, Paul Zikas:
Transforming medical education and training with VR using M.A.G.E.S. 83:1-83:2
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