• Thickness-aware voxelization

    Voxelization is a crucial process for many computer graphics applications such as collision detection, rendering of translucent objects, and global illumination. However, in some situations, although the mesh looks good, the voxelization result may be undesirable. In this paper, we describe a novel voxelization method that uses the graphics processing unit for surface voxelization. Our improvements on the voxelization algorithm can address a problem of state‐of‐the‐art voxelization, which cannot deal with thin parts of the mesh object. We improve the quality of voxelization on both normal mediation and surface correction. Furthermore, we investigate our voxelization methods on indirect illumination, showing the improvement on the quality of real‐time rendering.

  • Interactive Face Retrieval Framework for Clarifying User’s Visual Memory

    This paper presents an interactive face retrieval framework for clarifying an image representation envisioned by a user. Our system is designed for a situation in which the user wishes to find a person but has only visual memory of the person. We address a critical challenge of image retrieval across the user’s inputs. Instead of target-specific information, the user can select several images that are similar to an impression of the target person the user wishes to search for. Based on the user’s selection, our proposed system automatically updates a deep convolutional neural network. By interactively repeating these process, the system can reduce the gap between human-based similarities and computer-based […]

  • Data compression for measured heterogeneous subsurface scattering via scattering profile blending

    Subsurface scattering involves the complicated behavior of light beneath the surfaces of translucent objects that includes scattering and absorption inside the object’s volume. Physically accurate numerical representation of subsurface scattering requires a large number of parameters because of the complex nature of this phenomenon. The large amount of data restricts the use of the data on memory-limited devices such as video game consoles and mobile phones. To address this problem, this paper proposes an efficient data compression method for heterogeneous subsurface scattering. The key insight of this study is that heterogeneous materials often comprise a limited number of base materials, and the size of the subsurface scattering data can be […]