• Wrinkles Individuality Preserving Aged Texture Generation using Multiple Expression Images

    Aging of a human face is accompanied by visible changes such as sagging, spots, somberness, and wrinkles. Age progression techniques that estimate an aged facial image are required for long-term criminal or missing person investigations, and also in 3DCG facial animations. This paper focuses on aged facial texture and introduces a novel age progression method based on medical knowledge, which represents an aged wrinkles shapes and positions individuality. The effectiveness of the idea including expression wrinkles in aging facial image synthesis is confirmed through subjective evaluation.

  • Audio-Based Automatic Generation of a Piano Reduction Score by Considering the Musical Structure.

    This study describes a method that automatically generates a piano reduction score from the audio recordings of popular music while considering the musical structure. The generated score comprises both right- and left-hand piano parts, which reflect the melodies, chords, and rhythms extracted from the original audio signals. Generating such a reduction score from an audio recording is challenging because automatic music transcription is still considered to be inefficient when the input contains sounds from various instruments. Reflecting the long-term correlation structure behind similar repetitive bars is also challenging; further, previous methods have independently generated each bar. Our approach addresses the aforementioned issues by integrating musical analysis, especially structural analysis, with […]

  • SiCloPe: Silhouette-Based Clothed People

    We introduce a new silhouette-based representation for modeling clothed human bodies using deep generative models. Our method can reconstruct a complete and textured 3D model of a person wearing clothes from a single input picture. Inspired by the visual hull algorithm, our implicit representation uses 2D silhouettes and 3D joints of a body pose to describe the immense shape complexity and variations of clothed people. Given a segmented 2D silhouette of a person and its inferred 3D joints from the input picture, we first synthesize consistent silhouettes from novel view points around the subject. The synthesized silhouettes, which are the most consistent with the input segmentation are fed into a […]

  • GPU Smoke Simulation on Compressed DCT Space

    This paper presents a novel GPU-based algorithm for smoke animation. Our primary contribution is the use of Discrete Cosine Transform (DCT) compressed space for efficient simulation. We show that our method runs an order of magnitude faster than a CPU implementation while retaining visual details with a smaller memory usage. The key component of our method is an on-the-fly compression and expansion of velocity, pressure and density fields. Whenever these physical quantities are requested during a simulation, we perform data expansion and compression only where necessary in a loop. As a consequence, our simulation allows us to simulate a large domain without actually allocating full memory space for it. We […]

  • BBeep: A Sonic Collision Avoidance System for Blind Travellers and Nearby Pedestrians

    We present an assistive suitcase system, BBeep, for supporting blind people when walking through crowded environments. BBeep uses pre-emptive sound notifications to help clear a path by alerting both the user and nearby pedestrians about the potential risk of collision. BBeep triggers notifications by tracking pedestrians, predicting their future position in real-time, and provides sound notifications only when it anticipates a future collision. We investigate how different types and timings of sound affect nearby pedestrian behavior. In our experiments, we found that sound emission timing has a significant impact on nearby pedestrian trajectories when compared to different sound types. Based on these findings, we performed a real-world user study at […]

  • A Study on the Sense of Burden and Body Ownership on Virtual Slope

     This paper provides insight into the burden when people are walking up and down slopes in a virtual environment (VE) while actually walking on a flat floor in the real environment (RE). In RE, we feel a physical load during walking uphill or downhill. To reproduce such physical load in the VE, we provided visual stimuli to users by changing their step length.  In order to investigate how the stimuli affect a sense of burden and body ownership, we performed a user study where participants walked slopes in the VE. We found that changing the step length has a significant impact on a burden on the user and less correlation […]