Sample Images from Our Papers (2)


t-pot collection
256 images (1991-2015)

An Error Estimation Framework for Many-Light Rendering


from PG 2016  (abstract)


Multiple Scattering Approximation in Heterogeneous Media


from PG 2016  (abstract)


Implicit Formulation for SPH-based Viscous Fluids


from EG 2015  (abstract)


Volume preserving viscoelastic fluids with large deformations using position-based velocity corrections



from TVC 2014  (abstract)


Visual Simulation of Glazed Frost Taking into Accoun Supercooled State


from IEVC 2014  (abstract)


A Velocity Correcting Method for Volume Preserving Viscoelastic Fluids


from CGI 2014  (abstract)


viscous fluids with elasticity and thermal conductivity using position-based dynamics



from C & G 2014
 (abstract)


Visual Simulation of Compressible Snow with Friction and Cohesion


from NICOGRAPH 2014  
(abstract),


Interactive Cloth Rendering of Microcylinder Appearance Model under Environment Lighting


from EG 2014  (abstract)


Method of Divide-and-conquer Ray-tracing using Ray Sampling


from IPSJ 2014  (abstract),


Magnetic Fluids Using Dynamic Displacement Mapping


from IEVC 2013  (abstract),


Progressive Photon Beams with Adaptive Free Path Sampling


from NICO12 2012  (abstract),


Bubbles in Carbonated Water


from NICOGRAPH 2012  (abstract),


Water Droplets on a Hydrophobic Windshield


from WSCG 2012  (abstract),


Pixel Art with Refracted Light by Rearrangeable Sticks


from EG 2012  (abstract),


Real-time Rendering of Dynamic Scenes under All-frequency Lighting using Integral Spherical Gaussian


from EG 2012  (abstract),


Visual Simulation of Magnetic Fluids


from GRAPP2012  (abstract),


Twisting, Tearing and Flicking Effects in String Animations


from MIG2011  (abstract),


Motion Deblurring from a Single Image using Circular Sensor Motion


from PG 2011  (abstract),


Toward Optimal Space Partitioning for Unbiased, Adaptive Free Path Sampling of Inhomogeneous Participating Media


from PG 2011  (abstract),


Modeling of Aurora Borealis Using the Observed Data


from SCCG2011  (abstract),


Optimization of Distortions in Wide-Angle Images


from SCCG2011  (abstract),


Chain Shape Matching for Simulating Complex Hairstyles


from CGF 2010  (abstract),


An Eyeglass Simulator Using Conoid Tracing


from CGF 2010  (abstract),


Interactive Lighting and Material Design


from CW2010  (abstract),


Glare Effect Aplication to Headramp Design Verification


from IEEJ  (abstract),


Interactive Image Composition through Draggable Objects


from IEEJ  (abstract),


Solar Photosphere Based on Magnetrohydrodynamics


from IEEJ  (abstract),


Fast Particle-based Visual Simulation of Ice Melting


from CGF (or PG2010)  (abstract), 1st authors's page


Curling and clumping fur represented by texture layers


dry fur -----> wet fur --- detail of wet fur
from TVC (or CGI2010)  (abstract), 1st authors's page


Mixed-motion Avalanches with Interactions Between Snow Layers


from TVC (or CGI2010)  (abstract), 2nd authors's page


Interior Scenes with Dynamic Environment Illumination


from @CGF 09  (abstract)


Simulation of Tearing Cloth with Frayed Edges


from @CGF 09  (abstract)


Reflectance and Transmittance Distribution of Scattering Materials

-> .
from @The Journal of IIEEJ09  (abstract)


Shape Control of Destroyed Objects in Destruction Simulation


from IEEJ 09  (abstract), (animation)


Translucent Materials with Plane-parallel Solution


from IPSJ 09  (abstract)


Deformation/fracturing using adaptive shape matching


from CASA2009  (abstract), (animation)


Simulating Destruction and Generated Dust/Debris


from TVC2009  (abstract),


INVERSE APPROACH TO BRDF MODELING


from GRPP2009  (abstract),


Interactive Region Matching for 2D Animation Coloring


from IEICE 2009  (abstract)


Real-time Animation of Sand-Water Interaction


from PG2008  (abstract), (animation)


Autostereograms Taking into Account Object Colors


from CW2008  (abstract),


REAL-TIME Reflection/Refraction on a Per-Vertex Basis


from IIEEJ2008  (abstract),


Virtual Painting Knife


from TVC2008  (abstract), (animation)


GPU-based Fast Ray Casting for Metaballs


from EUROGRAPHICS 2008,  (abstract), (animation)

Fluid Simulation Using Overlapping Grids


from EUROGRAPHICS 2008,  (abstract), (animation) (Click here to see movies)

GPU-based rendering of point-sampled water surfaces


from TVC 2008,  (abstract),

Interactive Lighting Design using Light Paths Precomputation


from PG2007  (abstract), (animation)


Digital Refocusing from a Single Photograph


input image ---> refocused image(middle) -> refocused image(far)

input image --> refocused -- refference, input -> refocused
from PG2007  (abstract), (animation)


Particle-based Simulation on Surface Flow


from ITE2007  (abstract), (animation)


Interactive Simulation of the Human Eye Depth of Field and Its Correction with Spectacle Lenses


from EG2007  (abstract), (animation)


Skinning Method using Normal Map Interpolation


from IEEI2007  (abstract),


Up-Sampling Method for Filling Holes on Point-sampled Surfaces


from IEEI2007  (abstract),


PRT for Dynamic Scenes Taking into Account Light Interreflection


from EGSR2007  (abstract),(animation)


Fast Rendering Method for Clouds Illuminated by Lightning


from TVC2007  (abstract), (animation)


Anti-Aliased and Real-Time Rendering with Light Scattering


from TVC2007  (abstract),(animation)

Intuitive Path-based Camera Control for Dynamic Scenes


from nicograph2007  (abstract),(animation)

Real-time Haptic Interaction with Water


from VRST2006  (abstract),(animation)

Rendering Algorithm Using Adaptive Shadow Fields


from The Visual Computing (2006)  (abstract),(animation)

Environment Lights for All- Frequency Relighting


from IEICE (2006)  (abstract),(animation)

Animation of Earth-scale Clouds


from CASA2006  (abstract),(animation)

Real-time Rendering of Particle-based Fluid Simulation


from CGI2006(2006)  (abstract)  (more images)  (animation)


Point-based Rendering of Water Surfaces with Splashes


from NICOGRAPH International2006  (abstract)  (animation)

A Fast Rendering of Shafts of Light in Outdoor Scene


from NICOGRAPH International2006  (abstract)

Progressive 3D Animated Models for Mobile & Web Uses


from J. of the society for Art and Science(2005)  (abstract)

Deferred Shadowing for Real-Time Rendering of Dynamic Scenes Under Environment Illumination


from Computer Animation and Virtual Warld (2005)  (abstract)  (animation)

A Fast Rendering Technique of Transparent Objects and Causticsn


from Proc. CASA2005  (abstract)  (animation)

Character Animation Creation using Hand-drawn Sketches

==>
input (hand-drawn)    ---->    output (3D model)
   
from The Visual Computing (2005)  (abstract)  (animation)

Colored Pencil Style Images

<=
from CGI05  (abstract)

Fast Rendering of Caustics from Refraction by Transparent Objects


from J. of IEICE(2005)  (abstract)

Visual Simulation of Spreading Fire


from NicographInternational2005  (abstract)

Caustics Arising from Refraction by Transparent Objects


from CW2004  (abstract)

Stroke-Based Artistic Images


from J. of IIEEJ (2004)  (abstract)

Watercolor Style Images


from J. of artsci (2004)  (abstract)

3D Character Model Creation from Cel Animation

=>
original --> add shadows --> add texture
from CW2004  (abstract)

Bumpmap Shadows Taking Account of Surface Curvature


from CW2004  (abstract)

Radiosity for Point-Sampled Geometry


from Pacific Graphics 2004  (abstract)
Click here to see movies. (co-authored by Dobashi)

Image Magnification

x4=> x8=>
from Pacific Graphics 2004  (abstract)

Glare Generation Based on Wave Optics


from Pacific Graphics 2004  (abstract)  (movies)

Real-time Rendering of Vortex Sound


from EUROGRAPHICS 2004   (abstract)
Click here or above images to see movies. The movies contain audio. (co-authored by Dobashi)

Clouds Using Shadow-View Slices


from CGIM 2004  (abstract)

Cloud Simulation Using Adaptive Grid Method


from IIEEJ (2004)  (abstract)

Spattering Granular Material


from Journal of ieej (2004)  (abstract)  (movies)

Real-time Rendering of Sky with Multiple Scattering


from Journal of ieej (2004)  (abstract)  

Real-time Rendering of Soap Bubbles with Light Interference


from CGI 2004  (abstract)   (description)   (movies)

Virtual Sandbox


from Pasific Graphics 2003  (abstract)  

Volcanic Clouds as a Two Fluids Model


from Pasific Graphics 2003  (abstract)  

Animating Hair with Loosely Connected Particles



from Computer Graphics Forum 2003  (abstract)   (movies)

Refractive and Reflective Caustics Due to Water Surfacecs


from Computer Graphics Forum 2003  (abstract)

A Real-Time Glare Rendering Technique


from IIEEJ 2003  (abstract)   (movies)

Displaying Marks on Soft Grounds Created by Objects


from IIEEJ 2003  (abstract)  (images,movies)

Various Styles of Animations Using Example-Based Filtering

=>
from CGI2003  (abstract)  (images,movies)

Mesh Simplification for Web Graphics


from CGI2003  (abstract)

Sea Surfaces Taking into Account Multiple Scattering


from VG2003  (abstract)   (images,movies)

Volcanic Smoke Animation using CML


from ICS2002  (abstract)

3D Model Deformation along a Parametric Surface,


from IASTED2002  (abstract)

Lighting Design Using Chaotic Neural Network


from Journal of the Systems Research Institute Polish Academy of Sciences   (abstract)

Image Mosacing Using Voronoi Diagrams


from EUROGRAPHICS'02 short presentation

Simulation of Cumuliform Clouds Based on CFD


from EUROGRAPHICS'02 short presentation

Interactive Rendering of Atmospheric Effects


from HW'02 (Animation), (pdf)

Modeling Wrinkles on Human Skin


from PG2002   (Abstract)

Adaptive Solid Texturing for Web Graphics


from PG'02

B-spline Free-Form Deformation

=> =>
from TVC'02 (Abstract),

Clouds based on Atmospheric Fluid Dynamics


from PG'01 (Abstract), (Animation)

Optical Effects within Water Using Graphics Hardware


from PG'01 (Abstract) , (Animation)

Lightning Taking into Account Scattering Effects


from PG'01 (abstract), (Animation) other images

Pen & Ink


from CADGraphics2001 (Abstract) , (Animation)
other images

Shape Interpolation



from PG'00 (Abstract) , (Animation)

Dunes with wind-ripples


from PG'00 (Abstract) , (Animation)

Smoke


from PG'00 (Abstract) , (Animation)

Shaft of Light


from PG'00 (Abstract) , (Animation)

Rendering Curved Tubular Objects


from PG'99 (Abstract)

MetaBall Body for Dress Simulation


from ShapeModeling'99 (Abstract)

Conversion from polygonal data to metaball data

==> ==>
polygon = = = > metballs = = = > deformaton
from SeniGakkai(98) (Abstract)

Clouds Generated from Satellite Images


from Pacific Graphics'98 (Abstract) by Dobashi

Snow with multiple scattering


from EURGRAPHICS'97 (Abstract)

Water Droplet Flow on Curved surfaces


Pacific Graphics 1996 (abstract)

Fast Calculation of Sky Light


EUROGRAPHICS 1996 (animation ) (Abstract)

Sky Color with multiple scattering


from Pacific Graphics'96 (Abstract) ( Animation)

Quick Rendering Method using Basis Functions


EUROGRAPHICS 1995 Best Paper Award (Abstract)

Fast Display Method of Sky Color using Basis functions


Pacific Graphics 1995 (J. of V & CA 1997) (Abstract)
Cover page for Visualization and Computer Animation

Skylight for Interior Lighting Design


EUROGRAPHICS 1994 (Abstract)

Metaballs by using Bezier Clipping


from EUROGRAPHICS'94 (Abstract) , animation(Shockwave)

Radiosity for Curved Surfaces


from EUROGRAPHICS'93 (Abstract)

Morphing:METAMORPHOSIS USING BEZIER CLIPPING

==>
==>
from Pacific Graphics'93 (Abstract), (Animation)>

Brush Stroke using Bezier Functions


from CGI'93 (Abstract)

Composition 3D Images with Anti-aliasing and Various Shading Effects


IEEE COMPSAC 1993 (abstract)

Outline Font(scan conversion of curved region)


from CAD/CG'92

Cylindrical Light Sources


from CGI'92 (Abstract)

Hidden Curve Elimination of Trimmed Patches


from CGI'92 (Abstract)

ScanLine Algorithm for Trimmed Bezier Patches


from TVC('91) (Abstract)


other images (Sky color, Lighting Design)

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