Yuki Koyama 0001

dblp:120/6333 · DBLP profile ↗
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25ranked-venue papers
9as first author
11since 2021 · last 2026
0000-0002-3978-1444ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 14 · 5 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 11 · 4 first-author · 7 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021
YearPublicationVenuePosition
2026 No Pixel Left Behind: Filling Gaps in Anime Colorization
abstract
Animation production workflows often involve digital colorization of line art, where small unpainted regions (“gaps”) frequently occur and remain an underexplored challenge. We conducted a formative study in Japanese animation (anime) pipelines and found that while the paint bucket tool is widely used for base coloring, tiny enclosed areas are frequently overlooked, resulting in time-consuming manual detection and filling. We introduce GapFill, a tool grounded in professional practices that reduces the effort of gap detection, zooming, and color selection. Our deep-learning method suggests appropriate fill colors by referencing surrounding regions, leveraging the flat-color nature of anime-style images. In a user study with 13 professional colorists, our system improved performance and usability in gap-filling tasks over conventional methods. The study also suggested that prediction accuracy alone is not the primary factor for usability, that appropriate colors can be contextually ambiguous, and that GapFill can complement existing tools depending on users’ trust in new AI-powered assistance.
Masahiro Kono, Akinobu Maejima, Yuki Koyama 0001, Yotam Sechayk, Takeo Igarashi
CHI3
2025 FontCraft: Multimodal Font Design Using Interactive Bayesian Optimization
abstract
International audience
Yuki Tatsukawa, I-Chao Shen, Mustafa Doga Dogan, Anran Qi, Yuki Koyama 0001, Ariel Shamir, Takeo Igarashi
CHI5
2025 Constrained Preferential Bayesian Optimization and Its Application in Banner Ad Design
abstract
Preferential Bayesian optimization (PBO) is a variant of Bayesian optimization that observes relative preferences (e.g., pairwise comparisons) instead of direct objective values, making it especially suitable for human-in-the-loop scenarios. However, real-world optimization tasks often involve inequality constraints, which existing PBO methods have not yet addressed. To fill this gap, we propose constrained preferential Bayesian optimization (CPBO), an extension of PBO that incorporates inequality constraints for the first time. Specifically, we present a novel acquisition function for this purpose. Our technical evaluation shows that our CPBO method successfully identifies optimal solutions by focusing on exploring feasible regions. As a practical application, we also present a designer-in-the-loop system for banner ad design using CPBO, where the objective is the designer's subjective preference, and the constraint ensures a target predicted click-through rate. We conducted a user study with professional ad designers, demonstrating the potential benefits of our approach in guiding creative design under real-world constraints.
Koki Iwai, Yusuke Kumagae, Yuki Koyama 0001, Masahiro Hamasaki, Masataka Goto
IJCAI3
2025 Cooperative Design Optimization through Natural Language Interaction
abstract
integrating system-led optimization methods with Large Language Models (LLMs), allowing designers to intervene in the optimization process and better understand the system's reasoning.Experimental results show that our method provides higher user agency than a system-led method and shows promising optimization performance compared to manual design.It also matches the performance of an existing cooperative method with lower cognitive load.
Ryogo Niwa, Shigeo Yoshida, Yuki Koyama 0001, Yoshitaka Ushiku
UIST3
2024 FontCLIP: A Semantic Typography Visual-Language Model for Multilingual Font Applications
abstract
Abstract Acquiring the desired font for various design tasks can be challenging and requires professional typographic knowledge. While previous font retrieval or generation works have alleviated some of these difficulties, they often lack support for multiple languages and semantic attributes beyond the training data domains. To solve this problem, we present FontCLIP – a model that connects the semantic understanding of a large vision‐language model with typographical knowledge. We integrate typography‐specific knowledge into the comprehensive vision‐language knowledge of a pretrained CLIP model through a novel finetuning approach. We propose to use a compound descriptive prompt that encapsulates adaptively sampled attributes from a font attribute dataset focusing on Roman alphabet characters. FontCLIP's semantic typographic latent space demonstrates two unprecedented generalization abilities. First, FontCLIP generalizes to different languages including Chinese, Japanese, and Korean (CJK), capturing the typographical features of fonts across different languages, even though it was only finetuned using fonts of Roman characters. Second, FontCLIP can recognize the semantic attributes that are not presented in the training data. FontCLIP's dual‐modality and generalization abilities enable multilingual and cross‐lingual font retrieval and letter shape optimization, reducing the burden of obtaining desired fonts.
Yuki Tatsukawa, I-Chao Shen, Anran Qi, Yuki Koyama 0001, Takeo Igarashi, Ariel Shamir
Comput. Graph. Forum4
2023 A Structure-Guided Diffusion Model for Large-Hole Image Completion
Daichi Horita, Jiaolong Yang, Dong Chen 0003, Yuki Koyama 0001, Kiyoharu Aizawa, Nicu Sebe
BMVC4
2022 BO as Assistant: Using Bayesian Optimization for Asynchronously Generating Design Suggestions
abstract
Many design tasks involve parameter adjustment, and designers often struggle to find desirable parameter value combinations by manipulating sliders back and forth. For such a multi-dimensional search problem, Bayesian optimization (BO) is a promising technique because of its intelligent sampling strategy; in each iteration, BO samples the most effective points considering both exploration (i.e., prioritizing unexplored regions) and exploitation (i.e., prioritizing promising regions), enabling efficient searches. However, existing BO-based design frameworks take the initiative in the design process and thus are not flexible enough for designers to freely explore the design space using their domain knowledge. In this paper, we propose a novel design framework, BO as Assistant, which enables designers to take the initiative in the design process while also benefiting from BO’s sampling strategy. The designer can manipulate sliders as usual; the system monitors the slider manipulation to automatically estimate the design goal on the fly and then asynchronously provides unexplored-yet-promising suggestions using BO’s sampling strategy. The designer can choose to use the suggestions at any time. This framework uses a novel technique to automatically extract the necessary information to run BO by observing slider manipulation without requesting additional inputs. Our framework is domain-agnostic, demonstrated by applying it to photo color enhancement, 3D shape design for personal fabrication, and procedural material design in computer graphics.
Yuki Koyama 0001, Masataka Goto
UIST1
2022 Photographic Lighting Design with Photographer-in-the-Loop Bayesian Optimization
abstract
It is important for photographers to have the best possible lighting configuration at the time of shooting; otherwise, they need post-processing on images, which may cause artifacts and deterioration. Thus, photographers often struggle to find the best possible lighting configuration by manipulating lighting devices, including light sources and modifiers, in a trial-and-error manner. In this paper, we propose a novel computational framework to support photographers. This framework assumes that every lighting device is programmable; that is, its adjustable parameters (e.g., orientation, intensity, and color temperature) can be set using a program. Using our framework, photographers do not need to learn how the parameter values affect the resulting lighting, and even do not need to determine the strategy of the trial-and-error process; instead, photographers need only concentrate on evaluating which lighting configuration is more desirable among options suggested by the system. The framework is enabled by our novel photographer-in-the-loop Bayesian optimization, which is sample-efficient (i.e., the number of required evaluation steps is small) and which can also be guided by providing a rough painting of the desired lighting configuration if any. We demonstrate how the framework works in both simulated virtual environments and a physical environment, suggesting that it could find pleasing lighting configurations quickly in around 10 iterations. Our user study suggests that the framework enables the photographer to concentrate on the look of captured images rather than the parameters, compared with the traditional manual lighting workflow.
Kenta Yamamoto, Yuki Koyama 0001, Yoichi Ochiai
UIST2
2021 A Computational Approach to Magnetic Force Feedback Design
abstract
We present a computational approach to haptic design embedded in everyday tangible interaction with digital fabrication. To generate haptic feedback, the use of permanent magnets as the mechanism potentially contributes to simpleness and robustness; however, it is difficult to manually design how magnets should be embedded in the objects. Our approach enables the inverse design of magnetic force feedback; that is, we computationally solve an inverse problem to obtain an optimal arrangement of permanent magnets that renders the user-specified haptic sensation. To solve the inverse problem in a practical manner, we also present techniques on magnetic simulation and optimization. We demonstrate applications to explore the design possibility of augmenting digital fabrication for everyday use.
Masa Ogata, Yuki Koyama 0001
CHI2
2021 Tool- and Domain-Agnostic Parameterization of Style Transfer Effects Leveraging Pretrained Perceptual Metrics
abstract
Current deep learning techniques for style transfer would not be optimal for design support since their "one-shot" transfer does not fit exploratory design processes. To overcome this gap, we propose parametric transcription, which transcribes an end-to-end style transfer effect into parameter values of specific transformations available in an existing content editing tool. With this approach, users can imitate the style of a reference sample in the tool that they are familiar with and thus can easily continue further exploration by manipulating the parameters. To enable this, we introduce a framework that utilizes an existing pretrained model for style transfer to calculate a perceptual style distance to the reference sample and uses black-box optimization to find the parameters that minimize this distance. Our experiments with various third-party tools, such as Instagram and Blender, show that our framework can effectively leverage deep learning techniques for computational design support.
Hiromu Yakura, Yuki Koyama 0001, Masataka Goto
IJCAI2
2021 Interactive Exploration-Exploitation Balancing for Generative Melody Composition
abstract
Recent content creation systems allow users to generate various high-quality content (e.g., images, 3D models, and melodies) by just specifying a parameter set (e.g., a latent vector of a deep generative model). The task here is to search for an appropriate parameter set that produces the desired content. To facilitate this task execution, researchers have investigated user-in-the-loop optimization, where the system samples candidate solutions, asks the user to provide preferential feedback on them, and iterates this procedure until finding the desired solution. In this work, we investigate a novel approach to enhance this interactive process: allowing users to control the sampling behavior. More specifically, we allow users to adjust the balance between exploration (i.e., favoring diverse samples) and exploitation (i.e., favoring focused samples) in each iteration. To evaluate how this approach affects the user experience and optimization behavior, we implement it into a melody composition system that combines a deep generative model with Bayesian optimization. Our experiments suggest that this approach could improve the user’s engagement and optimization performance.
Yuki Koyama 0001, Masataka Goto, Takeo Igarashi
IUI2
2020 Interactive deep singing-voice separation based on human-in-the-loop adaptation
abstract
This paper presents a deep-learning-based interactive system separating the singing voice from input polyphonic music signals. Although deep neural networks have been successful for singing voice separation, no approach using them allows any user interaction for improving the separation quality. We present a framework that allows a user to interactively fine-tune the deep neural model at run time to adapt it to the target song. This is enabled by designing unified networks consisting of two U-Net architectures based on frequency spectrogram representations: one for estimating the spectrogram mask that can be used to extract the singing-voice spectrogram from the input polyphonic spectrogram; the other for estimating the fundamental frequency (F0) of the singing voice. Although it is not easy for the user to edit the mask, he or she can iteratively correct errors in part of the visualized F0 trajectory through simple interaction. Our unified networks leverage the user-corrected F0 to improve the rest of the F0 trajectory through the model adaptation, which results in better separation quality. We validated this approach in a simulation experiment showing that the F0 correction can improve the quality of singing-voice separation. We also conducted a pilot user study with an expert musician, who used our system to produce a high-quality singing-voice separation result.
Tomoyasu Nakano, Yuki Koyama 0001, Masahiro Hamasaki, Masataka Goto
IUI2
2020 Human-in-the-loop differential subspace search in high-dimensional latent space
abstract
Generative models based on deep neural networks often have a high-dimensional latent space, ranging sometimes to a few hundred dimensions or even higher, which typically makes them hard for a user to explore directly. We propose differential subspace search to allow efficient iterative user exploration in such a space, without relying on domain- or data-specific assumptions. We develop a general framework to extract low-dimensional subspaces based on a local differential analysis of the generative model, such that a small change in such a subspace would provide enough change in the resulting data. We do so by applying singular value decomposition to the Jacobian of the generative model and forming a subspace with the desired dimensionality spanned by a given number of singular vectors stochastically selected on the basis of their singular values, to maintain ergodicity. We use our framework to present 1D subspaces to the user via a 1D slider interface. Starting from an initial location, the user finds a new candidate in the presented 1D subspace, which is in turn updated at the new candidate location. This process is repeated until no further improvement can be made. Numerical simulations show that our method can better optimize synthetic black-box objective functions than the alternatives that we tested. Furthermore, we conducted a user study using complex generative models and the results show that our method enables more efficient exploration of high-dimensional latent spaces than the alternatives.
Chia-Hsing Chiu, Yuki Koyama 0001, Yu-Chi Lai, Takeo Igarashi, Yonghao Yue
ACM Trans. Graph.2
2020 Sequential gallery for interactive visual design optimization
abstract
Visual design tasks often involve tuning many design parameters. For example, color grading of a photograph involves many parameters, some of which non-expert users might be unfamiliar with. We propose a novel user-in-the-loop optimization method that allows users to efficiently find an appropriate parameter set by exploring such a high-dimensional design space through much easier two-dimensional search subtasks. This method, called sequential plane search , is based on Bayesian optimization to keep necessary queries to users as few as possible. To help users respond to plane-search queries, we also propose using a gallery-based interface that provides options in the two-dimensional subspace arranged in an adaptive grid view. We call this interactive framework Sequential Gallery since users sequentially select the best option from the options provided by the interface. Our experiment with synthetic functions shows that our sequential plane search can find satisfactory solutions in fewer iterations than baselines. We also conducted a preliminary user study, results of which suggest that novices can effectively complete search tasks with Sequential Gallery in a photo-enhancement scenario.
Yuki Koyama 0001, Issei Sato, Masataka Goto
ACM Trans. Graph.1
2020 Audio-visual object removal in 360-degree videos
abstract
Abstract We present a novel concept audio–visual object removal in 360-degree videos, in which a target object in a 360-degree video is removed in both the visual and auditory domains synchronously. Previous methods have solely focused on the visual aspect of object removal using video inpainting techniques, resulting in videos with unreasonable remaining sounds corresponding to the removed objects. We propose a solution which incorporates direction acquired during the video inpainting process into the audio removal process. More specifically, our method identifies the sound corresponding to the visually tracked target object and then synthesizes a three-dimensional sound field by subtracting the identified sound from the input 360-degree video. We conducted a user study showing that our multi-modal object removal supporting both visual and auditory domains could significantly improve the virtual reality experience, and our method could generate sufficiently synchronous, natural and satisfactory 360-degree videos.
Ryo Shimamura, Yuki Koyama 0001, Takayuki Nakatsuka, Satoru Fukayama, Masahiro Hamasaki, Masataka Goto, Shigeo Morishima
Vis. Comput.3
2019 Precomputed optimal one-hop motion transition for responsive character animation
abstract
Characters in interactive 3D applications are often animated by creating transitions from one motion clip to another in response to user input. It is not trivial, however, to achieve quick, natural-looking transitions between two arbitrary motion clips, especially when the two motions are dissimilar. To tackle this problem, we present a simple framework called optimal one-hop motion transition , which creates quick, natural-looking transitions on the fly without requiring careful manual specifications. The key ideas are (1) to insert a short intermediate motion clip, called a hop , between the source and destination motion clips, and (2) to select such a hop motion clip and its temporal alignment in an optimal way by solving a search problem. In the search problem, our framework tries to balance the naturalness of the resulting transitions and the responsiveness to user input. This search can be precomputed and the results can be stored in a lookup table, making the runtime cost to play an optimal transition negligible. We demonstrate that our framework is easily integrated into a widely used game engine, and that it greatly improves the quality of transitions in practical scenarios.
Yuki Koyama 0001, Masataka Goto
Vis. Comput.1
2018 OptiMo: Optimization-Guided Motion Editing for Keyframe Character Animation
abstract
The mission of animators is to create nuanced, high-quality character motions. To achieve this, the careful editing of animation curves---curves that determine how a series of keyframed poses are interpolated over time---is an important task. Manual editing affords full and precise control, but requires tedious and nonintuitive trials and errors. Numerical optimization can automate such exploration; however, automatic solutions cannot always be perfect, and it is difficult for animators to control optimization owing to its black-box behavior. In this paper, we present a new framework called optimization-guided motion editing, which is aimed at maintaining a sense of full control while utilizing the power of optimization. We have designed interactions and developed a set of mathematical formulations to enable them. We discuss the framework's potential by demonstrating several usage scenarios with our proof-of-concept system, named OptiMo.
Yuki Koyama 0001, Masataka Goto
CHI1
2018 Decomposing Images into Layers with Advanced Color Blending
abstract
Abstract Digital paintings are often created by compositing semi‐transparent layers using various advanced color‐blend modes, such as “color‐burn,” “multiply,” and “screen,” which can produce interesting non‐linear color effects. We propose a method of decomposing an input image into layers with such advanced color blending. Unlike previous layer‐decomposition methods, which typically support only linear color‐blend modes, ours can handle any user‐specified color‐blend modes. To enable this, we generalize a previous color‐unblending formulation, in which only a specific layering model was considered. We also introduce several techniques for adapting our generalized formulation to practical use, such as the post‐processing for refining smoothness. Our method lets users explore possible decompositions to find the one that matches for their purposes by manipulating the target color‐blend mode and desired color distribution for each layer, as well as the number of layers. Thus, the output of our method is a layered, easily editable image composition organized in a way that digital artists are familiar with. Our method is useful for remixing existing illustrations, flexibly editing single‐layer paintings, and bringing physically painted media (e.g., oil paintings) into a digital workflow.
Yuki Koyama 0001, Masataka Goto
Comput. Graph. Forum1
2017 Computational design of hand-held VR controllers using haptic shape illusion
abstract
Humans are capable of haptically perceiving the shape of an object by simply wielding it, even without seeing it. On the other hand, typical hand-held controllers for virtual reality (VR) applications are pre-designed for general applications, and thus not capable of providing appropriate haptic shape perception when wielding specific virtual objects. Contradiction between haptic and visual shape perception causes a lack of immersion and leads to inappropriate object handling in VR. To solve this problem, we propose a novel method for designing hand-held VR controllers which illusorily represent haptic equivalent of visual shape in VR. In ecological psychology, it has been suggested that the perceived shape can be modeled using the limited mass properties of wielded objects. Based on this suggestion, we built a shape perception model using a data-driven approach; we aggregated data of perceived shapes against various hand-held VR controllers with different mass properties, and derived the model using regression techniques. We implemented a design system which enables automatic design of hand-held VR controllers whose actual shapes are smaller than target shapes while maintaining their haptic shape perception. We verified that controllers designed with our system can present aimed shape perception irrespective of their actual shapes.
Eisuke Fujinawa, Shigeo Yoshida, Yuki Koyama 0001, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose
VRST3
2017 Sequential line search for efficient visual design optimization by crowds
abstract
Parameter tweaking is a common task in various design scenarios. For example, in color enhancement of photographs, designers tweak multiple parameters such as "brightness" and "contrast" to obtain the best visual impression. Adjusting one parameter is easy; however, if there are multiple correlated parameters, the task becomes much more complex, requiring many trials and a large cognitive load. To address this problem, we present a novel extension of Bayesian optimization techniques, where the system decomposes the entire parameter tweaking task into a sequence of one-dimensional line search queries that are easy for human to perform by manipulating a single slider. In addition, we present a novel concept called crowd-powered visual design optimizer , which queries crowd workers, and provide a working implementation of this concept. Our single-slider manipulation microtask design for crowdsourcing accelerates the convergence of the optimization relative to existing comparison-based microtask designs. We applied our framework to two different design domains: photo color enhancement and material BRDF design, and thereby showed its applicability to various design domains.
Yuki Koyama 0001, Issei Sato, Daisuke Sakamoto, Takeo Igarashi
ACM Trans. Graph.1
2016 SelPh: Progressive Learning and Support of Manual Photo Color Enhancement
abstract
Color enhancement is a very important aspect of photo editing. Even when photographers have tens of or hundreds of photographs, they must enhance each photo one by one by manually tweaking sliders in software such as brightness and contrast, because automatic color enhancement is not always satisfactory for them. To support this repetitive manual task, we present self-reinforcing color enhancement, where the system implicitly and progressively learns the user's preferences by training on their photo editing history. The more photos the user enhances, the more effectively the system supports the user. We present a working prototype system called SelPh, and then describe the algorithms used to perform the self-reinforcement. We conduct a user study to investigate how photographers would use a self-reinforcing system to enhance a collection of photos. The results indicate that the participants were satisfied with the proposed system and strongly agreed that the self-reinforcing approach is preferable to the traditional workflow.
Yuki Koyama 0001, Daisuke Sakamoto, Takeo Igarashi
CHI1
2016 An Interactive Design System of Free-Formed Bamboo-Copters
abstract
Abstract We present an interactive design system for designing free‐formed bamboo‐copters, where novices can easily design free‐formed, even asymmetric bamboo‐copters that successfully fly. The designed bamboo‐copters can be fabricated using digital fabrication equipment, such as a laser cutter. Our system provides two useful functions for facilitating this design activity. First, it visualizes a simulated flight trajectory of the current bamboo‐copter design, which is updated in real time during the user's editing. Second, it provides an optimization function that automatically tweaks the current bamboo‐copter design such that the spin quality—how stably it spins—and the flight quality—how high and long it flies—are enhanced. To enable these functions, we present non‐trivial extensions over existing techniques for designing free‐formed model airplanes [ UKSI14 ], including a wing discretization method tailored to free‐formed bamboo‐copters and an optimization scheme for achieving stable bamboo‐copters considering both spin and flight qualities.
Morihiro Nakamura, Yuki Koyama 0001, Daisuke Sakamoto, Takeo Igarashi
Comput. Graph. Forum2
2015 AutoConnect: computational design of 3D-printable connectors
abstract
We present AutoConnect, an automatic method that creates customized, 3D-printable connectors attaching two physical objects together. Users simply position and orient virtual models of the two objects that they want to connect and indicate some auxiliary information such as weight and dimensions. Then, AutoConnect creates several alternative designs that users can choose from for 3D printing. The design of the connector is created by combining two holders, one for each object. We categorize the holders into two types. The first type holds standard objects such as pipes and planes. We utilize a database of parameterized mechanical holders and optimize the holder shape based on the grip strength and material consumption. The second type holds free-form objects. These are procedurally generated shell-gripper designs created based on geometric analysis of the object. We illustrate the use of our method by demonstrating many examples of connectors and practical use cases.
Yuki Koyama 0001, Shinjiro Sueda, Emma Steinhardt, Takeo Igarashi, Ariel Shamir, Wojciech Matusik
ACM Trans. Graph.1
2014 Crowd-powered parameter analysis for visual design exploration
abstract
Parameter tweaking is one of the fundamental tasks in the editing of visual digital contents, such as correcting photo color or executing blendshape facial expression control. A problem with parameter tweaking is that it often requires much time and effort to explore a high-dimensional parameter space. We present a new technique to analyze such high-dimensional parameter space to obtain a distribution of human preference. Our method uses crowdsourcing to gather pairwise comparisons between various parameter sets. As a result of analysis, the user obtains a goodness function that computes the goodness value of a given parameter set. This goodness function enables two interfaces for exploration: Smart Suggestion, which provides suggestions of preferable parameter sets, and VisOpt Slider, which interactively visualizes the distribution of goodness values on sliders and gently optimizes slider values while the user is editing. We created four applications with different design parameter spaces. As a result, the system could facilitate the user's design exploration.
Yuki Koyama 0001, Daisuke Sakamoto, Takeo Igarashi
UIST1
2014 Pteromys: interactive design and optimization of free-formed free-flight model airplanes
abstract
This paper introduces novel interactive techniques for designing original hand-launched free-flight glider airplanes which can actually fly. The aerodynamic properties of a glider aircraft depend on their shape, imposing significant design constraints. We present a compact and efficient representation of glider aerodynamics that can be fit to real-world conditions using a data-driven method. To do so, we acquire a sample set of glider flight trajectories using a video camera and the system learns a nonlinear relationship between forces on the wing and wing shape. Our acquisition system is much simpler to construct than a wind tunnel, but using it we can efficiently discover a wing model for simple gliding aircraft. Our resulting model can handle general free-form wing shapes and yet agrees sufficiently well with the acquired airplane flight trajectories. Based on this compact aerodynamics model, we present a design tool in which the wing configuration created by a user is interactively optimized to maximize flight-ability. To demonstrate the effectiveness of our tool for glider design by novice users, we compare it with a traditional design workflow.
Nobuyuki Umetani, Yuki Koyama 0001, Ryan M. Schmidt, Takeo Igarashi
ACM Trans. Graph.2