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Taiki Fukiage

dblp:124/0703 · DBLP profile ↗
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12ranked-venue papers
6as first author
5since 2021 · last 2025
0000-0002-4105-9442ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 5 first-author · 2 since 2021Artificial intelligence and machine learning · 4 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 first-authorSystems, architecture and hardware · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
6 papers
Virtual and augmented reality · 33% Computational photography and imaging · 26% Computer animation and physical simulation · 19%
Human-computer interaction and pervasive computing
4 papers
Usability and user experience research · 75% Immersive interaction · 17% Interaction techniques and input · 8%
Artificial intelligence
1 paper
3D vision · 77% Autonomous driving · 23%

Topics — the 14 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › motion estimation
optical flow
0.912025
HuPerFlow: A Comprehensive Benchmark for Human vs. Machine Motion Estimation Comparison · CVPR 2025
Virtual and augmented reality
depth perception
0.822024
Low-Latency Ocular Parallax Rendering and Investigation of Its Effect on Depth Perception in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024
Hiding of phase-based stereo disparity for ghost-free viewing without glasses · ACM Trans. Graph. 2017
Computational photography and imaging › illumination analysis › computational illumination
light projection
0.822019
Perceptually Based Adaptive Motion Retargeting to Animate Real Objects by Light Projection · IEEE Trans. Vis. Comput. Graph. 2019
Demonstration of Perceptually Based Adaptive Motion Retargeting to Animate Real Objects by Light Projection · VR 2019
Computer animation and physical simulation
motion retargeting
0.822019
Perceptually Based Adaptive Motion Retargeting to Animate Real Objects by Light Projection · IEEE Trans. Vis. Comput. Graph. 2019
Demonstration of Perceptually Based Adaptive Motion Retargeting to Animate Real Objects by Light Projection · VR 2019
Image and video processing › perceptual modeling
visual perception modeling
0.412019
Demonstration of Perceptually Based Adaptive Motion Retargeting to Animate Real Objects by Light Projection · VR 2019
Virtual and augmented reality › 3d display
stereoscopic display
0.312017
Hiding of phase-based stereo disparity for ghost-free viewing without glasses · ACM Trans. Graph. 2017
Robotics › Autonomous driving › perception › environment perception
perception for self-driving vehicles
0.312025
HuPerFlow: A Comprehensive Benchmark for Human vs. Machine Motion Estimation Comparison · CVPR 2025
Immersive interaction
head-mounted display
0.212024
Low-Latency Ocular Parallax Rendering and Investigation of Its Effect on Depth Perception in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024
Visual content generation and editing › image editing › image compositing
image blending
0.212014
Visibility-based blending for real-time applications · ISMAR 2014
Image and video coding
image quality assessment
0.212014
Visibility-based blending for real-time applications · ISMAR 2014
Virtual and augmented reality
mixed reality
0.112012
Reduction of contradictory partial occlusion in mixed reality by using characteristics of transparency perception · ISMAR 2012
Image and video processing
occlusion handling
0.112012
Reduction of contradictory partial occlusion in mixed reality by using characteristics of transparency perception · ISMAR 2012
Interaction techniques and input
projector-based interaction
0.112019
Perceptually Based Adaptive Motion Retargeting to Animate Real Objects by Light Projection · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality
augmented reality
0.112014
Visibility-based blending for real-time applications · ISMAR 2014

Methods — techniques the papers use, named apart from their topics

psychophysical experiment · 1.9optical flow algorithms · 1.7low-latency rendering · 1.5eye tracking · 1.5optimization · 1.1perceptual model · 0.8blending algorithm · 0.3spatial subband phase shift · 0.3quadrature-phase pattern · 0.3psychophysical evaluation · 0.3error visibility metrics · 0.2alpha blending · 0.2
YearPublicationVenuePosition
2025 HuPerFlow: A Comprehensive Benchmark for Human vs. Machine Motion Estimation Comparison
abstract
As AI models are increasingly integrated into applications involving human interaction, understanding the alignment between human perception and machine vision has become essential. One example is the estimation of visual motion (optical flow) in dynamic applications such as driving assistance. While there are numerous optical flow datasets and benchmarks with ground truth information, human-perceived flow in natural scenes remains underexplored. We introduce HuPerFlow—a benchmark for human-perceived flow, measured at 2,400 locations across ten optical flow datasets, with ∼38,400 response vectors collected through online psychophysical experiments. Our data demonstrate that human-perceived flow aligns with ground truth in spatiotemporally smooth locations while also showing systematic errors influenced by various environmental properties. Additionally, we evaluated several optical flow algorithms against human-perceived flow, uncovering both similarities and unique aspects of human perception in complex natural scenes. HuPerFlow is the first large-scale human-perceived flow benchmark for alignment between computer vision models and human perception, as well as for scientific exploration of human motion perception in natural scenes. The HuPerFlow benchmark is publicly available on the HuPerFlow website.
Yung-Hao Yang, Zitang Sun, Taiki Fukiage, Shin'ya Nishida
CVPR3
2025 Human-like monocular depth biases in deep neural networks
abstract
Human depth perception from 2D images is systematically distorted, yet the nature of these distortions is not fully understood. By examining error patterns in depth estimation for both humans and deep neural networks (DNNs), which have shown remarkable abilities in monocular depth estimation, we can gain insights into constructing functional models of this human 3D vision and designing artificial models with improved interpretability. Here, we propose a comprehensive human-DNN comparison framework for a monocular depth judgment task. Using a novel human-annotated dataset of natural indoor scenes and a systematic analysis of absolute depth judgments, we investigate error patterns in both humans and DNNs. Employing exponential-affine fitting, we decompose depth estimation errors into depth compression, per-image affine transformations (including scaling, shearing, and translation), and residual errors. Our analysis reveals that human depth judgments exhibit systematic and consistent biases, including depth compression, a vertical bias (perceiving objects in the lower visual field as closer), and consistent per-image affine distortions across participants. Intriguingly, we find that DNNs with higher accuracy partially recapitulate these human biases, demonstrating greater similarity in affine parameters and residual error patterns. This suggests that these seemingly suboptimal human biases may reflect efficient, ecologically adapted strategies for depth inference from inherently ambiguous monocular images. However, while DNNs capture metric-level residual error patterns similar to humans, they fail to reproduce human-level accuracy in ordinal depth perception within the affine-invariant space. These findings underscore the importance of evaluating error patterns beyond raw accuracy, providing new insights into how humans and computational models resolve depth ambiguity. Our dataset and methodology provide a framework for evaluating the alignment between computational models and human perceptual biases, thereby advancing our understanding of visual space representation and guiding the development of models that more faithfully capture human depth perception.
Yuki Kubota, Taiki Fukiage
PLoS Comput. Biol.2
2024 REF2-NeRF: Reflection and Refraction aware Neural Radiance Field
abstract
Recently, significant progress has been made in the study of methods for 3D reconstruction from multiple images using implicit neural representations, exemplified by the neural radiance field (NeRF) method. Such methods, which are based on volume rendering, can model various light phenomena, and various extended methods have been proposed to accommodate different scenes and situations. However, when handling scenes with multiple glass objects, e.g., objects in a glass showcase, modeling the target scene accurately has been challenging due to the presence of multiple reflection and refraction effects. Thus, this paper proposes a NeRF-based modeling method for scenes containing a glass case. In the proposed method, refraction and reflection are modeled using elements that are dependent and independent of the viewer’s perspective. This approach allows us to estimate the surfaces where refraction occurs, i.e., glass surfaces, and enables the separation and modeling of both direct and reflected light components. The proposed method requires predetermined camera poses, but accurately estimating these poses in scenes with glass objects is difficult. Therefore, we used a robotic arm with an attached camera to acquire images with known poses. Compared to existing methods, the proposed method enables more accurate modeling of both glass refraction and the overall scene.
Wooseok Kim, Taiki Fukiage, Takeshi Oishi
IROS2
2024 Low-Latency Ocular Parallax Rendering and Investigation of Its Effect on Depth Perception in Virtual Reality
abstract
With a demand for an immersive experience in virtual/augmented reality (VR/AR) displays, recent efforts have incorporated eye states, such as focus and fixation, into display graphics. Among these, ocular parallax, a small parallax generated by eye rotation, has received considerable attention for its impact on depth perception. However, the substantial latency of head-mounted displays (HMDs) has made it challenging to accurately assess its true effect during free eye movements. To address this issue, we propose a high-speed (360 Hz) and low-latency (4.8 ms) ocular parallax rendering system with a custom-built eye tracker. Using this proposed system, we conducted an investigation to determine the latency requirements necessary for achieving perceptually stable ocular parallax rendering. Our findings indicate that, in binocular viewing, ocular parallax rendering is perceived as significantly less stable than conventional rendering when the latency exceeds 43.72 ms at 1.3 D and 21.50 ms at 2.0 D. We also evaluated the effects of ocular parallax rendering on binocular fusion and monocular depth perception under free viewing conditions. The results demonstrated that ocular parallax rendering can enhance binocular fusion but has a limited impact on depth perception under monocular viewing conditions when latency is minimized.
Yuri Mikawa, Taiki Fukiage
IEEE Trans. Vis. Comput. Graph.2
2023 A Content-adaptive Visibility Predictor for Perceptually Optimized Image Blending
abstract
The visibility of an image semi-transparently overlaid on another image varies significantly, depending on the content of the images. This makes it difficult to maintain the desired visibility level when the image content changes. To tackle this problem, we developed a perceptual model to predict the visibility of the blended results of arbitrarily combined images. Conventional visibility models cannot reflect the dependence of the suprathreshold visibility of the blended images on the appearance of the pre-blended image content. Therefore, we have proposed a visibility model with a content-adaptive feature aggregation mechanism, which integrates the visibility for each image feature (i.e., such as spatial frequency and colors) after applying weights that are adaptively determined according to the appearance of the input image. We conducted a large-scale psychophysical experiment to develop the visibility predictor model. Ablation studies revealed the importance of the adaptive weighting mechanism in accurately predicting the visibility of blended images. We have also proposed a technique for optimizing the image opacity such that users can set the visibility of the target image to an arbitrary level. Our evaluation revealed that the proposed perceptually optimized image blending was effective under practical conditions.
Taiki Fukiage, Takeshi Oishi
ACM Trans. Appl. Percept.1
2019 Demonstration of Perceptually Based Adaptive Motion Retargeting to Animate Real Objects by Light Projection
abstract
A recently developed light projection technique can add dynamic impressions to static real objects without changing their original visual attributes such as surface colors and textures. It produces illusory motion impressions in the projection target by projecting gray-scale motion-inducer patterns that selectively drive the motion detectors in the human visual system. However, with this technique, determining the best deformation sizes is often difficult: When users try to add a large deformation, the deviation in the projected patterns from the original surface pattern on the target object becomes apparent. Therefore, to obtain satisfactory results, they have to spend much time and effort to manually adjust the shift sizes. Here, to overcome this limitation, we propose an optimization framework that adaptively retargets the displacement vectors based on a perceptual model. The perceptual model predicts the subjective inconsistency between a projected pattern and an original one by simulating responses in the human visual system. The displacement vectors are adaptively optimized so that the projection effect is maximized within the tolerable range predicted by the model. In the research demonstration, we will present a demo tool that incorporates our optimization technique, where a user can interactively edit dynamic appearances of a real object without cumbersome manual adjustments of deformation sizes.
Taiki Fukiage, Takahiro Kawabe, Shin'ya Nishida
VR1
2019 Perceptually Based Adaptive Motion Retargeting to Animate Real Objects by Light Projection
abstract
A recently developed light projection technique can add dynamic impressions to static real objects without changing their original visual attributes such as surface colors and textures. It produces illusory motion impressions in the projection target by projecting gray-scale motion-inducer patterns that selectively drive the motion detectors in the human visual system. Since a compelling illusory motion can be produced by an inducer pattern weaker than necessary to perfectly reproduce the shift of the original pattern on an object's surface, the technique works well under bright environmental light conditions. However, determining the best deformation sizes is often difficult: When users try to add a large deformation, the deviation in the projected patterns from the original surface pattern on the target object becomes apparent. Therefore, to obtain satisfactory results, they have to spend much time and effort to manually adjust the shift sizes. Here, to overcome this limitation, we propose an optimization framework that adaptively retargets the displacement vectors based on a perceptual model. The perceptual model predicts the subjective inconsistency between a projected pattern and an original one by simulating responses in the human visual system. The displacement vectors are adaptively optimized so that the projection effect is maximized within the tolerable range predicted by the model. We extensively evaluated the perceptual model and optimization method through a psychophysical experiment as well as user studies.
Taiki Fukiage, Takahiro Kawabe, Shin'ya Nishida
IEEE Trans. Vis. Comput. Graph.1
2018 Occlusion handling using semantic segmentation and visibility-based rendering for mixed reality
abstract
Real-time occlusion handling is a major problem in outdoor mixed reality system because it requires great computational cost mainly due to the complexity of the scene. Using only segmentation, it is difficult to accurately render a virtual object occluded by complex objects such as vegetation. In this paper, we propose a novel occlusion handling method for real-time mixed reality given a monocular image and an inaccurate depth map. We modify the intensity of the overlayed CG object based on the texture of the underlying real scene using visibility-based rendering. To determine the appropriate level of visibility, we use CNN-based semantic segmentation and assign labels to the real scene based on the complexity of object boundary and texture. Then we combine the segmentation results and the foreground probability map from the depth image to solve the appropriate blending parameter for visibility-based rendering. Our results show improvement in handling occlusions for inaccurate foreground segmentation compared to existing blending-based methods.
Menandro Roxas, Tomoki Hori, Taiki Fukiage, Yasuhide Okamoto, Takeshi Oishi
VRST3
2017 Hiding of phase-based stereo disparity for ghost-free viewing without glasses
abstract
When a conventional stereoscopic display is viewed without stereo glasses, image blurs, or 'ghosts', are visible due to the fusion of stereo image pairs. This artifact severely degrades 2D image quality, making it difficult to simultaneously present clear 2D and 3D contents. To overcome this limitation (backward incompatibility), here we propose a novel method to synthesize ghost-free stereoscopic images. Our method gives binocular disparity to a 2D image, and drives human binocular disparity detectors, by the addition of a quadrature-phase pattern that induces spatial subband phase shifts. The disparity-inducer patterns added to the left and right images are identical except for the contrast polarity. Physical fusion of the two images cancels out the disparity-inducer components and makes only the original 2D pattern visible to viewers without glasses. Unlike previous solutions, our method perfectly excludes stereo ghosts without using special hardware. A simple algorithm can transform 3D contents from the conventional stereo format into ours. Furthermore, our method can alter the depth impression of a real object without its being noticed by naked-eye viewers by means of light projection of the disparity-inducer components onto the object's surface. Psychophysical evaluations have confirmed the practical utility of our method.
Taiki Fukiage, Takahiro Kawabe, Shin'ya Nishida
ACM Trans. Graph.1
2016 Deformation Lamps: A Projection Technique to Make Static Objects Perceptually Dynamic
abstract
Light projection is a powerful technique that can be used to edit the appearance of objects in the real world. Based on pixel-wise modification of light transport, previous techniques have successfully modified static surface properties such as surface color, dynamic range, gloss, and shading. Here, we propose an alternative light projection technique that adds a variety of illusory yet realistic distortions to a wide range of static 2D and 3D projection targets. The key idea of our technique, referred to as (Deformation Lamps), is to project only dynamic luminance information, which effectively activates the motion (and shape) processing in the visual system while preserving the color and texture of the original object. Although the projected dynamic luminance information is spatially inconsistent with the color and texture of the target object, the observer's brain automatically combines these sensory signals in such a way as to correct the inconsistency across visual attributes. We conducted a psychophysical experiment to investigate the characteristics of the inconsistency correction and found that the correction was critically dependent on the retinal magnitude of the inconsistency. Another experiment showed that the perceived magnitude of image deformation produced by our techniques was underestimated. The results ruled out the possibility that the effect obtained by our technique stemmed simply from the physical change in an object's appearance by light projection. Finally, we discuss how our techniques can make the observers perceive a vivid and natural movement, deformation, or oscillation of a variety of static objects, including drawn pictures, printed photographs, sculptures with 3D shading, and objects with natural textures including human bodies.
Takahiro Kawabe, Taiki Fukiage, Masataka Sawayama, Shin'ya Nishida
ACM Trans. Appl. Percept.2
2014 Visibility-based blending for real-time applications
abstract
There are many situations in which virtual objects are presented half-transparently on a background in real time applications. In such cases, we often want to show the object with constant visibility. However, using the conventional alpha blending, visibility of a blended object substantially varies depending on colors, textures, and structures of the background scene. To overcome this problem, we present a framework for blending images based on a subjective metric of visibility. In our method, a blending parameter is locally and adaptively optimized so that visibility of each location achieves the targeted level. To predict visibility of an object blended by an arbitrary parameter, we utilize one of the error visibility metrics that have been developed for image quality assessment. In this study, we demonstrated that the metric we used can linearly predict visibility of a blended pattern on various texture images, and showed that the proposed blending methods can work in practical situations assuming augmented reality.
Taiki Fukiage, Takeshi Oishi, Katsushi Ikeuchi
ISMAR1
2012 Reduction of contradictory partial occlusion in mixed reality by using characteristics of transparency perception
abstract
One of the challenges in mixed reality (MR) applications is handling contradictory occlusions between real and virtual objects. The previous studies have tried to solve the occlusion problem by extracting the foreground region from the real image. However, real-time occlusion handling is still difficult since it takes too much computational cost to precisely segment foreground regions in a complex scene. In this study, therefore, we proposed an alternative solution to the occlusion problem that does not require precise foreground-background segmentation. In our method, a virtual object is blended with a real scene so that the virtual object can be perceived as being behind the foreground region. For this purpose, we first investigated characteristics of human transparency perception in a psychophysical experiment. Then we made a blending algorithm applicable to real scenes based on the results of the experiment.
Taiki Fukiage, Takeshi Oishi, Katsushi Ikeuchi
ISMAR1