Demo Data from EDBT 2026 / reviewers in the wild / expert
Eiji Sugisaki
dblp:26/378
· DBLP profile ↗
3ranked-venue papers
3as first author
0since 2021 · last 2009
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author
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
1 paper |
Computer animation and physical simulation · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › 2d animation
cel animation |
0.1 | 1 | 2009 | Simulation-based in-between creation for CACAni system · SIGGRAPH ASIA Sketches 2009 |
Computer animation and physical simulation › deformable body simulation
hair simulation |
0.1 | 1 | 2009 | Simulation-based in-between creation for CACAni system · SIGGRAPH ASIA Sketches 2009 |
Methods — techniques the papers use, named apart from their topics
parameter-based frame selection · 0.1dynamic simulation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2009 | Simulation-based in-between creation for CACAni systemabstractIn-between creation in traditional cel animation based on the hand-drawn key-frames is a fundamental element for the actual production and plays a symbolic role in an artistic interpretation of the scene. To create impressive in-betweens, however, animators are required to be skilled for hair animation creation. In the traditional cel animation, hair motions are generally used to express a character's affective change or showing environment condition. Despite this usability and importance, the hair motion is drawn relatively simply or is not animated at all because of the lack of skilled animators and time constraints in cel animation production. To assist this production process, P. Noble and W. Tang [Noble and Tang. 2004], and Sugisaki et al. [Sugisaki et al. 2006] introduced certain ways to create hair motion for cartoon animations. Both of them created the hair motion based on 3D simulation that is applied to the prepared 3D character model. In this paper, we introduce an in-between creation method, specialized for hair based on dynamic simulation, which does not need any 3D character model. Animators can create in-between frames for hair motion by setting a few parameters, and then our method automatically select the best in-between frames based on the specified frame number by animator. The advantage of our method is to create in-between frames for hair motion by applying simulation model to key-frames. Obviously, the key-frame images do not have any depth. In fact, our method can directly utilize the hand-drawn key-frames which are drawn by animators in CACAni (Computer-Assisted Cel Animation) system [CACAni Website]. Eiji Sugisaki, Seah Hock Soon, Fumihito Kyota, Masayuki Nakajima 0001 |
SIGGRAPH ASIA Sketches | 1 |
| 2009 | Interactive shadowing for 2D AnimeabstractAbstract In this paper, we propose an instant shadow generation technique for 2D animation, especially Japanese Anime. In traditional 2D Anime production, the entire animation including shadows is drawn by hand so that it takes long time to complete. Shadows play an important role in the creation of symbolic visual effects. However shadows are not always drawn due to time constraints and lack of animators especially when the production schedule is tight. To solve this problem, we develop an easy shadowing approach that enables animators to easily create a layer of shadow and its animation based on the character's shapes. Our approach is both instant and intuitive. The only inputs required are character or object shapes in input animation sequence with alpha value generally used in the Anime production pipeline. First, shadows are automatically rendered on a virtual plane by using a Shadow Map1based on these inputs. Then the rendered shadows can be edited by simple operations and simplified by the Gaussian Filter. Several special effects such as blurring can be applied to the rendered shadow at the same time. Compared to existing approaches, ours is more efficient and effective to handle automatic shadowing in real‐time. Copyright © 2009 John Wiley & Sons, Ltd. Eiji Sugisaki, Seah Hock Soon, Feng Tian 0006, Shigeo Morishima |
Comput. Animat. Virtual Worlds | 1 |
| 2006 | Hair motion cloning from cartoon animation sequencesabstractAbstract This paper describes a new approach to create cartoon hair animation that allows users to use existing cel character animation sequences. We demonstrate the generation of cartoon hair animation accentuated in ‘anime‐like’ motions. The novelty of this method is that users can choose the existing cel animation of a character's hair animation and apply environmental elements such as wind to other characters with a three‐dimensional structure. In fact, users can reuse existing cartoon sequences as input to endow another character with environmental elements as if both characters exist in the same scene. A three‐dimensional character's hair motions are created based on hair motions from input cartoon animation sequences. First, users extract hair shapes at each frame from input sequences from which they then construct physical equations. ‘Anime‐like’ hair motion is created by using these physical equations. Copyright © 2006 John Wiley & Sons, Ltd. Eiji Sugisaki, Yosuke Kazama, Shigeo Morishima, Natsuko Tanaka, Akiko Sato |
Comput. Animat. Virtual Worlds | 1 |