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Mizuki Takenawa

dblp:326/9492 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2026
0000-0002-1759-8753ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Databases, data management, data science and information retrieval · 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
2 papers
Virtual and augmented reality · 47% Visualization and visual analytics · 28% Image and video processing · 19%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive video
360-degree video
1.012026
360CityGML: Realistic and Interactive Urban Visualization System Integrating CityGML Model and 360$^{\circ }$ Videos · IEEE Trans. Vis. Comput. Graph. 2026
Visualization and visual analytics › geospatial visualization
urban data visualization
1.012026
360CityGML: Realistic and Interactive Urban Visualization System Integrating CityGML Model and 360$^{\circ }$ Videos · IEEE Trans. Vis. Comput. Graph. 2026
Image and video processing › video restoration
video inpainting
0.712023
360RVW: Fusing Real 360° Videos and Interactive Virtual Worlds · ACM Multimedia 2023
Computer vision › 3D vision
3d scene understanding
0.212023
360RVW: Fusing Real 360° Videos and Interactive Virtual Worlds · ACM Multimedia 2023

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

video completion · 1.3semantic segmentation · 1.3ellipsoid projection · 1.3video-geometry alignment · 1.0dynamic projection · 1.0
YearPublicationVenuePosition
2026 Realistic Virtual Flood Experience System Using 360° Videos and 3D City Models Constructed from Building Footprints
abstract
Virtual flood experience systems, which enable users to vividly experience flooding, are attracting increasing attention as effective tools for communicating flood risks. However, existing systems typically rely on virtual cities that do not correspond to real locations and often lack sufficient photorealism, limiting users’ ability to relate scenarios to their own surroundings. Although 360° video-based virtual environments offer a simple and scalable way to visually replicate real-world scenes, effective 3D flood visualization in these environments typically requires 3D building geometry of the target area, which is not readily available in many regions. To address this limitation, we propose a new virtual flood experience framework that integrates 360° videos with 3D models automatically constructed from widely available 2D building footprints. By extruding footprints to plausible heights and spatially aligning the constructed models with 360° videos, our framework enables 3D flood visualization in photorealistic environments without relying on pre-existing city models such as CityGML. We demonstrate the framework in Memuro, Hokkaido, Japan, an area vulnerable to river flooding. A user study with local residents showed that the proposed system enhances users’ ability to envision location-specific flood evacuation situations, demonstrating its potential as an effective tool for disaster risk communication and education.
Tatsuro Banno, Koki Kawada, Mizuki Takenawa, Masatoshi Denda, Kiyoharu Aizawa
ICMR3
2026 Building and evaluating a realistic virtual world for large scale urban exploration from 360° videos
Mizuki Takenawa, Naoki Sugimoto, Leslie Wöhler, Satoshi Ikehata, Kiyoharu Aizawa
Multim. Tools Appl.1
2026 360CityGML: Realistic and Interactive Urban Visualization System Integrating CityGML Model and 360$^{\circ }$ Videos
abstract
We introduce a novel urban visualization system that integrates 3D urban model (CityGML) and 360$^{\circ }$∘ walkthrough videos. By aligning the videos with the model and dynamically projecting relevant video frames onto the geometries, our system creates photorealistic urban visualizations, allowing users to intuitively interpret geospatial data from a pedestrian view.
Tatsuro Banno, Mizuki Takenawa, Leslie Wöhler, Satoshi Ikehata, Kiyoharu Aizawa
IEEE Trans. Vis. Comput. Graph.2
2023 360RVW: Fusing Real 360° Videos and Interactive Virtual Worlds
abstract
We propose a system to generate 360° realistic virtual worlds (360RVW) for the interactive spatial exploration of omnidirectional street-view videos. Our 360RVW enables users to explore photorealistic scenes with digital avatars, and interact with others. To create the virtual worlds our system only requires 360° videos with annotations of the start and end camera coordinate as input. We first detect street intersections to divide the input videos and remove the camera operator from the recordings using a video completion technique. Next, we analyze the 3D structure of the scene using semantic segmentation to define walkable areas. Finally, we render the environment using an ellipsoid projection surface to achieve a more realistic integration of the avatar into real-world 360° videos. The whole process is largely automated, enabling users to produce realistic and interactive virtual worlds without specialized skills or time-consuming manual interventions.
Mizuki Takenawa, Naoki Sugimoto, Leslie Wöhler, Satoshi Ikehata, Kiyoharu Aizawa
ACM Multimedia1