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Takashi Fukaya

dblp:79/2083 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 1

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
Visual content generation and editing · 56% Computational photography and imaging · 44%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging › camera calibration
camera parameter estimation
0.112008
Camera Parameter Estimation Method Using Infrared Markers for Live TV Production · VR 2008
Visual content generation and editing › image editing
image compositing
0.112008
Camera Parameter Estimation Method Using Infrared Markers for Live TV Production · VR 2008

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

infrared markers · 0.12d color histogram matching · 0.1
YearPublicationVenuePosition
2008 Camera Parameter Estimation Method Using Infrared Markers for Live TV Production
abstract
We have developed a robust method for estimating camera parameters for live TV production based on infrared markers whose feature-point extraction is simple and two-dimensional color histogram matching that considers the effects of specular reflection due to lighting. We first explain the principle of the proposed technique. We then present the results of a basic experiment for evaluating the accuracy of marker identification and the results of an image-compositing experiment using estimated camera parameters. We show that the proposed technique is effective based on those results.
Hideki Mitsumine, Yuko Yamanouchi, Takashi Fukaya, Hidehiko Okubo, Seiki Inoue
VR3
2002 Real space-based virtual studio seamless synthesis of a real set image with a virtual set image
abstract
When making a TV program in a studio, care must be taken that the camera does not shoot beyond the boundary of the studio set. In addition, limitations in cost and space for the set must be taken into account. In a virtual studio, on the other hand, we can solve this cost and space problem, but in turn, actors are requested to perform in front of a blue background screen, which is not always an easy task for them. To solve these problems associated with real studios and virtual studios, we have developed a new type of virtual studio called Real Space-based Virtual Studio in which a real space image and virtual space image are combined naturally with no boundary seam. There are two major advantages in using this new virtual-real hybrid system. One is that the actors can concentrate on their role in the real studio sets, and the other is that camera work can be done without worrying about off-screen areas of the set. In the present study, we constructed an omnidirectional image with ultra high-definition features and combined it as a virtual studio image with a real studio image. We have developed an integration system and from the experimentation we have shown that the omnidirectional images and the real studio images can combine smoothly and naturally.
Yuko Yamanouchi, Hideki Mitsumine, Takashi Fukaya, Masahiro Kawakita, Nobuyuki Yagi, Seiki Inoue
VRST3