Demo Data from EDBT 2026 / reviewers in the wild / expert
Kenshi Takayama
dblp:90/1763
· DBLP profile ↗
11ranked-venue papers
7as first author
3since 2021 · last 2025
0000-0003-0156-1136ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 11 · 7 first-author · 3 since 2021Human-computer interaction and ubiquitous 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 |
Geometric modeling and processing · 78% Rendering · 21% Visual content generation and editing · 2% | |
| Human-computer interaction and pervasive computing
2 papers |
Interaction techniques and input · 100% |
Topics — the 11 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
gaussian splatting |
0.9 | 1 | 2025 | DeMapGS: Simultaneous Mesh Deformation and Surface Attribute Mapping via Gaussian Splatting · SIGGRAPH Asia 2025 |
Geometric modeling and processing
mesh deformation |
0.9 | 1 | 2025 | DeMapGS: Simultaneous Mesh Deformation and Surface Attribute Mapping via Gaussian Splatting · SIGGRAPH Asia 2025 |
Geometric modeling and processing › surface reconstruction
mesh reconstruction |
0.9 | 1 | 2025 | DeMapGS: Simultaneous Mesh Deformation and Surface Attribute Mapping via Gaussian Splatting · SIGGRAPH Asia 2025 |
Geometric modeling and processing › mesh processing
intrinsic triangulation |
0.6 | 1 | 2022 | Compatible intrinsic triangulations · ACM Trans. Graph. 2022 |
Geometric modeling and processing › shape matching
surface matching |
0.6 | 1 | 2022 | Compatible intrinsic triangulations · ACM Trans. Graph. 2022 |
Geometric modeling and processing › mesh generation
quad meshing |
0.4 | 2 | 2015 | Data-driven interactive quadrangulation · ACM Trans. Graph. 2015 Sketch-based generation and editing of quad meshes · ACM Trans. Graph. 2013 |
Geometric modeling and processing › shape modeling
volumetric modeling |
0.2 | 2 | 2010 | Volumetric modeling with diffusion surfaces · ACM Trans. Graph. 2010 Lapped solid textures: filling a model with anisotropic textures · ACM Trans. Graph. 2008 |
Rendering
non-photorealistic rendering |
0.1 | 1 | 2010 | Volumetric modeling with diffusion surfaces · ACM Trans. Graph. 2010 |
Visual content generation and editing › texture synthesis
solid texture synthesis |
0.1 | 1 | 2008 | Lapped solid textures: filling a model with anisotropic textures · ACM Trans. Graph. 2008 |
Interaction techniques and input
sketch-based interaction |
0.0 | 1 | 2013 | Sketch-based generation and editing of quad meshes · ACM Trans. Graph. 2013 |
Interaction techniques and input › sketch-based interaction
sketch-based modeling |
0.0 | 1 | 2010 | Volumetric modeling with diffusion surfaces · ACM Trans. Graph. 2010 |
Methods — techniques the papers use, named apart from their topics
gaussian splatting · 0.9second-order optimization · 0.6edge flipping · 0.6user study · 0.3positive mean value coordinates · 0.2poisson equation · 0.2data-driven pattern learning · 0.2tensor field control · 0.1patch-based texture synthesis · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | DeMapGS: Simultaneous Mesh Deformation and Surface Attribute Mapping via Gaussian SplattingabstractWe propose DeMapGS, a structured Gaussian Splatting framework that jointly optimizes deformable surfaces and surface-attached 2D Gaussian splats. By anchoring splats to a deformable template mesh, our method overcomes topological inconsistencies and enhances editing flexibility, addressing limitations of prior Gaussian Splatting methods that treat points independently. The unified representation in our method supports extraction of high-fidelity diffuse, normal, and displacement maps, enabling the reconstructed mesh to inherit the photorealistic rendering quality of Gaussian Splatting. To support robust optimization, we introduce a gradient diffusion strategy that propagates supervision across the surface, along with an alternating 2D/3D rendering scheme to handle concave regions. Experiments demonstrate that DeMapGS achieves state-of-the-art mesh reconstruction quality and enables downstream applications for Gaussian splats such as editing and cross-object manipulation through a shared parametric surface. Shengze Zhong, Kenshi Takayama, Takafumi Taketomi, Takeshi Oishi |
SIGGRAPH Asia | 3 |
| 2023 | Refinement of Hair Geometry by Strand IntegrationabstractAbstract Reconstructing 3D hair is challenging due to its complex micro‐scale geometry, and is of essential importance for the efficient creation of high‐fidelity virtual humans. Existing hair capture methods based on multi‐view stereo tend to generate results that are noisy and inaccurate. In this study, we propose a refinement method for hair geometry by incorporating the gradient of strands into the computation of their position. We formulate a gradient integration strategy for hair strands. We evaluate the performance of our method using a synthetic multi‐view dataset containing four hairstyles, and show that our refinement produces more accurate hair geometry. Furthermore, we tested our method with a real image input. Our method produces a plausible result. Our source code is publicly available at https://github.com/elerac/strand_integration . Ryota Maeda, Kenshi Takayama, Takafumi Taketomi |
Comput. Graph. Forum | 2 |
| 2022 | Compatible intrinsic triangulationsabstractFinding distortion-minimizing homeomorphisms between surfaces of arbitrary genus is a fundamental task in computer graphics and geometry processing. We propose a simple method utilizing intrinsic triangulations, operating directly on the original surfaces without going through any intermediate domains such as a plane or a sphere. Given two models A and B as triangle meshes, our algorithm constructs a Compatible Intrinsic Triangulation (CIT), a pair of intrinsic triangulations over A and B with full correspondences in their vertices, edges and faces. Such a tessellation allows us to establish consistent images of edges and faces of A's input mesh over B (and vice versa) by tracing piecewise-geodesic paths over A and B. Our algorithm for constructing CITs, primarily consisting of carefully designed edge flipping schemes, is empirical in nature without any guarantee of success, but turns out to be robust enough to be used within a similar second-order optimization framework as was used previously in the literature. The utility of our method is demonstrated through comparisons and evaluation on a standard benchmark dataset. Kenshi Takayama |
ACM Trans. Graph. | 1 |
| 2019 | Dual Sheet Meshing: An Interactive Approach to Robust HexahedralizationabstractAbstract The combinatorial dual of a hex mesh induces a collection of mutually intersecting surfaces (dual sheets). Inspired by Campen et al.'s work on quad meshing [CBK12, CK14], we propose to directly generate such dual sheets so that, as long as the volume is properly partitioned by the dual sheets, we are guaranteed to arrive at a valid all‐hex mesh topology. Since automatically generating dual sheets seems much harder than the 2D counterpart, we chose to leave the task to the user; our system is equipped with a few simple 3D modeling tools for interactively designing dual sheets. Dual sheets are represented as implicit surfaces in our approach, greatly simplifying many of the computational steps such as finding intersections and analyzing topology. We also propose a simple algorithm for primalizing the dual graph where each dual cell, often enclosing singular edges, gets mapped onto a reference polyhedron via harmonic parameterization. Preservation of sharp features is simply achieved by modifying the boundary conditions. We demonstrate the feasibility of our approach through various modeling examples. Kenshi Takayama |
Comput. Graph. Forum | 1 |
| 2015 | Data-driven interactive quadrangulationabstractWe propose an interactive quadrangulation method based on a large collection of patterns that are learned from models manually designed by artists. The patterns are distilled into compact quadrangulation rules and stored in a database. At run-time, the user draws strokes to define patches and desired edge flows, and the system queries the database to extract fitting patterns to tessellate the sketches' interiors. The quadrangulation patterns are general and can be applied to tessellate large regions while controlling the positions of the singularities and the edge flow. We demonstrate the effectiveness of our algorithm through a series of live retopology sessions and an informal user study with three professional artists. Giorgio Marcias, Kenshi Takayama, Nico Pietroni, Daniele Panozzo, Olga Sorkine-Hornung, Enrico Puppo, Paolo Cignoni |
ACM Trans. Graph. | 2 |
| 2014 | Pattern-Based Quadrangulation for N-Sided PatchesabstractAbstract We propose an algorithm to quadrangulate an N‐sided patch (2 ≤ N ≤ 6) with prescribed numbers of edge subdivisions at its boundary. Our algorithm is guaranteed to succeed for arbitrary valid input, which is proved using a canonical simplification of the input and a small set of topological patterns that are sufficient for supporting all possible cases. Our algorithm produces solutions with minimal number of irregular vertices by default, but it also allows the user to choose other feasible solutions by solving a set of small integer linear programs. We demonstrate the effectiveness of our algorithm by integrating it into a sketch‐based quad remeshing system. A reference C++ implementation of our algorithm is provided as a supplementary material. Kenshi Takayama, Daniele Panozzo, Olga Sorkine-Hornung |
Comput. Graph. Forum | 1 |
| 2013 | Sketch-based generation and editing of quad meshesabstractCoarse quad meshes are the preferred representation for animating characters in movies and video games. In these scenarios, artists want explicit control over the edge flows and the singularities of the quad mesh. Despite the significant advances in recent years, existing automatic quad remeshing algorithms are not yet able to achieve the quality of manually created remeshings. We present an interactive system for manual quad remeshing that provides the user with a high degree of control while avoiding the tediousness involved in existing manual tools. With our sketch-based interface the user constructs a quad mesh by defining patches consisting of individual quads. The desired edge flow is intuitively specified by the sketched patch boundaries, and the mesh topology can be adjusted by varying the number of edge subdivisions at patch boundaries. Our system automatically inserts singularities inside patches if necessary, while providing the user with direct control of their topological and geometrical locations. We developed a set of novel user interfaces that assist the user in constructing a curve network representing such patch boundaries. The effectiveness of our system is demonstrated through a user evaluation with professional artists. Our system is also useful for editing automatically generated quad meshes. Kenshi Takayama, Daniele Panozzo, Alexander Sorkine-Hornung, Olga Sorkine-Hornung |
ACM Trans. Graph. | 1 |
| 2011 | GeoBrush: Interactive Mesh Geometry CloningabstractAbstract We propose a method for interactive cloning of 3D surface geometry using a paintbrush interface, similar to the continuous cloning brush popular in image editing. Existing interactive mesh composition tools focus on atomic copy‐and‐paste of preselected feature areas, and are either limited to copying surface displacements, or require the solution of variational optimization problems, which is too expensive for an interactive brush interface. In contrast, our GeoBrush method supports real‐time continuous copying of arbitrary high‐resolution surface features between irregular meshes, including topological handles. We achieve this by first establishing a correspondence between the source and target geometries using a novel generalized discrete exponential map parameterization. Next we roughly align the source geometry with the target shape using Green Coordinates with automatically‐constructed cages. Finally, we compute an offset membrane to smoothly blend the pasted patch with C continuity before stitching it into the target. The offset membrane is a solution of a bi‐harmonic PDE, which is computed on the GPU in real time by exploiting the regular parametric domain. We demonstrate the effectiveness of GeoBrush with various editing scenarios, including detail enrichment and completion of scanned surfaces. Kenshi Takayama, Ryan M. Schmidt, Karan Singh 0004, Takeo Igarashi, Tamy Boubekeur, Olga Sorkine-Hornung |
Comput. Graph. Forum | 1 |
| 2010 | Volumetric modeling with diffusion surfacesabstractThe modeling of volumetric objects is still a difficult problem. Solid texture synthesis methods enable the design of volumes with homogeneous textures, but global features such as smoothly varying colors seen in vegetables and fruits are difficult to model. In this paper, we propose a representation called diffusion surfaces (DSs) to enable modeling such objects. DSs consist of 3D surfaces with colors defined on both sides, such that the interior colors in the volume are obtained by diffusing colors from nearby surfaces. A straightforward way to compute color diffusion is to solve a volumetric Poisson equation with the colors of the DSs as boundary conditions, but it requires expensive volumetric meshing which is not appropriate for interactive modeling. We therefore propose to interpolate colors only locally at user-defined cross-sections using a modified version of the positive mean value coordinates algorithm to avoid volumetric meshing. DSs are generally applicable to model many different kinds of objects with internal structures. As a case study, we present a simple sketch-based interface for modeling objects with rotational symmetries that can also generate random variations of models. We demonstrate the effectiveness of our approach through various DSs models with simple non-photorealistic rendering techniques enabled by DSs. Kenshi Takayama, Olga Sorkine-Hornung, Andrew Nealen, Takeo Igarashi |
ACM Trans. Graph. | 1 |
| 2009 | ProcDef: Local-to-global Deformation for Skeleton-free Character AnimationabstractAbstract Animations of characters with flexible bodies such as jellyfish, snails, and, hearts are difficult to design using traditional skeleton‐based approaches. A standard approach is keyframing, but adjusting the shape of the flexible body for each key frame is tedious. In addition, the character cannot dynamically adjust its motion to respond to the environment or user input. This paper introduces a new procedural deformation framework (ProcDef) for designing and driving animations of such flexible objects. Our approach is to synthesize global motions procedurally by integrating local deformations. ProcDef provides an efficient design scheme for local deformation patterns; the user can control the orientation and magnitude of local deformations as well as the propagation of deformation signals by specifying line charts and volumetric fields. We also present a fast and robust deformation algorithm based on shape‐matching dynamics and show some example animations to illustrate the feasibility of our framework. Takashi Ijiri, Kenshi Takayama, Hideo Yokota, Takeo Igarashi |
Comput. Graph. Forum | 2 |
| 2008 | Lapped solid textures: filling a model with anisotropic texturesabstractWe present a method for representing solid objects with spatially-varying oriented textures by repeatedly pasting solid texture exemplars. The underlying concept is to extend the 2D texture patch-pasting approach of lapped textures to 3D solids using a tetrahedral mesh and 3D texture patches. The system places texture patches according to the user-defined volumetric tensor fields over the mesh to represent oriented textures. We have also extended the original technique to handle nonhomogeneous textures for creating solid models whose textural patterns change gradually along the depth fields. We identify several texture types considering the amount of anisotropy and spatial variation and provide a tailored user interface for each. With our simple framework, large-scale realistic solid models can be created easily with little memory and computational cost. We demonstrate the effectiveness of our approach with several examples including trees, fruits, and vegetables. Kenshi Takayama, Makoto Okabe, Takashi Ijiri, Takeo Igarashi |
ACM Trans. Graph. | 1 |