Demo Data from SIGIR 2026 / reviewers in the wild / expert
Takeshi Naemura
dblp:84/6799
· DBLP profile ↗
68ranked-venue papers
5as first author
3since 2021 · last 2025
0000-0002-6653-000XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 58 · 5 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 19 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 10Applied, 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
8 papers |
Virtual and augmented reality · 50% Rendering · 18% Computational photography and imaging · 17% | |
| Human-computer interaction and pervasive computing
5 papers |
Human-robot interaction · 47% Personal fabrication and tangible interfaces · 35% Ubiquitous computing and smart environments · 14% | |
| Artificial intelligence
4 papers |
3D vision · 26% Trustworthy machine learning · 25% Deep learning architectures and training · 25% | |
| Theoretical computer science
1 paper |
Mathematical optimization · 100% | |
| Computer networks
1 paper |
Physical-layer communications · 100% |
Topics — the 29 heaviest of 36, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction › human-swarm interaction
swarm user interfaces |
0.9 | 1 | 2025 | corobos: A Design for Mobile Robots Enabling Cooperative Transitions between Table and Wall Surfaces · CHI 2025 |
Personal fabrication and tangible interfaces
tangible interaction |
0.4 | 1 | 2020 | PneuModule: Using Inflatable Pin Arrays for Reconfigurable Physical Controls on Pressure-Sensitive Touch Surfaces · CHI 2020 |
Machine learning › Trustworthy machine learning › open-world recognition
open-set recognition |
0.4 | 1 | 2019 | Classification-Reconstruction Learning for Open-Set Recognition · CVPR 2019 |
Virtual and augmented reality
augmented reality |
0.4 | 1 | 2019 | PILC Projector: RGB-IR Projector for Pixel-level Infrared Light Communication · VR 2019 |
Image and video processing › stereo vision
stereo matching |
0.3 | 1 | 2018 | Continuous 3D Label Stereo Matching Using Local Expansion Moves · IEEE Trans. Pattern Anal. Mach. Intell. 2018 |
Virtual and augmented reality
mixed reality |
0.3 | 2 | 2016 | SkyAnchor: Optical Design for Anchoring Mid-air Images onto Physical Objects · UIST 2016 Virtual Shadows - Enhanced Interaction in Mixed Reality Environment · VR 2002 |
Rendering › display systems
mid-air imaging |
0.2 | 1 | 2016 | SkyAnchor: Optical Design for Anchoring Mid-air Images onto Physical Objects · UIST 2016 |
Computational photography and imaging
projector-camera systems |
0.2 | 1 | 2016 | SkyAnchor: Optical Design for Anchoring Mid-air Images onto Physical Objects · UIST 2016 |
Computer vision › 3D vision
low-level vision |
0.2 | 1 | 2015 | Superdifferential cuts for binary energies · CVPR 2015 |
Mathematical optimization
discrete optimization |
0.2 | 1 | 2015 | Superdifferential cuts for binary energies · CVPR 2015 |
Mathematical optimization › discrete optimization
energy minimization |
0.2 | 1 | 2015 | Superdifferential cuts for binary energies · CVPR 2015 |
Computer vision › 3D vision › stereo vision
stereo matching |
0.2 | 1 | 2014 | Graph Cut Based Continuous Stereo Matching Using Locally Shared Labels · CVPR 2014 |
Personal fabrication and tangible interfaces
pneumatic actuation |
0.1 | 1 | 2020 | PneuModule: Using Inflatable Pin Arrays for Reconfigurable Physical Controls on Pressure-Sensitive Touch Surfaces · CHI 2020 |
Computer vision › Segmentation and scene understanding › image segmentation › binary segmentation
foreground-background segmentation |
0.1 | 1 | 2011 | Foreground-background segmentation using iterated distribution matching · CVPR 2011 |
Computer vision › Segmentation and scene understanding
image segmentation |
0.1 | 1 | 2011 | Foreground-background segmentation using iterated distribution matching · CVPR 2011 |
Computer vision › Segmentation and scene understanding
interactive segmentation |
0.1 | 1 | 2011 | Foreground-background segmentation using iterated distribution matching · CVPR 2011 |
Virtual and augmented reality
3d display |
0.1 | 1 | 2009 | TransCAIP: A Live 3D TV System Using a Camera Array and an Integral Photography Display with Interactive Control of Viewing Parameters · IEEE Trans. Vis. Comput. Graph. 2009 |
Virtual and augmented reality › 3d display › stereoscopic display
autostereoscopic display |
0.1 | 1 | 2009 | TransCAIP: A Live 3D TV System Using a Camera Array and an Integral Photography Display with Interactive Control of Viewing Parameters · IEEE Trans. Vis. Comput. Graph. 2009 |
Computational photography and imaging › multi-perspective imaging › multi-camera systems
camera array |
0.1 | 1 | 2009 | TransCAIP: A Live 3D TV System Using a Camera Array and an Integral Photography Display with Interactive Control of Viewing Parameters · IEEE Trans. Vis. Comput. Graph. 2009 |
Rendering
image-based rendering |
0.1 | 1 | 2009 | TransCAIP: A Live 3D TV System Using a Camera Array and an Integral Photography Display with Interactive Control of Viewing Parameters · IEEE Trans. Vis. Comput. Graph. 2009 |
Virtual and augmented reality › 3d display
integral photography |
0.1 | 1 | 2009 | TransCAIP: A Live 3D TV System Using a Camera Array and an Integral Photography Display with Interactive Control of Viewing Parameters · IEEE Trans. Vis. Comput. Graph. 2009 |
Virtual and augmented reality
immersive interaction |
0.1 | 2 | 2003 | Textured Shadow · ISMAR 2003 Graphic Shadow: Augmenting Your Shadow on the Floor · ISMAR 2003 |
Virtual and augmented reality › immersive interaction
shadow-based interaction |
0.1 | 2 | 2003 | Textured Shadow · ISMAR 2003 Graphic Shadow: Augmenting Your Shadow on the Floor · ISMAR 2003 |
Rendering › image-based rendering
light field rendering |
0.0 | 1 | 2004 | Focus Measurement on Programmable Graphics Hardware for All in-Focus Rendering from Light Fields · VR 2004 |
Collaborative and social computing › co-located collaboration
tabletop collaboration |
0.0 | 1 | 2004 | Lumisight table: a face-to-face collaboration support system that optimizes direction of projected information to each stakeholder · CSCW 2004 |
GPUs and heterogeneous computing
GPU computing |
0.0 | 1 | 2009 | TransCAIP: A Live 3D TV System Using a Camera Array and an Integral Photography Display with Interactive Control of Viewing Parameters · IEEE Trans. Vis. Comput. Graph. 2009 |
Computational photography and imaging
focus measure |
0.0 | 1 | 2004 | Focus Measurement on Programmable Graphics Hardware for All in-Focus Rendering from Light Fields · VR 2004 |
Interaction techniques and input › input sensing
gesture sensing |
0.0 | 1 | 2004 | Lumisight table: a face-to-face collaboration support system that optimizes direction of projected information to each stakeholder · CSCW 2004 |
Rendering
shadow rendering |
0.0 | 1 | 2002 | Virtual Shadows - Enhanced Interaction in Mixed Reality Environment · VR 2002 |
Methods — techniques the papers use, named apart from their topics
graph cuts · 1.0RGB-IR projector · 0.8retro-reflective optics · 0.5capacitive tracking · 0.5submodular-supermodular procedure · 0.4latent representation · 0.4joint classification and reconstruction · 0.4local expansion moves · 0.3cost volume filtering · 0.3energy minimization · 0.3image-based rendering · 0.2GPGPU · 0.2markov random field · 0.2distribution matching · 0.1bhattacharyya distance · 0.1projector-camera system · 0.1programmable graphics hardware · 0.0multiplexed display · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | corobos: A Design for Mobile Robots Enabling Cooperative Transitions between Table and Wall SurfacesabstractSwarm User Interfaces allow dynamic arrangement of user environments through the use of multiple mobile robots, but their operational range is typically confined to a single plane due to constraints imposed by their two-wheel propulsion systems. We present corobos, a proof-of-concept design that enables these robots to cooperatively transition between table (horizontal) and wall (vertical) surfaces seamlessly, without human intervention. Each robot is equipped with a uniquely designed slope structure that facilitates smooth rotation when another robot pushes it toward a target surface. Notably, this design relies solely on passive mechanical elements, eliminating the need for additional active electrical components. We investigated the design parameters of this structure and evaluated its transition success rate through experiments. Furthermore, we demonstrate various application examples to showcase the potential of corobos in enhancing user environments. Changyo Han, Yosuke Nakagawa, Takeshi Naemura |
CHI | 3 |
| 2024 | Quadrature Color Vibration Method for Improving Robustness of Imperceptible Markers Embedded in VideoabstractThe imperceptible color vibration method, which embeds imperceptible patterns in display images through rapid chromatic changes, enables the presentation of information to machines while maintaining the viewing experience of users. However, when markers are embedded in video images, decoding becomes challenging during periods with significant interframe differences, which adds noise to the decoding. In this study, we enhanced the signal-point distance by embedding two quadrature chromatic changes within the color space across the entire image. Additionally, we employed soft-decision decoding, which involves accumulating multiple confidence values per pixel, thereby enabling robust decoding during periods with significant interframe differences in video images. Our evaluation confirmed that the proposed method significantly improves the decoding rate compared to conventional techniques. Furthermore, we measured the time required for decoding and verified the effectiveness of the proposed soft-decision decoding method. Yuta Kibayashi, Kota Araki, Yasunori Akashi, Changyo Han, Takeshi Naemura |
VCIP | 5 |
| 2022 | Effects of Binaural Audio on English Vocabulary Learning
Kosuke Shimizu, Shogo Fukushima, Takeshi Naemura |
ICCE | 3 |
| 2020 | RNN-based Motion Prediction in Competitive Fencing Considering Interaction between Players
Yutaro Honda, Rei Kawakami, Takeshi Naemura |
BMVC | 3 |
| 2020 | PneuModule: Using Inflatable Pin Arrays for Reconfigurable Physical Controls on Pressure-Sensitive Touch SurfacesabstractWe present PneuModule, a tangible interface platform that enables users to reconfigure physical controls on pressure-sensitive touch surfaces using pneumatically-actuated inflatable pin arrays. PneuModule consists of a main module and extension modules. The main module is tracked on the touch surface and forwards continuous inputs from attached multiple extension modules to the touch surface. Extension modules have distinct mechanisms for user input, which pneumatically actuates the inflatable pins at the bottom of the main module through internal air pipes. The main module accepts multi-dimensional inputs since each pin is individually inflated by the corresponding air chamber. Also, since the extension modules are swappable and identifiable owing to the marker design, users can quickly customize the interface layout. We contribute to design details of inflatable pins and diverse pneumatic input control design examples for PneuModule. We also showcase the feasibility of PneuModule through a series of evaluations and interactive prototypes. Changyo Han, Ryo Takahashi 0001, Yuchi Yahagi, Takeshi Naemura |
CHI | 4 |
| 2020 | ForceStamps: Fiducial Markers for Pressure-sensitive Touch Surfaces to Support Rapid Prototyping of Physical Control InterfacesabstractWe present ForceStamps, fiducial markers for supporting rapid prototyping of physical control interfaces on pressure-sensitive touch surfaces. We investigate marker design options for supporting various physical controls, with focusing on creating dedicated footprints and maintaining the structural stability. ForceStamps can be persistently tracked on surfaces along with the force information and other attributes. Designers without knowledge of electronics can rapidly prototype physical controls by attaching mechanisms to ForceStamps, while manipulating the haptic feedback with buffer materials. The created control widgets can be spatially configured on the touch surface to make an interface layout. We showcase a variety of example controls created with ForceStamps. In addition, we report on our analysis of a two-day musical instrument design workshop to explore the affordances of ForceStamps for making novel instruments with diverse interaction designs. Changyo Han, Katsufumi Matsui, Takeshi Naemura |
TEI | 3 |
| 2019 | Classification-Reconstruction Learning for Open-Set RecognitionabstractOpen-set classification is a problem of handling `unknown' classes that are not contained in the training dataset, whereas traditional classifiers assume that only known classes appear in the test environment. Existing open-set classifiers rely on deep networks trained in a supervised manner on known classes in the training set; this causes specialization of learned representations to known classes and makes it hard to distinguish unknowns from knowns. In contrast, we train networks for joint classification and reconstruction of input data. This enhances the learned representation so as to preserve information useful for separating unknowns from knowns, as well as to discriminate classes of knowns. Our novel Classification-Reconstruction learning for Open-Set Recognition (CROSR) utilizes latent representations for reconstruction and enables robust unknown detection without harming the known-class classification accuracy. Extensive experiments reveal that the proposed method outperforms existing deep open-set classifiers in multiple standard datasets and is robust to diverse outliers. Ryota Yoshihashi, Wen Shao, Rei Kawakami, Shaodi You, Makoto Iida, Takeshi Naemura |
CVPR | 6 |
| 2019 | Cross-Connected Networks for Multi-Task Learning of Detection and SegmentationabstractMulti-task learning improves generalization performance in neural networks by sharing knowledge among related tasks. Existing models are for task combinations annotated on the same dataset; research on how to utilize the knowledge of successful single-task convolutional neural networks (CNNs) that are trained on individual datasets is limited. We propose a cross-connected CNN, an architecture that connects single-task CNNs through convolutional layers that transfer useful information to their counterparts. We evaluated the architecture with a combination of detection and segmentation using datasets of two targets: pedestrians and wild birds. Experiments demonstrate how well our CNN learns general representations from multi-task learning. Rei Kawakami, Ryota Yoshihashi, Seiichiro Fukuda, Shaodi You, Makoto Iida, Takeshi Naemura |
ICIP | 6 |
| 2019 | PILC Projector: RGB-IR Projector for Pixel-level Infrared Light CommunicationabstractThe projection of invisible data on visible images can facilitate seamless interactive projection, since data embedded in regular images is unobtrusive to human viewers. However, the previous techniques sacrificed one of the following key goals: 1) calibration-free setup; 2) full-color projection; or 3) high contrast image. In this paper, we propose a Pixel-level Infrared Light Communication (PILC) projector that achieves all these requirements by adding an infrared light source to the full-color projector. To provide a proof of concept, we built a functional prototype, evaluated its performance, and presented a basic application. Ikuo Kamei, Takefumi Hiraki, Shogo Fukushima, Takeshi Naemura |
VR | 4 |
| 2018 | Continuous 3D Label Stereo Matching Using Local Expansion MovesabstractWe present an accurate stereo matching method using local expansion moves based on graph cuts. This new move-making scheme is used to efficiently infer per-pixel 3D plane labels on a pairwise Markov random field (MRF) that effectively combines recently proposed slanted patch matching and curvature regularization terms. The local expansion moves are presented as many -expansions defined for small grid regions. The local expansion moves extend traditional expansion moves by two ways: localization and spatial propagation. By localization, we use different candidate -labels according to the locations of local -expansions. By spatial propagation, we design our local -expansions to propagate currently assigned labels for nearby regions. With this localization and spatial propagation, our method can efficiently infer MRF models with a continuous label space using randomized search. Our method has several advantages over previous approaches that are based on fusion moves or belief propagation; it produces submodular moves deriving a subproblem optimality; it helps find good, smooth, piecewise linear disparity maps; it is suitable for parallelization; it can use cost-volume filtering techniques for accelerating the matching cost computations. Even using a simple pairwise MRF, our method is shown to have best performance in the Middlebury stereo benchmark V2 and V3. Tatsunori Taniai, Yasuyuki Matsushita, Yoichi Sato 0001, Takeshi Naemura |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2017 | FunCushion: Fabricating Functional Cushion Interfaces with Fluorescent-Pattern Displays
Kohei Ikeda, Naoya Koizumi, Takeshi Naemura |
ACE | 3 |
| 2016 | HoVerTable PONG: Playing Face-to-face Game on Horizontal Tabletop with Moving Vertical Mid-air ImageabstractIn face-to-face situations, tabletop displays have been used to share information among multiple users. The use of mid-air images is promising for using the space above a tabletop. However, in our previous research, the mid-air images on a tabletop were fixed in the depth direction. To design a digital PONG-like game, the mid-air image needs to move freely horizontally on the table. Hajime Katsumoto, Hajime Kajita, Naoya Koizumi, Takeshi Naemura |
ACE | 4 |
| 2016 | Passive Mid-air DisplayabstractWe propose a passive mid-air display in which an image is made visible by illuminating an empty space with a flashlight. In this study, we design an optical configuration that reacts to the light source of the user. This design has an inconsistency of illumination that surprises the user. We confirm the basic operational principle and measure the brightness. We also observe user behavior to consider the possibility of this technique for entertainment. With this work, we make three research contributions. First, we design a passive mid-air display that can be used for entertainment displays. Second, we confirm its operational principle and measure the brightness. Third, we observe user behavior. We also summarize the advantages of our display as well as the issues that remain. Naoya Koizumi, Takeshi Naemura |
ACE | 2 |
| 2016 | Tracky Notes: Trackable Sticky Notes for Indexing a Video of MeetingsabstractVideo records are sometimes used during meetings nowadays in order to compensate for the incompleteness of hand-written minutes. To use video effectively to record the minutes of a meeting, indices are considered necessary in addition to standard functions of movie players. Some systems can form indices by sensing human actions in the world, but such indices are not directly relevant to the contents of the discussions that occur in meetings. In this study, we propose an automated meeting index system based on people's discussions during daily meetings in the world. In our system, indices based on the contents of discussion can be automatically formulated in meetings if only paper, writing implements, and a camera are arranged in a certain manner. To this end, we develop trackable sticky notes, called "Tracky Notes," as indices. Tracky Notes can be tracked with visible markers through a camera, and is robust against occlusion. We then propose a meeting viewer where Tracky Notes are used as indices. Finally, we report the result of a user study conducted in a university classroom. The study revealed the appropriate region of visible markers and the robustness against occlusion of Tracky Notes. We also measured the effectiveness of our system comparing with standard functions of movie players. Yoshiyuki Kajiwara, Shogo Fukushima, Daiya Aida, Takeshi Naemura |
GROUP | 4 |
| 2016 | Analysis of Human Nodding Behavior during Group Work for Designing Nodding RobotsabstractNodding has various communicative functions in humans, such as agreement, emphasis and turn-taking and can also create various positive impressions in communication by the person exhibiting the behavior. The ultimate aim of our research is to facilitate communication by implementing nodding behavior in robots. This study analyzed videos of human conversations in groups and focused on three aspects of people's nodding behavior as they listened to others: 1) Time period to complete a nodding cycle and each nods, 2) Time delay before initiating a nodding response, and 3) Number of continuous nods used at one time. We found that: 1) The mode time period to a nod was 0.27 s, with 96% of all nods occurring within 0.17~0.57 s. 2) The mode time delay before initiating a nodding response was 0.30 s, with 95% of all nods occurring within -0.78~1.4 s. 3) Fewer than six continuous nods were used 97% of the time - one nod, 55%, two nods, 24%, three nods, 12%, four nods, 3.0%, and five nods, 2.1%. Ultimately, the research findings serve as guidelines for implementing accurate human nodding behavior in robots. Hayato Kihara, Shogo Fukushima, Takeshi Naemura |
GROUP | 3 |
| 2016 | Detection of small birds in large images by combining a deep detector with semantic segmentationabstractThis paper tackles the problem of bird detection in large landscape images for applications in the wind energy industry. While significant progress in image recognition has been made by deep convolutional neural networks (CNNs), small object detection remains a problem. To solve it, we follow the idea that a detector can be tuned to small objects of interest and semantic segmentation methods can be complementary used to recognize large background areas. Specifically, we train a CNN-based detector, fully convolutional networks, and a superpixel-based semantic segmentation method. The results of the three methods are combined by using support vector machines to achieve high detection performance. Experimental results on a bird image dataset show the high precision and effectiveness of the proposed method. Akito Takeki, Tu Tuan Trinh, Ryota Yoshihashi, Rei Kawakami, Makoto Iida, Takeshi Naemura |
ICIP | 6 |
| 2016 | SkyAnchor: Optical Design for Anchoring Mid-air Images onto Physical ObjectsabstractFor glass-free mixed reality (MR), mid-air imaging is a promising way of superimposing a virtual image onto a real object. We focus on attaching virtual images to non-static real life objects. In previous work, moving the real object causes latency in the superimposing system, and the virtual image seems to follow the object with a delay. This is caused by delays due to sensors, displays and computational devices for position sensing, and occasionally actuators for moving the image generation source. In order to avoid this problem, this paper proposes to separate the object-anchored imaging effect from the position sensing. Our proposal is a retro-reflective system called "SkyAnchor," which consists of only optical devices: two mirrors and an aerial-imaging plate. The system reflects light from a light source anchored under the physical object itself, and forms an image anchored around the object. This optical solution does not cause any latency in principle and is effective for high-quality mixed reality applications. We consider two types of light sources to be attached to physical objects: reflecting content from a touch table on which the object rests, or attaching the source directly on the object. As for position sensing, we utilize a capacitive marker on the bottom of the object, tracked on a touch table. We have implemented a prototype, where mid-air images move with the object, and whose content may change based on its position. Hajime Kajita, Naoya Koizumi, Takeshi Naemura |
UIST | 3 |
| 2015 | Superdifferential cuts for binary energiesabstractWe propose an efficient and general purpose energy optimization method for binary variable energies used in various low-level vision tasks. Our method can be used for broad classes of higher-order and pairwise non-submodular functions. We first revisit a submodular-supermodular procedure (SSP) [19], which is previously studied for higher-order energy optimization. We then present our method as generalization of SSP, which is further shown to generalize several state-of-the-art techniques for higher-order and pairwise non-submodular functions [2, 9, 25]. In the experiments, we apply our method to image segmentation, deconvolution, and binarization, and show improvements over state-of-the-art methods. Tatsunori Taniai, Yasuyuki Matsushita, Takeshi Naemura |
CVPR | 3 |
| 2015 | Construction of a bird image dataset for ecological investigationsabstractWind turbines have become significant collision risks to endangered birds. To estimate the impact of bird strikes and take action against them, we need an automated bird monitoring system that detects and categorizes bird species. Towards this goal, we constructed an image dataset as a benchmark for ecological investigations of birds. The dataset consists of time-series images of a scene in a wind farm, bounding boxes around the aerial objects in the images, and species annotations. Bird experts searched for and annotated the images of birds, and thus, even birds that appeared to be very small in the whole image could be specified in detail. In total, 32,000 birds are annotated. In collecting the images, we had to monitor birds in the distance to cover enough area, but even with a telephoto setup, the average size of the birds in the image is around 25 pixels. This means we need a means of recognition that works on very low-resolution images. As an application of the dataset, we conducted experiments in two-class categorization (birds and non-birds), to serve as basis for detection and further categorization. We found that the dataset is a challenging recognition task because of its low resolution and hard negative samples. Ryota Yoshihashi, Rei Kawakami, Makoto Iida, Takeshi Naemura |
ICIP | 4 |
| 2014 | A design method to surface of Japanese lacquer by UV projection for diy fabricationabstractWe propose design methods that process the surface of Urushi, a Japanese traditional coating material, with computer technology and ultraviolet (UV) light control. Urushi changes their physical condition by absorbing UV light energy. Our research introduces design method with this physical feature for Personal Fabrication by utilizing UV laser and galvanometer mirror or UV lamp and paper. Naoya Koizumi, Yuki Hashimoto, Takeshi Naemura |
Advances in Computer Entertainment | 3 |
| 2014 | Graph Cut Based Continuous Stereo Matching Using Locally Shared LabelsabstractWe present an accurate and efficient stereo matching method using locally shared labels, a new labeling scheme that enables spatial propagation in MRF inference using graph cuts. They give each pixel and region a set of candidate disparity labels, which are randomly initialized, spatially propagated, and refined for continuous disparity estimation. We cast the selection and propagation of locally-defined disparity labels as fusion-based energy minimization. The joint use of graph cuts and locally shared labels has advantages over previous approaches based on fusion moves or belief propagation, it produces submodular moves deriving a subproblem optimality, enables powerful randomized search, helps to find good smooth, locally planar disparity maps, which are reasonable for natural scenes, allows parallel computation of both unary and pairwise costs. Our method is evaluated using the Middlebury stereo benchmark and achieves first place in sub-pixel accuracy. Tatsunori Taniai, Yasuyuki Matsushita, Takeshi Naemura |
CVPR | 3 |
| 2013 | MARIO: Mid-Air Augmented RealityInteraction with Objects
Hanyuool Kim, Issei Takahashi, Hiroki Yamamoto, Takayuki Kai, Satoshi Maekawa, Takeshi Naemura |
Advances in Computer Entertainment | 6 |
| 2013 | Photochromic Carpet: Playful Floor Canvas with Color-Changing Footprints
Daniel Saakes, Takahiro Tsujii, Kohei Nishimura, Tomoko Hashida, Takeshi Naemura |
Advances in Computer Entertainment | 5 |
| 2012 | Image Segmentation using Dual Distribution MatchingabstractWe propose an image segmentation method that divides an image into foreground and background regions when the approximate color distributions for these regions are given.Our approach was inspired by global consistency measures that directly evaluate the similarity between a given distribution and the distribution of the resulting segmentation, which were recently proposed in order to overcome the limitations of traditional pixelwise (local) consistency measures.The main feature of our proposal is that it uses two (foreground and background) input distributions, which increases the robustness compared to previous studies.To achieve this, we formulated a new mathematical model that describes the consistencies between the two input distributions and the segmentation, in which weighting parameters for the two distribution matching terms are set to be approximately proportional to the size of the foreground and background areas.We call this dual distribution matching (DDM).We also derived an optimization method that uses graph cuts.Experimental results that show the effectiveness of our method and comparisons between local and global consistency measures are presented. Tatsunori Taniai, Viet Quoc Pham, Keita Takahashi 0001, Takeshi Naemura |
BMVC | 4 |
| 2011 | Foreground-background segmentation using iterated distribution matchingabstractThis paper addresses the problem of image segmentation with a reference distribution. Recent studies have shown that segmentation with global consistency measures outperforms conventional techniques based on pixel-wise measures. However, such global approaches require a precise distribution to obtain the correct extraction. To overcome this strict assumption, we propose a new approach in which the given reference distribution plays a guiding role in inferring the latent distribution and its consistent region. The inference is based on an assumption that the latent distribution resembles the distribution of the consistent region but is distinct from the distribution of the complement region. We state the problem as the minimization of an energy function consisting of global similarities based on the Bhattacharyya distance and then implement a novel iterated distribution matching process for jointly optimizing distribution and segmentation. We evaluate the proposed algorithm on the GrabCut dataset, and demonstrate the advantages of using our approach with various segmentation problems, including interactive segmentation, background subtraction, and co-segmentation. Viet Quoc Pham, Keita Takahashi 0001, Takeshi Naemura |
CVPR | 3 |
| 2011 | Super-resolution plane sweeping for free-viewpoint image synthesisabstractFree-viewpoint image synthesis (FVIS) refers to the process of generating novel viewpoint images from a set of multi-view images. Most of the conventional FVIS methods were based on image blending, so that they are subject to a fundamental limitation in resolution: the output resolution is lower than or at most equal to that of the input images. A reasonable approach to overcome this limitation is to replace image blending with reconstruction-based super-resolution. Following this idea, we propose a new FVIS method named as super-resolution plane sweeping by extending general plane sweeping methods. We also propose an adaptive weighting scheme to make super-resolution reconstruction operate only on the pixels where it improve the quality. Experimental results with real images are presented to show the effectiveness of our method. Keita Takahashi 0001, Masato Ishii, Takeshi Naemura |
ICIP | 3 |
| 2011 | Rate-distortion analysis of super-resolution image/video decodingabstractAn image/video communication scenario with super-resolution (SR) decoding, where the decoded images are upsampled using SR reconstruction at the receiver side, is analyzed from a theoretical perspective. To formulate the rate-distortion performance for such cases, we propose a new numerical model that combines a frequency-domain SR model and a rate-distortion theory for lossy image compression. We considered several factors that affect the reconstruction quality, and revealed that SR decoding performs better in low bitrates. We also conducted real-image simulations and confirmed that both the numerical analysis and real-image simulations exhibit quite similar tendencies, which supports the effectiveness of our numerical model. Keita Takahashi 0001, Takeshi Naemura, Masayuki Tanaka 0001 |
ICIP | 2 |
| 2011 | Theoretical Analysis of Multi-view Camera Arrangement and Light-Field Super-Resolution
Ryo Nakashima, Keita Takahashi 0001, Takeshi Naemura |
PSIVT (1) | 3 |
| 2011 | Super-Resolved Free-Viewpoint Image Synthesis Using Semi-global Depth Estimation and Depth-Reliability-Based Regularization
Keita Takahashi 0001, Takeshi Naemura |
PSIVT (1) | 2 |
| 2011 | SolaColor: space coloration with solar lightabstractSolaColor is a scheme for creating a place (namely, a floor space) whose color is varied in response to sunlight. The aim of this work is to create sustainable spatial rendition by utilizing sunlight. A feature of this spatial-rendition scheme is rendering places by color--rather than contrast---of lighting. By means of SolaColor, areas in sunlight are colored in pink, while shaded areas are colored white. When this scheme is practically applied, time-varying patterns appear in synchronization with the movement of the sun. When a person or object enters a space created by SolaColor, white shadows oriented according to the position of the sun are formed in the manner of a sundial. The scheme can be implemented by utilizing photochromic material and optical design, and it can be introduced in any location under sunlight without the need for an electrical-power supply. Tomoko Hashida, Yasuaki Kakehi, Takeshi Naemura |
TEI | 3 |
| 2010 | Bounding-Box Based Segmentation with Single Min-cut Using Distant Pixel SimilarityabstractThis paper addresses the problem of interactive image segmentation with a user-supplied object bounding box. The underlying problem is the classification of pixels into foreground and background, where only background information is provided with sample pixels. Many approaches treat appearance models as an unknown variable and optimize the segmentation and appearance alternatively, in an expectation maximization manner. In this paper, we describe a novel approach to this problem: the objective function is expressed purely in terms of the unknown segmentation and can be optimized using only one minimum cut calculation. We aim to optimize the trade-off of making the foreground layer as large as possible while keeping the similarity between the foreground and background layers as small as possible. This similarity is formulated using the similarities of distant pixel pairs. We evaluated our algorithm on the GrabCut dataset and demonstrated that high-quality segmentations were attained at a fast calculation speed. Viet Quoc Pham, Keita Takahashi 0001, Takeshi Naemura |
ICPR | 3 |
| 2010 | Direction-adaptive hierarchical decomposition for image codingabstractA new model of decomposing an image hierarchically into direction-adaptive subbands using pixel-wise direction estimation is presented. For each decomposing operation, an input image is divided into two parts: a base image subsampled from the input image and subband components. The subband components consist of residuals of estimating the pixels skipped through the subsampling, which ensures the invertibility of the decomposition. The estimation is performed in a direction-adaptive way, whose optimal direction is determined by a L1 norm criterion for each pixel, aiming to achieve good energy compaction that is suitable for image coding. Furthermore, since the L1 norms are obtained from the base image alone, we do not need to retain the directional information explicitly, which is another advantage of our model. Experimental results show that the proposed model can achieve lower entropy than conventional Haar or D5/3 discrete wavelet transform in case of lossless coding. Tomokazu Murakami, Keita Takahashi 0001, Takeshi Naemura |
PCS | 3 |
| 2009 | Real-Time Video Matting Based on Bilayer Segmentation
Viet Quoc Pham, Keita Takahashi 0001, Takeshi Naemura |
ACCV (2) | 3 |
| 2009 | Joint rendering and segmentation of free-viewpoint imagesabstractThis paper presents a method that jointly performs synthesis of free-viewpoint images and object segmentation from that viewpoint. This method works efficiently and online by sharing a certain calculation process among rendering and segmentation steps. Since the segmentation is performed for arbitrary viewpoints directly, the extracted object can be superimposed onto another 3-D scene with geometric consistency. Experimental results using a 25-camera array show the effectiveness of our method. Masato Ishii, Keita Takahashi 0001, Takeshi Naemura |
ICIP | 3 |
| 2009 | Live Video Segmentation in Dynamic Backgrounds Using Thermal Vision
Viet Quoc Pham, Keita Takahashi 0001, Takeshi Naemura |
PSIVT | 3 |
| 2009 | TransCAIP: A Live 3D TV System Using a Camera Array and an Integral Photography Display with Interactive Control of Viewing ParametersabstractThe system described in this paper provides a real-time 3D visual experience by using an array of 64 video cameras and an integral photography display with 60 viewing directions. The live 3D scene in front of the camera array is reproduced by the full-color, full-parallax autostereoscopic display with interactive control of viewing parameters. The main technical challenge is fast and flexible conversion of the data from the 64 multicamera images to the integral photography format. Based on image-based rendering techniques, our conversion method first renders 60 novel images corresponding to the viewing directions of the display, and then arranges the rendered pixels to produce an integral photography image. For real-time processing on a single PC, all the conversion processes are implemented on a GPU with GPGPU techniques. The conversion method also allows a user to interactively control viewing parameters of the displayed image for reproducing the dynamic 3D scene with desirable parameters. This control is performed as a software process, without reconfiguring the hardware system, by changing the rendering parameters such as the convergence point of the rendering cameras and the interval between the viewpoints of the rendering cameras. Yuichi Taguchi, Takafumi Koike, Keita Takahashi 0001, Takeshi Naemura |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2008 | Rate-distortion performance of multi-view image coding with subsampling of viewpointsabstractIn this paper, we consider the rate-distortion performance of a multi- view image set with subsampling of the viewpoints. As a basic analysis, we compare two scenarios: (i) all images would be coded and transmitted in even quality, and (ii) a half of the images would be discarded by subsampling at the sender side, and the remaining half would be coded and transmitted. In the second scenario, the discarded images would be reconstructed at the receiver side using some view interpolation technology. We first introduce a theoretical model describing the rate-distortion performance of the scenarios above. Then, we present numerical simulations and experiments, showing that which scenario yields better performance depends on the bitrate, the properties of the image set, and the accuracy of the view interpolation. Masato Ishii, Keita Takahashi 0001, Takeshi Naemura |
ICIP | 3 |
| 2008 | Theoretical model and optimal prefilter for view interpolationabstractThis paper discusses a view interpolation problem where a new view would be synthesized at the midst of two parallel views. We first introduce a new theoretical model that describes the relation between accuracy of disparities and the quality of the interpolated view. Then, we derive the optimal prefilter that minimizes the power of errors on the interpolated view. Our approach is inspired by the rate-distortion theory for video coding, and can be also regarded as an attempt to reconsider the plenoptic sampling theory. Finally, we present numerical simulations and experimental results to validate our theory. Keita Takahashi 0001, Takeshi Naemura |
ICIP | 2 |
| 2007 | Rendering-Oriented Decoding for Distributed Multi-View Coding SystemabstractThis paper discusses a system in which multi-view images are captured and encoded in a distributed fashion and a viewer synthesizes a novel view from this data. We developed an efficient method for such system that combines decoding and rendering process to directly synthesize the novel image without reconstructing all the input images. Our method jointly performs disparity compensation in decoding process and geometry estimation in rendering process, because they are essentially equivalent if the camera parameters for the input images are known. It achieves low-complexity for both encoder and decoder in distributed multi-view coding system. Experimental results show superior coding performance of our method compared to a conventional intra-coding method especially at low bit rate. Yuichi Taguchi, Takeshi Naemura |
ICIP (1) | 2 |
| 2007 | How does Subsampling of Multi-View Images Affect the Rate-Distortion Performance?abstractThis paper introduces a new theoretical model on the rate-distortion performance in transmitting multi-view image data. To reduce the data amount, a practical solution is just decreasing the number of images by subsampling. The questions we focus on are (i) how much bit-rate can be reduced, and (ii) how much additional distortion would be caused, by the subsampling of images. In our theoretical model, the rate-distortion theory and the plenoptic sampling theory are combined to consider the relation between the sampling condition (the cameras' interval) and the compression efficiency. Numerical simulations which show the theoretical lower bounds for (i) and (ii) are presented with discussions. Keita Takahashi 0001, Takeshi Naemura |
ICIP (1) | 2 |
| 2006 | View-Dependent Coding of Light Fields Based on Free-Viewpoint Image SynthesisabstractThis paper proposes a view-dependent light field coding scheme using some image-based rendering techniques prior to coding. The proposed coder first synthesizes an image at a given viewpoint, which is called a representative viewpoint, and then predicts all input images by using the synthesized image as a reference. It can produce a view-dependent scalable bitstream. This means that the quality of synthesized views around the representative viewpoint is kept high even at extremely low bit rates, and the quality of views away from there is improved according to the increase of the bit rate. Our experimental results show that this coding scheme also achieves good coding efficiency for both multi-camera images and integral photography, which are common light field representations. Yuichi Taguchi, Takeshi Naemura |
ICIP | 2 |
| 2006 | A Theory of Aliasing Separation for Light Field DataabstractA light field means a 4-D function which characterizes the flow of light rays from a target scene, and used for image-based rendering. This paper presents a novel theoretical framework which considers the aliasing problem in dealing with discrete light field data. We introduce a new scheme called the aliasing separation to isolate the additional aliasing component caused by subsampling, and give a new perspective for how to optimize the reconstruction filter to interpolate light field data without aliasing artifacts. This optimization is closely related with depth estimation. Both the focus measure for light field rendering and the multiple baseline stereo can be derived from our theoretical framework. Keita Takahashi 0001, Takeshi Naemura |
ICIP | 2 |
| 2006 | Layered light-field rendering with focus measurement
Keita Takahashi 0001, Takeshi Naemura |
Signal Process. Image Commun. | 2 |
| 2005 | Spatial domain analysis on the focus measurement for light field renderingabstractLight field rendering (LFR) is an image-based rendering method for synthesizing free-viewpoint images from a set of multi-view images. In LFR, no/little knowledge of geometry is required, since scene objects are assumed to be at a constant depth. This assumption causes focus-like effects on synthetic images, in which only the objects near to the assumed depth are synthesized clearly and sharply. In order to generate all-in-focus synthetic images, the authors proposed a focus measurement method which uses several kinds of reconstruction filters. Using this method, we can detect in-focus parts on multiple images that are synthesized with different assumed depths, and integrate them into one final image. Though this algorithm was shown to be effective for some real scenes, the optimal combination of reconstruction filters has not been discussed yet. In this paper, we introduce a detailed spatial domain analysis of this focus measurement method, and compare three combinations by the theoretical analysis and an experiment. Keita Takahashi 0001, Takeshi Naemura |
ICIP (3) | 2 |
| 2005 | Unstructured light field rendering using on-the-fly focus measurementabstractThis paper introduces a novel image-based rendering method which uses inputs from unstructured cameras and synthesizes free-viewpoint images of high quality. Our method uses a set of depth layers in order to deal with scenes with large depth ranges. To each pixel on the synthesized image, the optimal depth layer is assigned automatically based on the on-the-fly focus measurement algorithm that we propose. We implemented this method efficiently on a PC and achieved nearly interactive frame-rates. Keita Takahashi 0001, Takeshi Naemura |
ICME | 2 |
| 2005 | Glare Generation Based on Wave OpticsabstractAbstract This paper proposes a novel and general method of glare generation based on wave optics. A glare image is regarded as a result of Fraunhofer diffraction, which is equivalent to a 2D Fourier transform of the image of given apertures or obstacles. In conventional methods, the shapes of glare images are categorized according to their source apertures, such as pupils and eyelashes and their basic shapes (e.g. halos, coronas, or radial streaks) are manually generated as templates, mainly based on statistical observation. Realistic variations of these basic shapes often depend on the use of random numbers. Our proposed method computes glare images fully automatically from aperture images and can be applied universally to all kinds of apertures, including camera diaphragms. It can handle dynamic changes in the position of the aperture relative to the light source, which enables subtle movement or rotation of glare streaks. Spectra can also be simulated in the glare, since the intensity of diffraction depends on the wavelength of light. The resulting glare image is superimposed onto a given computer‐generated image containing high‐intensity light sources or reflections, aligning the center of the glare image to the high‐intensity areas. Our method is implemented as a multipass rendering software. By precomputing the dynamic glare image set and putting it into texture memory, the software runs at an interactive rate. Masanori Kakimoto, Kaoru Matsuoka, Tomoyuki Nishita, Takeshi Naemura, Hiroshi Harashima |
Comput. Graph. Forum | 4 |
| 2004 | Lumisight table: a face-to-face collaboration support system that optimizes direction of projected information to each stakeholderabstractThe goal of our research is to support cooperative work performed by stakeholders sitting around a table. To support such cooperation, various table-based systems with a shared electronic display on the tabletop have been developed. These systems, however, suffer the common problem of not recognizing shared information such as text and images equally because the orientation of their view angle is not favorable. To solve this problem, we propose the Lumisight Table. This is a system capable of displaying personalized information to each required direction on one horizontal screen simultaneously by multiplexing them and of capturing stakeholders' gestures to manipulate the information. Mitsunori Matsushita, Makoto Iida, Takeshi Ohguro, Yoshinari Shirai, Yasuaki Kakehi, Takeshi Naemura |
CSCW | 6 |
| 2004 | A focus measure for light field renderingabstractLight field rendering is a fundamental method for synthesizing free-viewpoint images from a set of multiviewpoint images. In the simplest case, the scene structure is approximated by a simple plane: a focal plane. This approximation leads to focus-like effects on synthetic images where the focused depth is determined by the focal plane. A serious problem is that the range of the focused depth is too small in most practical cases. In this paper, we propose a focus measure that is specialized for synthetic images by light field rendering. When a set of differently-focused images is generated at a given viewpoint, the proposed focus measure enables us to obtain a depth map and an all in-focus image. Our approach has some remarkable differences from other related techniques, such as depth-from-stereo and depth-from-focus methods. Experimental results show that the proposed method effectively enhances PSNR of the final synthetic images. Keita Takahashi 0001, Akira Kubota, Takeshi Naemura |
ICIP | 3 |
| 2004 | Glare Generation Based on Wave OpticsabstractThis paper proposes a general method of glare generation based on wave optics. A glare image is regarded as a result of Fraunhofer diffraction, which is equivalent to a 2D Fourier transform of the image of given apertures or obstacles. In conventional methods, the shapes of glare images are categorized according to their source apertures, such as pupils and eyelashes and their basic shapes (e.g. halos, coronas or radial streaks) are manually generated as templates, mainly based on statistical observation. Realistic variations of these basic shapes often depend on the use of random numbers. Our proposed method computes glare images fully automatically from aperture images and can be applied universally to all kinds of apertures, including camera diaphragms. It can handle dynamic changes in the position of the aperture relative to the light source, which enables subtle movement or rotation of glare streaks. Spectra can also be simulated in the glare, since the intensity of diffraction depends on the wavelength of light. The resulting glare image is superimposed onto a given computer-generated image containing high intensity light sources or reflections, aligning the center of the glare image to the high intensity areas. Our method is implemented as a multipass rendering software. By precomputing the dynamic glare image set and putting it into texture memory, the software runs at an interactive rate. Masanori Kakimoto, Kaoru Matsuoka, Tomoyuki Nishita, Takeshi Naemura, Hiroshi Harashima |
PG | 4 |
| 2004 | Focus Measurement on Programmable Graphics Hardware for All in-Focus Rendering from Light Fields
Kaoru Sugita, Keita Takahashi 0001, Takeshi Naemura, Hiroshi Harashima |
VR | 3 |
| 2003 | Depth of field in light field renderingabstractThis paper focuses on the sampling problem in light field rendering (LFR) that is a fundamental approach to image based rendering. Quality of LFR depends on a light ray database generated from pre-acquired images, since image synthesis is a process of gathering appropriate light ray data from the database. For improving the quality, interpolation of light ray data is effective. It is based on an assumption that scene objects are placed on a plane called "focal plane". According to the depth of the focal plane (distance between cameras and focal plane), focus-like effect would appear on the synthesized images. In this paper, we formulate the depth of field In light field rendering to address the range of depth where scene objects are rendered in focus. In our theory, the plenoptic sampling theory is generalized to compare with some other related works. Our representation is intuitive and useful for quantitative analysis of LFR. Keita Takahashi 0001, Takeshi Naemura, Hiroshi Harashima |
ICIP (1) | 2 |
| 2003 | Graphic Shadow: Augmenting Your Shadow on the FloorabstractThis paper proposes real-time interactive systems illustrating your shadows cast on the floor, which we name "graphic shadow." They will make you experience an exciting space of interaction performing an illusion on your own shadows. Hiroshi Kato, Takeshi Naemura, Hiroshi Harashima |
ISMAR | 2 |
| 2003 | Textured ShadowabstractWe demonstrate a real-time interactive system illuminating your shadows cast on the floor. A user occluding the projector light may create undesirable shadow in front-projector-based systems. We overcome and turn this problem to our advantage with an elaborately designed optics including multi-projection techniques. The systems will make you experience an exciting space of interaction performing an illusion on your shadow. Hiroshi Kato, Takeshi Naemura, Hiroshi Harashima |
ISMAR | 2 |
| 2003 | Three-dimensional image representation of buildings utilizing heterogeneous information for multimedia ambiance communication
Minako Toba, Takahiro Saito, Kiyoharu Aizawa, Kenji Mochizuki, Takeshi Naemura, Hiroshi Harashima |
VCIP | 5 |
| 2003 | Performance evaluation of programmable graphics hardware for image filtering and stereo matchingabstractIt is obvious that faster processors are essential for virtual reality applications. Recently, we have a new generation of graphics hardware which can enhance the reality of interactive graphics. Although it is designed for rendering purpose, its programmability is expected to be effective for other general applications. This paper evaluates its performance as an image processing unit especially for image filtering and stereo matching. First, we focus on image filtering, and compare GPU (ATI RADEON 9700 Pro) implementations to optimized CPU (Intel Pentium 4 3.06GHz) ones. Experimental results show that, for linear filtering, GPUs are from three to six times faster than CPUs. Then, we implement a block-based stereo matching algorithm using filters and depth-test-based optimization on the GPU. This implementation is shown to be twice faster than a CPU implementation. Finally, a system based on this algorithm is constructed to estimate depth from two video sequences in real time. Kaoru Sugita, Takeshi Naemura, Hiroshi Harashima |
VRST | 2 |
| 2002 | Virtual Shadows - Enhanced Interaction in Mixed Reality EnvironmentabstractWe propose the concepts of virtual light and virtual shadow with the aim of achieving a mixed reality environment focused on shadows. In this proposal, we divide the concept of virtual shadow into four categories, and among them, implement four types of interactive applications: (a) real to virtual shadows for rigid objects; (b) real to virtual shadows for non-rigid objects; (c) image-based virtual to virtual shadows, and (d) virtual to real shadows. In these applications, we can see the shadow of a real object projected onto the virtual world and vice versa. These proposed concepts should contribute to the realization of a mixed reality environment that provides a novel sense of interaction. Takeshi Naemura, Takuya Nitta, Atsushi Mimura, Hiroshi Harashima |
VR | 1 |
| 2001 | Pixel independent random access image sensor for real time image-based rendering systemabstractWe have been investigating a high-speed image-based rendering system. In this area, most of the conventional systems sacrifice spatial or temporal resolution for a heavy amount of input images. When the system uses a camera-array on its input, this problem is more obvious. However, the required image data for the rendering are only a portion of them, determined by the position of the imaginary-view. We propose an image based rendering system, which uses pixel independent random access image sensors to eliminate the bottleneck of the conventional systems. We have developed a prototype of a CMOS image sensor, which has 128 /spl times/ 128 pixels. We verified that the prototype chip readouts externally selected pixels at 60 frames/second. R. Ooi, Takayuki Hamamoto, Takeshi Naemura, Kiyoharu Aizawa |
ICIP (2) | 3 |
| 2001 | Structure analysis of natural scenes using census transform and region competition
Kunio Yamada, Tadashi Ichikawa, Takeshi Naemura, Kiyoharu Aizawa, Takahiro Saito |
VCIP | 3 |
| 2000 | Generation of a Disparity Panorama Using a 3-Camera Capturing SystemabstractThis paper presents a method to create a panorama disparity map of a natural environment from stereo images captured by our original multi-purpose 3-camera panorama capturing system which features accurate frame synchronization between 3 channels and can be used outdoors through battery operation. For robust determination of correspondences of a stereo pair, we make use of a census transform, a kind of non-parametric local transform. The census transform summarizes local image structure as a bit string, and gives very good stereo-matching results without such processes as image pyramids, bi-directional search, complicated matching evaluation, and too much edge detection dependent interpolation. To interpolate unknown disparities, we introduced a process influenced by the K-means algorithm. Then, use of 3-channel images and overlapping of the maps give multiple disparity values for one pixel, which enables screening of very confident values. We have obtained very good results on such complex scenes as contain branches and leaves of trees. Kunio Yamada, Tadashi Ichikawa, Takeshi Naemura, Kiyoharu Aizawa, Takahiro Saito |
ICIP | 3 |
| 2000 | High-quality stereo panorama generation using a three-camera system
Kunio Yamada, Tadashi Ichikawa, Takeshi Naemura, Kiyoharu Aizawa, Takahiro Saito |
VCIP | 3 |
| 1999 | Multi-Media Ambiance Communication Based on Actual Moving PicturesabstractMulti-media ambiance communication refers to a means of shared-space communication, that makes use of actual moving pictures captured by video camera, combined with the laws of perspective, as used in painting and the visual characteristics of human beings, to establish a photo-realistic quality three-dimensional image space that users can naturally feel part of. We aim to enable this ambiance communication by basing the shared-space on actual moving pictures rather than on an accurate three-dimensional image space, such as is used in computer graphics. Tadashi Ichikawa, Tetsuya Yoshimura, Kunio Yamada, Toshifumi Kanamaru, Hiromichi Suga, Shoichiro Iwasawa, Takeshi Naemura, Kiyoharu Aizawa, Shigeo Morishima, Takahiro Saito |
ICIP (3) | 7 |
| 1999 | Analysis and Synthesis of 3-D Face Image Sequence Based on Model-Based Image Coding Scheme with an Internet BrowserabstractIn this paper, an efficient analysis method for global head motion, and a synthesis method of 3-D face scenes using model-based image coding techniques on the Internet browser are presented. By applying the techniques of model-based image coding in facial image sequence, human face or anthropomorphic agents can be synthesized with real facial motion on the internet browser using VRML and/or JAVA. While typical model-based image coding produces synthetic face scenes in 2-D space at the receiver terminals, the proposed scheme can produce synthetic face scenes in 3-D space interactively supporting some visual standard. This enables users to synthesize 3-D face scenes at any terminals. In this sense, it improves the portability of synthesis in model-based image coding. To speed up the computation in the analysis process, a new method that generates referential frame dynamically is proposed. To produce a 3-D face model which is suitable for the purpose of application, an idea of automatic face modeling using different 3-D face models is presented. Experimental results show the usefulness of applying the techniques of model-based image coding to the analysis of facial motion and synthesis of 3-D face scene on the internet browser. Min-Chul Park, Naiwala P. Chandrasiri, Takeshi Naemura, Masahide Kaneko, Hiroshi Harashima |
ICIP (4) | 3 |
| 1999 | Acquisition of Light Rays Using Telecentric Lens
Keisuke Takeuchi, Takeshi Naemura, Hiroshi Harashima |
ICIP (3) | 2 |
| 1998 | Priority and Segmentation Algorithm for the 3-D Motion Estimation of Two Heads Partly Overlapped
Min-Chul Park, Masahide Kaneko, Hiroshi Harashima, Takeshi Naemura |
FG | 4 |
| 1998 | Multi-User Immersive StereoabstractMulti-screen projection systems are widely used in the field of virtual reality. Within the system bounded by screens, users can view the panoramic stereoscopic images projected onto the screens. In such an immersive environment, however, just one viewer can feel the natural depth sensation. The authors propose a novel approach to realize a multi-user system, in which several users can feel the adequate depth sensation simultaneously. Experimental results show the potential applicability of the proposed method to the next-generation virtual environment. Takeshi Naemura, Masahide Kaneko, Hiroshi Harashima |
ICIP (1) | 1 |
| 1998 | Orthographic approach to representing 3-D images and interpolating light rays for 3-D image communication and virtual environment
Takeshi Naemura, Masahide Kaneko, Hiroshi Harashima |
Signal Process. Image Commun. | 1 |
| 1994 | Self-similarity modeling for interpolation and extrapolation of multi-viewpoint image setsabstractFor the 3-D image communication, a flexible interpolation technique of a multi-viewpoint image set (MVIS) is required. If we could recover the 3-D structure from an MVIS, interpolative images would be obtained. This approach, however, can not be easily applied to arbitrary objects because of the difficulty in stereo-matching. In this paper, the self-similarity modeling which has been studied in the field of data compression is chosen as a modeling scheme which is scalable to any resolution, and the interpolation is virtually achieved by enhancing the resolution of the viewpoint-axis of an MVIS. This new approach is free from stereo-matching and is shown to achieve interpolative images with an SNR of about 35 dB.> Takeshi Naemura, Hiroshi Harashima |
ICASSP (5) | 1 |
| 1994 | Fractal Coding of a Multi-View 3-D ImageabstractThis paper deals with two important problems for the 3-D image communication: (i) how to synthesize intermediate-viewing-angle images of a multi-view 3-D image, and (ii) how to compress the tremendous amount of data required for the stereoscopic visual effect. In order to synthesize a 3-D image having a larger number of views from a 3-D image having fewer views, we propose a new concept of view interpolation technique. The resolution of the viewpoint-axis of a multi-view 3-D image is enhanced for the purpose of increasing the number of viewpoints. We present a new data compression method which is scalable to any resolution, i.e. scalable to any number of views. For this purpose, the fractal coding scheme with the feature of resolution independence is examined, and is shown to be applicable to 3-D image communication.> Takeshi Naemura, Hiroshi Harashima |
ICIP (3) | 1 |