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Kenichi Sugihara

dblp:98/9358 · DBLP profile ↗
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4ranked-venue papers
4as first author
0since 2021 · last 2017
0000-0002-4365-7411ORCID · corroborated

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 · 3 · 3 first-authorApplied, interdisciplinary, general and emerging 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
2 papers
Geometric modeling and processing · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
urban modeling
0.122011
Automatic generation of 3-D building models by straight skeleton · SIGGRAPH Asia Sketches 2011
Automatic generation of 3-D building models with various shapes of roofs · SIGGRAPH ASIA Sketches 2009

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

straight skeleton · 0.1polygon partitioning · 0.1GIS integration · 0.1
YearPublicationVenuePosition
2017 Automatic Generation of a 3D Terrain Model from Key Contours
abstract
In our research, a 3D terrain model is automatically generated from key contour polygons by straight skeleton computation. Based on key contours given elevation, the faces connecting key contours are automatically formed, and thus 3D terrain models are automatically created. The proposed system performs physical simulations, using a more realistic environment, such as an automatically generated 3D town model placed on a 3D terrain model, and mass granular flow based on Newtonian mechanics.
Kenichi Sugihara, Takahiro Murase
CW1
2011 Automatic generation of 3-D building models by straight skeleton
abstract
A 3-D city model as shown in Figure 1 is important in several fields, such as urban planning and gaming industries. However, enormous time and labour has to be consumed to create these 3-D models, using 3-D modeling softwares such as 3ds Max or SketchUp. For example, when manually modeling a house with roofs by Constructive Solid Geometry (CSG), one must use the following laborious steps:
Kenichi Sugihara
SIGGRAPH Asia Sketches1
2009 Automatic generation of 3-D building models with various shapes of roofs
abstract
Automatic generation of 3-D building models as shown in Figure 1 is important in several fields, such as urban planning and the gaming industries. We propose a GIS and CG integrated system that automatically generates 3-D building models, based on building contours (building polygons) on digital maps [1]. This integrated system partitions orthogonal building polygons into a set of rectangles and generates 3-D building models by placing rectangular roofs and box-shaped building bodies on these rectangles. In this paper, we propose a new method for automatic generation of 3-D building models with various shapes of roofs.
Kenichi Sugihara
SIGGRAPH ASIA Sketches1
2003 Semi-automatic generation of 3-D building model by the integration of CG and GIS
abstract
When a real urban world is projected into 3-D virtual space, buildings are major objects in this space. To realize the 3-D urban model by computer graphics (CG), it is important to generate building models efficiently. 3-D urban models are the important information infrastructures that can be utilized in several fields, such as landscape evaluation, city planning, civil engineering, architecture, disaster prevention simulation, etc. In this paper, we propose a system to generate 3-D building models semi-automatically by the integration of CG and GIS. Usually, urban planners design the future layout of a town by drawing a map. So, it is convenient for the urban planner who draws the future map to realize an alternative plan if the map can immediately be converted into a 3-D urban model. The system automatically generates a 3-D urban model so quickly that the system meets the urgent demand to realize another alternative plan.
Kenichi Sugihara, Yoshitugu Hayashi
IGARSS1