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Daichi Ito

dblp:99/11059 · DBLP profile ↗
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6ranked-venue papers
0as first author
1since 2021 · last 2023
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-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
2 papers
Visual content generation and editing · 60% Rendering · 20% Computer animation and physical simulation · 20%
Artificial intelligence
1 paper
Vision and language · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

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

TopicWeightPapersLastEvidence papers
Computer vision › Vision and language › cross-modal alignment
cross-modal latent space alignment
0.712023
Cross-modal Latent Space Alignment for Image to Avatar Translation · ICCV 2023
Visual content generation and editing
avatar generation
0.712023
Cross-modal Latent Space Alignment for Image to Avatar Translation · ICCV 2023
Computer animation and physical simulation
GPU-based simulation
0.212015
Wetbrush: GPU-based 3D painting simulation at the bristle level · ACM Trans. Graph. 2015
Rendering
real-time rendering
0.212015
Wetbrush: GPU-based 3D painting simulation at the bristle level · ACM Trans. Graph. 2015
GPUs and heterogeneous computing › GPU computing › GPU implementation
CUDA implementation
0.112015
Wetbrush: GPU-based 3D painting simulation at the bristle level · ACM Trans. Graph. 2015
GPUs and heterogeneous computing
GPU computing
0.112015
Wetbrush: GPU-based 3D painting simulation at the bristle level · ACM Trans. Graph. 2015

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

image-to-image translation · 1.3autoencoder · 1.3non-inertial frame simulation · 0.4hybrid particle-density representation · 0.4fixed-point jacobi iteration · 0.4eulerian-lagrangian liquid simulation · 0.4
YearPublicationVenuePosition
2023 Cross-modal Latent Space Alignment for Image to Avatar Translation
abstract
We present a novel method for automatic vectorized avatar generation from a single portrait image. Most existing approaches that create avatars rely on image-to-image translation methods, which present some limitations when applied to 3D rendering, animation, or video. Instead, we leverage modality-specific autoencoders trained on large-scale unpaired portraits and parametric avatars, and then learn a mapping between both modalities via an alignment module trained on a significantly smaller amount of data. The resulting cross-modal latent space preserves facial identity, producing more visually appealing and higher fidelity avatars than previous methods, as supported by our quantitative and qualitative evaluations. Moreover, our method’s virtue of being resolution-independent makes it highly versatile and applicable in a wide range of settings.
Manuel Ladron de Guevara, Yannick Hold-Geoffroy, Jose Echevarria, Cameron Smith, Daichi Ito
ICCV6
2020 RGB2AO: Ambient Occlusion Generation from RGB Images
abstract
Abstract We present RGB2AO, a novel task to generate ambient occlusion (AO) from a single RGB image instead of screen space buffers such as depth and normal. RGB2AO produces a new image filter that creates a non‐directional shading effect that darkens enclosed and sheltered areas. RGB2AO aims to enhance two 2D image editing applications: image composition and geometry‐aware contrast enhancement. We first collect a synthetic dataset consisting of pairs of RGB images and AO maps. Subsequently, we propose a model for RGB2AO by supervised learning of a convolutional neural network (CNN), considering 3D geometry of the input image. Experimental results quantitatively and qualitatively demonstrate the effectiveness of our model.
Naoto Inoue, Daichi Ito, Yannick Hold-Geoffroy, Long Mai, Brian L. Price, Toshihiko Yamasaki
Comput. Graph. Forum2
2019 Learning to Trace: Expressive Line Drawing Generation from Photographs
abstract
Abstract In this paper, we present a new computational method for automatically tracing high‐resolution photographs to create expressive line drawings. We define expressive lines as those that convey important edges, shape contours, and large‐scale texture lines that are necessary to accurately depict the overall structure of objects (similar to those found in technical drawings) while still being sparse and artistically pleasing. Given a photograph, our algorithm extracts expressive edges and creates a clean line drawing using a convolutional neural network (CNN). We employ an end‐to‐end trainable fully‐convolutional CNN to learn the model in a data‐driven manner. The model consists of two networks to cope with two sub‐tasks; extracting coarse lines and refining them to be more clean and expressive. To build a model that is optimal for each domain, we construct two new datasets for face/body and manga background. The experimental results qualitatively and quantitatively demonstrate the effectiveness of our model. We further illustrate two practical applications.
Naoto Inoue, Daichi Ito, Ning Xu 0007, Brian L. Price, Toshihiko Yamasaki
Comput. Graph. Forum2
2015 Wetbrush: GPU-based 3D painting simulation at the bristle level
abstract
We present a real-time painting system that simulates the interactions among brush, paint, and canvas at the bristle level. The key challenge is how to model and simulate sub-pixel paint details, given the limited computational resource in each time step. To achieve this goal, we propose to define paint liquid in a hybrid fashion: the liquid close to the brush is modeled by particles, and the liquid away from the brush is modeled by a density field. Based on this representation, we develop a variety of techniques to ensure the performance and robustness of our simulator under large time steps, including brush and particle simulations in non-inertial frames, a fixed-point method for accelerating Jacobi iterations, and a new Eulerian-Lagrangian approach for simulating detailed liquid effects. The resulting system can realistically simulate not only the motions of brush bristles and paint liquid, but also the liquid transfer processes among different representations. We implement the whole system on GPU by CUDA. Our experiment shows that artists can use the system to draw realistic and vivid digital paintings, by applying the painting techniques that they are familiar with but not offered by many existing systems.
Daichi Ito, Huamin Wang 0001
ACM Trans. Graph.3
2013 Painting with Polygons: A Procedural Watercolor Engine
abstract
Existing natural media painting simulations have produced high-quality results, but have required powerful compute hardware and have been limited to screen resolutions. Digital artists would like to be able to use watercolor-like painting tools, but at print resolutions and on lower end hardware such as laptops or even slates. We present a procedural algorithm for generating watercolor-like dynamic paint behaviors in a lightweight manner. Our goal is not to exactly duplicate watercolor painting, but to create a range of dynamic behaviors that allow users to achieve a similar style of process and result, while at the same time having a unique character of its own. Our stroke representation is vector based, allowing for rendering at arbitrary resolutions, and our procedural pigment advection algorithm is fast enough to support painting on slate devices. We demonstrate our technique in a commercially available slate application used by professional artists. Finally, we present a detailed analysis of the different vector-rendering technologies available.
Stephen DiVerdi, Aravind Krishnaswamy, Radomír Mech, Daichi Ito
IEEE Trans. Vis. Comput. Graph.4
2012 A lightweight, procedural, vector watercolor painting engine
abstract
Existing natural media painting simulations have produced high quality results, but have required powerful compute hardware and have been limited to screen resolutions. Digital artists would like to be able to use watercolor-like painting tools, but at print resolutions and on lower end hardware such as laptops or even slates. We present a procedural algorithm for generating watercolor-like dynamic paint behaviors in a lightweight manner. Our goal is not to exactly duplicate watercolor painting, but to create a range of dynamic behaviors that allow users to achieve a similar style of process and result, while at the same time having a unique character of its own. Our stroke representation is vector-based, allowing for rendering at arbitrary resolutions, and our procedural pigment advection algorithm is fast enough to support painting on slate devices. We demonstrate our technique in a commercially available slate application used by professional artists.
Stephen DiVerdi, Aravind Krishnaswamy, Radomír Mech, Daichi Ito
I3D4