1 3DCG [2] 3DCG CG 3DCG [3] 3DCG 3 3 API 2 3DCG 3 (1) Saito [4] (a) 1920x1080 (b) 1280x720 (c) 640x360 (d) 320x G-Buffer Decaudin[5] G-Buffer D
|
|
|
- えつま かに
- 7 years ago
- Views:
Transcription
1 3DCG 1) ( ) 2) 2) 1) 2) Real-Time Line Drawing Using Image Processing and Deforming Process Together in 3DCG Takeshi Okuya 1) Katsuaki Tanaka 2) Shigekazu Sakai 2) 1) Department of Intermedia Art and Science, Graduate School of Fundamental Science and Engineering, Waseda University 2) Department of Intermedia Art and Science, Fundamental Science and Engineering, Waseda University okuya.waseda gmail.com 3DCG 3 G-Buffer 3 3 API Abstract In cartoon rendering of 3DCG, methods for generating a contour lines are classified into the method using the image processing or the method using the three-dimensional shape of the models. By selecting G-Buffers, the method using the image processing can accurately detect intended lines of users, but the lines are mechanical impression by the uniform thickness. The methods using the three-dimensional shape of the models can adjust thickness of the lines, but detection of the lines is dependent on the rendering algorithm and it can t detect the intended lines of users. In this paper, we separated contour lines process into detection and rendering. Our approach uses image processing for detection and model shapes for rendering. It can detecting intended line of users and draw exaggerated lines by changing the thickness of lines. In addition, we implemented a graphics API pipeline to run our method in real-time, and also examined a technique to accelerate processing speed. NICOGRAPH 2015 [1] 75
2 1 3DCG [2] 3DCG CG 3DCG [3] 3DCG 3 3 API 2 3DCG 3 (1) Saito [4] (a) 1920x1080 (b) 1280x720 (c) 640x360 (d) 320x G-Buffer Decaudin[5] G-Buffer Deering [6] API Multiple Render Targets [7] 3DCG [8] 1 1 (2) 3 3 [9] [10] 76
3 [2] [9] [11] [12] [13] G-Buffer G-Buffer (a) (b) (c) (d) Saito G- Buffer G-Buffer 77
4 G-Buffer G-Buffer 3 3(a) 3(b) G-Buffer Z G-Buffer 4 4(a) Z G-Buffer 4(b) 3(b) 4(c) G-Buffer 4(d) Z Z 5 (a) (b) 3 (a) G-Buffer Z (b) Z 3(b) 3.3 (c) G-Buffer (d) G-Buffer 5 78
5 (a) (b) 7 V 1 P 0, P 1 P 0 P 1 V 0 V 1 u V 0, V 1 u t 0, t 1 (c) (d) (a) 1 2,3 6(b) 3 4 6(c) 2,3 7 V 0, V 00, V 01, V 10, V 11 t 0, t 1 V 0, V 1 V 0, V 1 2t 0, 2t 1 4 V 00 V 10 V 11 V API API Direct3D
6 8 4.1 Compute Shader Compute Shader Vertex Shader Vertex Shader Compute Shader Pixel Shader Depth Buffer float4 View Z G-Buffer View 4.2 G-Buffer Vertex Shade Geometry Shader Pixel Shader Pixel Shader G-Buffer G-Buffer 4 Multiple Render Targets 4.3 Compute Shader G-Buffer 4.4 Vertex Shader Geometry Shader Geometry Shader TriangleStream Geometry Shader 6 TriangleStream Pixel Shader return 4.5 G- Buffer G-Buffer UV UV UV 80
7 9 (a) (b) 10 UV Saito [4] 3 [12] 10(a) (a) (b) 3 10(b) 11 11(a) G-Buffer View Z G-Buffer 11(b) 3 (c) (a),(b) (d) (e) (c) (f) (d) 11 81
8 11(c) 11(a) 11(b) 11(a) 11(b) 11(e) 11(b) 11(d) 11(a) 11(b) 11(e) 11(f) OS Windows 10 Pro CPU Intel Core i7 3370K(3.5GHz) GPU NVIDIA GeForce GTX 580(772MHz) Visual Studio 2015 API Direct3D 11.0(Visual Studio 2015) 3 ( ) [fps] ( x ) 640x x x fps fps [1280x720] 3.1ms [1980x1080] 4.7ms 60fps, 30fps 1 16ms, 33ms
9 HLSL Pixel Shader UV Sample UV Load (a) 1920x1080 (b) 1920x [fps] 1920x x x x x (c) 1280x720 (d) 1280x720 (e) 640x360 (f) 640x (g) 320x180 (h) 320x ( )[ 1920x1080] [320x180] 16 (a) (b) x180 83
10 6 3 (1) 3 3 G-Buffer CG (2) API Compute Shader 3DCG 3DCG 2 (1) t 3 3 [12] t (2)GPU GPU [1] : 3DCG NICOGRAPH 2015, 2015 [2] Carl S, Marshall: Game Programming Gems 2, pp ISBN: , 2002 [3] : CG 2015 CGWORLD 84
11 ISBN: , 2014 [4] Takafumi Saito and Tokiichiro Takahashi: Comprehensible Rendering of 3-D Shapes, Computer Graphics(SIGGRAPH 90 Proceedings), pp , 1990 [5] Philippe Decaudin: Cartoon-Looking Rendering of 3D-Scenes, Research Report INRIA 2919, 1996 [6] Michael Deering, Stephanie Winner, Bic Schediwy, Chris Duffy, Neil Hunt: The triangle processor and normal vector shader: a VLSI system for high performance graphics, ACM SIGGRAPH Computer Graphics Volume 22 Issue 4, pp 21-30, 1988 [7] Shawn Hargreaves, Mark Harris: Deferred Shading NVIDIA, developer/presentations/2004/6800 Leagues/ 6800 Leagues Deferred Shading.pdf, : [8] Pencil+ 3 : PSOFT, jp/product/pencil/index.html, : [9] Tomas Akenine-Moller: 2 ISBN: , 2006 [10] Bruce Gooch, Peter-Pike J. Sloan, Amy Gooch, Peter Shirley, Richard Riesenfeld: Interactive Technical Illustration, Proceedings of the 1999 symposium on Interactive 3D graphics, pp , 1999 [11],,, : 3DCG Vol. 10, No. 4, pp , 2011 [12] : 3DCG Vol67, No2, pp. J36-J44, 2013 [13] : , 20, CG CG NHK CG NHK ETV 1998 CG 85
2009 3DCG : M0106423 3DCG,,,, 3DCG 2D 3DCG 2D 3DCG 3DCG
2009 3DCG M0106423 2009 3DCG : M0106423 3DCG,,,, 3DCG 2D 3DCG 2D 3DCG 3DCG 1 1 1.1................................. 1 1.2................................. 1 1.3............................... 3 1.4.................................
2013 M
2013 M0110213 2013 : M0110213 3DCG 3DCG 3DCG 2D 3DCG 2D 1 1 3DCG 3D 1 1 1.1............................ 1 1.2............................... 10 2 11 2.1......................... 11 3 16 3.1..........................
258 5) GPS 1 GPS 6) GPS DP 7) 8) 10) GPS GPS 2 3 4 5 2. 2.1 3 1) GPS Global Positioning System
Vol. 52 No. 1 257 268 (Jan. 2011) 1 2, 1 1 measurement. In this paper, a dynamic road map making system is proposed. The proposition system uses probe-cars which has an in-vehicle camera and a GPS receiver.
& Vol.5 No (Oct. 2015) TV 1,2,a) , Augmented TV TV AR Augmented Reality 3DCG TV Estimation of TV Screen Position and Ro
TV 1,2,a) 1 2 2015 1 26, 2015 5 21 Augmented TV TV AR Augmented Reality 3DCG TV Estimation of TV Screen Position and Rotation Using Mobile Device Hiroyuki Kawakita 1,2,a) Toshio Nakagawa 1 Makoto Sato
GPGPU
GPGPU 2013 1008 2015 1 23 Abstract In recent years, with the advance of microscope technology, the alive cells have been able to observe. On the other hand, from the standpoint of image processing, the
[2] 2. [3 5] 3D [6 8] Morishima [9] N n 24 24FPS k k = 1, 2,..., N i i = 1, 2,..., n Algorithm 1 N io user-specified number of inbetween omis
1,a) 2 2 2 1 2 3 24 Motion Frame Omission for Cartoon-like Effects Abstract: Limited animation is a hand-drawn animation style that holds each drawing for two or three successive frames to make up 24 frames
07-二村幸孝・出口大輔.indd
GPU Graphics Processing Units HPC High Performance Computing GPU GPGPU General-Purpose computation on GPU CPU GPU GPU *1 Intel Quad-Core Xeon E5472 3.0 GHz 2 6 MB L2 cache 1600 MHz FSB 80 GFlops 1 nvidia
23 Fig. 2: hwmodulev2 3. Reconfigurable HPC 3.1 hw/sw hw/sw hw/sw FPGA PC FPGA PC FPGA HPC FPGA FPGA hw/sw hw/sw hw- Module FPGA hwmodule hw/sw FPGA h
23 FPGA CUDA Performance Comparison of FPGA Array with CUDA on Poisson Equation ([email protected]), ([email protected]), ([email protected]), ([email protected]),
第62巻 第1号 平成24年4月/石こうを用いた木材ペレット
Bulletin of Japan Association for Fire Science and Engineering Vol. 62. No. 1 (2012) Development of Two-Dimensional Simple Simulation Model and Evaluation of Discharge Ability for Water Discharge of Firefighting
2010 : M0107189 3DCG 3 (3DCG) 3DCG 3DCG 3DCG S
2010 M0107189 2010 : M0107189 3DCG 3 (3DCG) 3DCG 3DCG 3DCG S 1 1 1.1............................ 1 1.2.............................. 4 2 5 2.1............................ 5 2.2.............................
IPSJ SIG Technical Report Vol.2012-CG-148 No /8/29 3DCG 1,a) On rigid body animation taking into account the 3D computer graphics came
3DCG 1,a) 2 2 2 2 3 On rigid body animation taking into account the 3D computer graphics camera viewpoint Abstract: In using computer graphics for making games or motion pictures, physics simulation is
WebGL OpenGL GLSL Kageyama (Kobe Univ.) Visualization / 57
WebGL 2014.04.15 X021 2014 3 1F Kageyama (Kobe Univ.) Visualization 2014.04.15 1 / 57 WebGL OpenGL GLSL Kageyama (Kobe Univ.) Visualization 2014.04.15 2 / 57 WebGL Kageyama (Kobe Univ.) Visualization 2014.04.15
The 15th Game Programming Workshop 2010 Magic Bitboard Magic Bitboard Bitboard Magic Bitboard Bitboard Magic Bitboard Magic Bitboard Magic Bitbo
Magic Bitboard Magic Bitboard Bitboard Magic Bitboard Bitboard Magic Bitboard 64 81 Magic Bitboard Magic Bitboard Bonanza Proposal and Implementation of Magic Bitboards in Shogi Issei Yamamoto, Shogo Takeuchi,
IPSJ SIG Technical Report Vol.2011-EC-19 No /3/ ,.,., Peg-Scope Viewer,,.,,,,. Utilization of Watching Logs for Support of Multi-
1 3 5 4 1 2 1,.,., Peg-Scope Viewer,,.,,,,. Utilization of Watching Logs for Support of Multi-View Video Contents Kosuke Niwa, 1 Shogo Tokai, 3 Tetsuya Kawamoto, 5 Toshiaki Fujii, 4 Marutani Takafumi,
1 Fig. 2 2 Fig. 1 Sample of tab UI 1 Fig. 1 that changes by clicking tab 5 2. Web HTML Adobe Flash Web ( 1 ) ( 2 ) ( 3 ) ( 4 ) ( 5 ) 3 Web 2.1 Web Goo
Web 1,a) 1,b) Web Web HTML Indicating Important Parts in Searched Web Pages by Retrieval Terms Yokoo Shunichi 1,a) Yoshiura Noriaki 1,b) Abstract: Users cannot always find retrieval terms immediately in
Fig. 3 Flow diagram of image processing. Black rectangle in the photo indicates the processing area (128 x 32 pixels).
Fig. 1 The scheme of glottal area as a function of time Fig. 3 Flow diagram of image processing. Black rectangle in the photo indicates the processing area (128 x 32 pixels). Fig, 4 Parametric representation
2. CABAC CABAC CABAC 1 1 CABAC Figure 1 Overview of CABAC 2 DCT 2 0/ /1 CABAC [3] 3. 2 値化部 コンテキスト計算部 2 値算術符号化部 CABAC CABAC
H.264 CABAC 1 1 1 1 1 2, CABAC(Context-based Adaptive Binary Arithmetic Coding) H.264, CABAC, A Parallelization Technology of H.264 CABAC For Real Time Encoder of Moving Picture YUSUKE YATABE 1 HIRONORI
Presentation
OpenGL ES Agenda DMP OpenGL ES OpenGL ES 1.1 OpenGL ES 2.0 OpenGL OpenGL OpenGL ES EGL KTX DMP IP OpenGL ES E- PICA200 GPU DMP DMP www.dmprof.com D D JR 2 2002 7 OpenGL ES ULTRAY 2000 Chip (SIGGRAPH 2005)
2). 3) 4) 1.2 NICTNICT DCRA Dihedral Corner Reflector micro-arraysdcra DCRA DCRA DCRA 3D DCRA PC USB PC PC ON / OFF Velleman K8055 K8055 K8055
1 1 1 2 DCRA 1. 1.1 1) 1 Tactile Interface with Air Jets for Floating Images Aya Higuchi, 1 Nomin, 1 Sandor Markon 1 and Satoshi Maekawa 2 The new optical device DCRA can display floating images in free
IPSJ SIG Technical Report Vol.2009-DPS-141 No.20 Vol.2009-GN-73 No.20 Vol.2009-EIP-46 No /11/27 1. MIERUKEN 1 2 MIERUKEN MIERUKEN MIERUKEN: Spe
1. MIERUKEN 1 2 MIERUKEN MIERUKEN MIERUKEN: Speech Visualization System Based on Augmented Reality Yuichiro Nagano 1 and Takashi Yoshino 2 As the spread of the Augmented Reality(AR) technology and service,
(3.6 ) (4.6 ) 2. [3], [6], [12] [7] [2], [5], [11] [14] [9] [8] [10] (1) Voodoo 3 : 3 Voodoo[1] 3 ( 3D ) (2) : Voodoo 3D (3) : 3D (Welc
1,a) 1,b) Obstacle Detection from Monocular On-Vehicle Camera in units of Delaunay Triangles Abstract: An algorithm to detect obstacles by using a monocular on-vehicle video camera is developed. Since
1 Fig. 1 Extraction of motion,.,,, 4,,, 3., 1, 2. 2.,. CHLAC,. 2.1,. (256 ).,., CHLAC. CHLAC, HLAC. 2.3 (HLAC ) r,.,. HLAC. N. 2 HLAC Fig. 2
CHLAC 1 2 3 3,. (CHLAC), 1).,.,, CHLAC,.,. Suspicious Behavior Detection based on CHLAC Method Hideaki Imanishi, 1 Toyohiro Hayashi, 2 Shuichi Enokida 3 and Toshiaki Ejima 3 We have proposed a method for
Input image Initialize variables Loop for period of oscillation Update height map Make shade image Change property of image Output image Change time L
1,a) 1,b) 1/f β Generation Method of Animation from Pictures with Natural Flicker Abstract: Some methods to create animation automatically from one picture have been proposed. There is a method that gives
1 GPU GPGPU GPU CPU 2 GPU 2007 NVIDIA GPGPU CUDA[3] GPGPU CUDA GPGPU CUDA GPGPU GPU GPU GPU Graphics Processing Unit LSI LSI CPU ( ) DRAM GPU LSI GPU
GPGPU (I) GPU GPGPU 1 GPU(Graphics Processing Unit) GPU GPGPU(General-Purpose computing on GPUs) GPU GPGPU GPU ( PC ) PC PC GPU PC PC GPU GPU 2008 TSUBAME NVIDIA GPU(Tesla S1070) TOP500 29 [1] 2009 AMD
6 2. AUTOSAR 2.1 AUTOSAR AUTOSAR ECU OSEK/VDX 3) OSEK/VDX OS AUTOSAR AUTOSAR ECU AUTOSAR 1 AUTOSAR BSW (Basic Software) (Runtime Environment) Applicat
AUTOSAR 1 1, 2 2 2 AUTOSAR AUTOSAR 3 2 2 41% 29% An Extension of AUTOSAR Communication Layers for Multicore Systems Toshiyuki Ichiba, 1 Hiroaki Takada, 1, 2 Shinya Honda 2 and Ryo Kurachi 2 AUTOSAR, a
Microsoft PowerPoint - GPU_computing_2013_01.pptx
GPU コンピューティン No.1 導入 東京工業大学 学術国際情報センター 青木尊之 1 GPU とは 2 GPGPU (General-purpose computing on graphics processing units) GPU を画像処理以外の一般的計算に使う GPU の魅力 高性能 : ハイエンド GPU はピーク 4 TFLOPS 超 手軽さ : 普通の PC にも装着できる 低価格
fiš„v5.dvi
(2001) 49 2 293 303 VRML 1 2 3 2001 4 12 2001 10 16 Web Java VRML (Virtual Reality Modeling Language) VRML Web VRML VRML VRML VRML Web VRML VRML, 3D 1. WWW (World Wide Web) WWW Mittag (2000) Web CGI Java
1 Web [2] Web [3] [4] [5], [6] [7] [8] S.W. [9] 3. MeetingShelf Web MeetingShelf MeetingShelf (1) (2) (3) (4) (5) Web MeetingShelf
1,a) 2,b) 4,c) 3,d) 4,e) Web A Review Supporting System for Whiteboard Logging Movies Based on Notes Timeline Taniguchi Yoshihide 1,a) Horiguchi Satoshi 2,b) Inoue Akifumi 4,c) Igaki Hiroshi 3,d) Hoshi
1: ( 1) 3 : 1 2 4
RippleDesk Using Ripples to Represent Conversational Noise on Internet Shigaku Iwabuchi Takaomi Hisamatsu Shin Takahashi Buntarou Shizuki Kazuo Misue Jiro Tanaka Department of Comupter Science, University
28 TCG SURF Card recognition using SURF in TCG play video
28 TCG SURF Card recognition using SURF in TCG play video 1170374 2017 3 2 TCG SURF TCG TCG OCG SURF Bof 20 20 30 10 1 SURF Bag of features i Abstract Card recognition using SURF in TCG play video Haruka
IPSJ SIG Technical Report Vol.2013-ARC-203 No /2/1 SMYLE OpenCL (NEDO) IT FPGA SMYLEref SMYLE OpenCL SMYLE OpenCL FPGA 1
SMYLE OpenCL 128 1 1 1 1 1 2 2 3 3 3 (NEDO) IT FPGA SMYLEref SMYLE OpenCL SMYLE OpenCL FPGA 128 SMYLEref SMYLE OpenCL SMYLE OpenCL Implementation and Evaluations on 128 Cores Takuji Hieda 1 Noriko Etani
ActionScript Flash Player 8 ActionScript3.0 ActionScript Flash Video ActionScript.swf swf FlashPlayer AVM(Actionscript Virtual Machine) Windows
ActionScript3.0 1 1 YouTube Flash ActionScript3.0 Face detection and hiding using ActionScript3.0 for streaming video on the Internet Ryouta Tanaka 1 and Masanao Koeda 1 Recently, video streaming and video
Vol. 23 No. 4 Oct. 2006 37 2 Kitchen of the Future 1 Kitchen of the Future 1 1 Kitchen of the Future LCD [7], [8] (Kitchen of the Future ) WWW [7], [3
36 Kitchen of the Future: Kitchen of the Future Kitchen of the Future A kitchen is a place of food production, education, and communication. As it is more active place than other parts of a house, there
日本感性工学会論文誌
pp.343-351 2013 Changes in Three Attributes of Color by Reproduction of Memorized Colors Hiroaki MIYAKE, Takeshi KINOSHITA and Atsushi OSA Graduate School of Science and Engineering, Yamaguchi University,
6_27.dvi
Vol. 49 No. 6 1932 1941 (June 2008) RFID 1 2 RFID RFID RFID 13.56 MHz RFID A Experimental Study for Measuring Human Activities in A Bathroom Using RFID Ryo Onishi 1 and Shigeyuki Hirai 2 A bathroom is
1: 2: 3: 4: 2. 1 Exploratory Search [4] Exploratory Search 2. 1 [7] [8] [9] [10] Exploratory Search
DEIM Forum 2013 D2-1 112 8610 2-1-1 E-mail: {aco,itot}@itolab.is.ocha.ac.jp, [email protected] Exploratory Search A product Search System for women adjusting amount of browsed items Abstract Eriko KOIKE,
1 Kinect for Windows M = [X Y Z] T M = [X Y Z ] T f (u,v) w 3.2 [11] [7] u = f X +u Z 0 δ u (X,Y,Z ) (5) v = f Y Z +v 0 δ v (X,Y,Z ) (6) w = Z +
3 3D 1,a) 1 1 Kinect (X, Y) 3D 3D 1. 2010 Microsoft Kinect for Windows SDK( (Kinect) SDK ) 3D [1], [2] [3] [4] [5] [10] 30fps [10] 3 Kinect 3 Kinect Kinect for Windows SDK 3 Microsoft 3 Kinect for Windows
2) TA Hercules CAA 5 [6], [7] CAA BOSS [8] 2. C II C. ( 1 ) C. ( 2 ). ( 3 ) 100. ( 4 ) () HTML NFS Hercules ( )
1,a) 2 4 WC C WC C Grading Student programs for visualizing progress in classroom Naito Hiroshi 1,a) Saito Takashi 2 Abstract: To grade student programs in Computer-Aided Assessment system, we propose
2 ( ) i
25 Study on Rating System in Multi-player Games with Imperfect Information 1165069 2014 2 28 2 ( ) i ii Abstract Study on Rating System in Multi-player Games with Imperfect Information Shigehiko MORITA
(MIRU2008) HOG Histograms of Oriented Gradients (HOG)
(MIRU2008) 2008 7 HOG - - E-mail: [email protected], {takigu,ariki}@kobe-u.ac.jp Histograms of Oriented Gradients (HOG) HOG Shape Contexts HOG 5.5 Histograms of Oriented Gradients D Human
A Study on Throw Simulation for Baseball Pitching Machine with Rollers and Its Optimization Shinobu SAKAI*5, Yuichiro KITAGAWA, Ryo KANAI and Juhachi
A Study on Throw Simulation for Baseball Pitching Machine with Rollers and Its Optimization Shinobu SAKAI*5, Yuichiro KITAGAWA, Ryo KANAI and Juhachi ODA Department of Human and Mechanical Systems Engineering,
THE INSTITUTE OF ELECTRONICS, INFORMATION AND COMMUNICATION ENGINEERS TECHNICAL REPORT OF IEICE.
THE INSTITUTE OF ELECTRONICS, INFORMATION AND COMMUNICATION ENGINEERS TECHNICAL REPORT OF IEICE. E-mail: {ytamura,takai,tkato,tm}@vision.kuee.kyoto-u.ac.jp Abstract Current Wave Pattern Analysis for Anomaly
, IT.,.,..,.. i
25 To construct the system that promote a interactive method as a knowledge acquisition 1140317 2014 2 28 , IT.,.,..,.. i Abstract To construct the system that promote a interactive method as a knowledge
26102 (1/2) LSISoC: (1) (*) (*) GPU SIMD MIMD FPGA DES, AES (2/2) (2) FPGA(8bit) (ISS: Instruction Set Simulator) (3) (4) LSI ECU110100ECU1 ECU ECU ECU ECU FPGA ECU main() { int i, j, k for { } 1 GP-GPU
Web Basic Web SAS-2 Web SAS-2 i
19 Development of moving image delivery system for elementary school 1080337 2008 3 10 Web Basic Web SAS-2 Web SAS-2 i Abstract Development of moving image delivery system for elementary school Ayuko INOUE
(a) (b) (c) Fig. 2 2 (a) ; (b) ; (c) (a)configuration of the proposed system; (b)processing flow of the system; (c)the system in use 1 GPGPU (
1 1 1 (a) (b) imperceptible A Realtime and Adaptive Technique for Projection onto Non-Flat Surfaces Using a Mobile Projector Camera System Eiji Seki, 1 Dao Vinh Ninh 1 and Masanori Sugimoto 1 In this paper,
indd
Windows Vista 2 Service pack 1 SP1 Windows Vista Windows Xp Windows Vista Windows Vista CPU Windows OS Windows Xp Windows Vista Windows 7 15 20 Windows Vista Windows Vista Windows Xp Windows Vista Windows
1: A/B/C/D Fig. 1 Modeling Based on Difference in Agitation Method artisoc[7] A D 2017 Information Processing
1,a) 2,b) 3 Modeling of Agitation Method in Automatic Mahjong Table using Multi-Agent Simulation Hiroyasu Ide 1,a) Takashi Okuda 2,b) Abstract: Automatic mahjong table refers to mahjong table which automatically
28 Docker Design and Implementation of Program Evaluation System Using Docker Virtualized Environment
28 Docker Design and Implementation of Program Evaluation System Using Docker Virtualized Environment 1170288 2017 2 28 Docker,.,,.,,.,,.,. Docker.,..,., Web, Web.,.,.,, CPU,,. i ., OS..,, OS, VirtualBox,.,
MAC root Linux 1 OS Linux 2.6 Linux Security Modules LSM [1] Security-Enhanced Linux SELinux [2] AppArmor[3] OS OS OS LSM LSM Performance Monitor LSMP
LSM OS 700-8530 3 1 1 [email protected] [email protected] 242-8502 1623 14 [email protected] OS Linux 2.6 Linux Security Modules LSM LSM Linux 4 OS OS LSM An Evaluation of Performance
28 Horizontal angle correction using straight line detection in an equirectangular image
28 Horizontal angle correction using straight line detection in an equirectangular image 1170283 2017 3 1 2 i Abstract Horizontal angle correction using straight line detection in an equirectangular image
3D VR CAD 3D CAD CAD [1] CAD 3DCG [2] [3] CAD 3D NC CG [4] Ccurve XY C curve α C curve [5], [6], [7], [8], [9] 2 [10] 1 [11], [12] 2.2 [13] Tcu
1,a) 2 2 2011 10 21, 2012 5 12 A Study of Simulating Log-aesthetic Curved Surfaces under Various Light Source Environments with Augmented Reality Ryo Hirano 1,a) Toshinobu Harada 2 Kohe Tokoi 2 Received:
MDD PBL ET 9) 2) ET ET 2.2 2), 1 2 5) MDD PBL PBL MDD MDD MDD 10) MDD Executable UML 11) Executable UML MDD Executable UML
PBL 1 2 3 4 (MDD) PBL Project Based Learning MDD PBL PBL PBL MDD PBL A Software Development PBL for Beginners using Project Facilitation Tools Seiko Akayama, 1 Shin Kuboaki, 2 Kenji Hisazumi 3 and Takao
インテル® インテグレーテッド・グラフィックス上でリアルタイム・アップスケーリングを実現するチェッカーボード・レンダリング
Checkerboard Rendering for Real- Time Upscaling on Intel Integrated Graphics (CBR) Sony* PS4 Pro Frostbite* ( ) 1/4 2x MSAA (2 ) CBR CBR 1.14 1.2 (GPU) CBR GPU 5 DirectX* 12 MiniEngine GitHub* GameTechDev(
fiš„v8.dvi
(2001) 49 2 333 343 Java Jasp 1 2 3 4 2001 4 13 2001 9 17 Java Jasp (JAva based Statistical Processor) Jasp Jasp. Java. 1. Jasp CPU 1 106 8569 4 6 7; [email protected] 2 106 8569 4 6 7; [email protected]
dews2004-final.dvi
DEWS2004 I-10-04 606 8501 E-mail: {akahoshi,hirotanaka,tanaka}@dl.kuis.kyoto-u.ac.jp A Basic Study on Ubiquitous Hypermedia Model Yuhei AKAHOSHI, Hiroya TANAKA, and Katsumi TANAKA Graduate School of Informatics,
iphone GPGPU GPU OpenCL Mac OS X Snow LeopardOpenCL iphone OpenCL OpenCL NVIDIA GPU CUDA GPU GPU GPU 15 GPU GPU CPU GPU iii OpenMP MPI CPU OpenCL CUDA OpenCL CPU OpenCL GPU NVIDIA Fermi GPU Fermi GPU GPU
WikiWeb Wiki Web Wiki 2. Wiki 1 STAR WARS [3] Wiki Wiki Wiki 2 3 Wiki 5W1H 3 2.1 Wiki Web 2.2 5W1H 5W1H 5W1H 5W1H 5W1H 5W1H 5W1H 2.3 Wiki 2015 Informa
情 報 処 理 学 会 インタラクション 2015 IPSJ Interaction 2015 A17 2015/3/5 Web 1 1 1 Web Web Position and Time based Summary System using Story Style for Web Contents Daichi Ariyama 1 Daichi Ando 1 Shinichi Kasahara
1 [1, 2, 3, 4, 5, 8, 9, 10, 12, 15] The Boston Public Schools system, BPS (Deferred Acceptance system, DA) (Top Trading Cycles system, TTC) cf. [13] [
Vol.2, No.x, April 2015, pp.xx-xx ISSN xxxx-xxxx 2015 4 30 2015 5 25 253-8550 1100 Tel 0467-53-2111( ) Fax 0467-54-3734 http://www.bunkyo.ac.jp/faculty/business/ 1 [1, 2, 3, 4, 5, 8, 9, 10, 12, 15] The
(a) 1 (b) 3. Gilbert Pernicka[2] Treibitz Schechner[3] Narasimhan [4] Kim [5] Nayar [6] [7][8][9] 2. X X X [10] [11] L L t L s L = L t + L s
1 1 1, Extraction of Transmitted Light using Parallel High-frequency Illumination Kenichiro Tanaka 1 Yasuhiro Mukaigawa 1 Yasushi Yagi 1 Abstract: We propose a new sharpening method of transmitted scene
2 22006 2 e-learning e e 2003 1 4 e e e-learning 2 Web e-leaning 2004 2005 2006 e 4 GP 4 e-learning e-learning e-learning e LMS LMS Internet Navigware
2 2 Journal of Multimedia Aided Education Research 2006, Vol. 2, No. 2, 19 e 1 1 2 2 1 1 GP e 2004 e-learning 2004 e-learning 2005 e-learning e-learning e-learning e-learning 2004 e-learning HuWeb 2005
