Publications
Yusuke Tokuyoshi
Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights
ACM SIGGRAPH ASIA 2015 Posters (2015)
Yusuke Tokuyoshi
Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination
Computer Graphics Forum 34, 7, 89-98 (Pacific Graphics 2015) (2015)
Isamu Hasegawa, Ryota Nozoe and Teppei Ono
FINAL FANTASY XV -EPISODE DUSCAE-のエフェクトはこうして作られた〜Luminous VFX Editorの紹介〜
KYUSHU CEDEC 2015 (2015)
Isamu Hasegawa, Ryota Nozoe and Teppei Ono
FINAL FANTASY XV -EPISODE DUSCAE-のエフェクトはこうして作られた〜Luminous VFX Editorの紹介〜
CEDEC 2015 (2015)
Yoji Shirakami, Yoichiro Miyake and Kousuke Namiki
FINAL FANTASY XV -EPISODE DUSCAE-におけるキャラクターAIの意思決定システム
CEDEC 2015 (2015)
Ryusuke Sasaki
モジュラーリグシステムのアーキテクチャ
CEDEC 2015 (2015)
Noriyuki Imamura and Katsuaki Kawachi
FINAL FANTASY XV -EPISODE DUSCAE- のアニメーション 〜接地感向上のためのとりくみ〜
CEDEC 2015 (2015)
Yusuke Tokuyoshi
球面ガウス関数を極める −動的間接照明の高速近似−
CEDEC 2015 (2015)
Yusuke Tokuyoshi
Specular Lobe-Aware Filtering and Upsampling for Interactive Indirect Illumination
Computer Graphics Forum 34, 6, 135-147 (2015)
Napaporn Metaaphanon
Practical Applications of Compute for Simulation in Agni's Philosophy
GPU Compute for Graphics
ACM SIGGRAPH ASIA 2014 Courses, pp.8:89-8:137 (2014)
Yusuke Tokuyoshi
Point Cloud Culling for Imperfect Shadow Maps
GPU Compute for Graphics
ACM SIGGRAPH ASIA 2014 Courses, pp.8:138-8:140 (2014)
Yusuke Tokuyoshi
An Implementation of Adaptive Tile Subdivision on the GPU
GPU Compute for Graphics
ACM SIGGRAPH ASIA 2014 Courses, pp.8:141-8:148 (2014)
Yusuke Tokuyoshi
Virtual Spherical Gaussian Lights for Real-Time Glossy Indirect Illumination
ACM SIGGRAPH ASIA 2014 Technical Briefs, pp.17:1-17:4 (2014)
Yusuke Tokuyoshi, Tiago da Silva and Takashi Kanai
Directionality-Aware Rectilinear Texture Warped Shadow Maps
ACM SIGGRAPH 2014 Posters, pp.94:1-94:1 (2014)
Yusuke Tokuyoshi, Takashi Sekine, Tiago da Silva and Takashi Kanai
Adaptive Ray-bundle Tracing with Memory Usage Prediction: Efficient Global Illumination in Large Scenes
Computer Graphics Forum 32, 7, 315-324 (Pacific Graphics 2013) (2013)
Yusuke Tokuyoshi
Specular Lobe Aware Upsampling Based on Spherical Gaussians
ACM SIGGRAPH 2013 Posters, pp.107:1-107:1 (2013)
Tomohiko Mukai
Latent Nonuniform Splines for Animation Approximation
ACM SIGGRAPH ASIA 2012 Technical Briefs, pp.3:1-3:4 (2012)
Yusuke Tokuyoshi and Shinji Ogaki
Imperfect Ray-Bundle Tracing for Interactive Multi-Bounce Global Illumination
High Performance Graphics 2012 Posters (2012)
Yusuke Tokuyoshi and Shinji Ogaki
Real-Time Bidirectional Path Tracing via Rasterization
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012, pp.183-190 (2012)
Tomohiko Mukai
Spline Motion Transitions in Linear Subspaces
ACM SIGGRAPH ASIA 2011 Posters, pp.11:1-11:2 (2011)
Tomohiko Mukai
Modeling Ranges of Limb Motion for Real-Time Inverse Kinematics
ACM SIGGRAPH ASIA 2011 Posters, pp.4:1-4:1 (2011)
Yusuke Tokuyoshi, Takashi Sekine and Shinji Ogaki
Fast Global Illumination Baking via Ray-bundles
ACM SIGGRAPH ASIA 2011 Technical Sketches, pp.25:1-25:2 (2011)
Tomohiko Mukai
Motion Rings for Interactive Gait Synthesis
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2011, pp.125-132 (2011)
Shinji Ogaki and Yusuke Tokuyoshi
Direct Ray Tracing of Phong Tessellation
Computer Graphics Forum 30, 4, 1337-1344 (EGSR 2011) (2011)
Shinji Ogaki
Direct Ray Tracing of Phong Tessellation
ACM SIGGRAPH ASIA 2010 Technical Sketches, pp.19:1-19:2 (2010)
Shinji Ogaki, Yusuke Tokuyoshi and Sebastian Schoellhammer
An Empirical Fur Shader
ACM SIGGRAPH ASIA 2010 Technical Sketches, pp.16:1-16:2 (2010)
Yusuke Tokuyoshi, Shinji Ogaki and Sebastian Schoellhammer
Final Gathering using Adaptive Multiple Importance Sampling
ACM SIGGRAPH ASIA 2010 Posters, pp.47:1-47:1 (2010)