テクノロジー推進部 - ライブラリ

Advanced Technology Division - Library

 
Misc
Error Reduction and Simplification for Shading Anti-Aliasing
Yusuke Tokuyoshi
Technical Report (2017)
Talk
Achieving High-Quality, Low-Cost Skin: An Environment Approach
Adelle Bueno and Eduardo Mosena
Game Developers Conference 2017 (2017)
Paper
Modified Filtered Importance Sampling for Virtual Spherical Gaussian Lights
Yusuke Tokuyoshi
Computational Visual Media 2, 4, 343-355 (2016)
Paper
Modified Filtered Importance Sampling for Virtual Spherical Gaussian Lights
Yusuke Tokuyoshi
Pacific Graphics 2016 Short Papers, pp.13-18 (Best Short Paper Award) (2016)
Talk
確率的ライトカリング -理論と実装-
Yusuke Tokuyoshi and Takahiro Harada
CEDEC 2016 (2016)
Talk
多文化のテクニカルアーティストチームの力の発揮の仕方
Eitaro Iwabuchi
CEDEC 2016 (2016)
Talk
カラーペトリネットを用いたゲームデザイン:ゲームメカニズムのバランスを取るために
Patrick S. Davis
CEDEC 2016 Interactive Sessions (2016)
Talk
スケールを使ったリグのはなし ~ DCCツールのしくみからエンジンへの出力まで
Ryusuke Sasaki
Computer Animation Open Course – Rig and Tools – (2016)
Paper
Stochastic Light Culling
Yusuke Tokuyoshi and Takahiro Harada
Journal of Computer Graphics Techniques 5, 1, 35-60 (presented at I3D 2017) (2016)
Paper
Morphing of Granular Sounds
Sadjad Siddiq
International Conference on Digital Audio Effects 2015, pp.4-11 (2015)
Talk
Physics Simulation R&D at Square Enix
Witawat Rungjiratananon
ACM SIGGRAPH ASIA 2015 R&D in the Video Game Industry, pp.4:1-4:2 (2015)
Paper
Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights
Yusuke Tokuyoshi
ACM SIGGRAPH ASIA 2015 Posters, pp.12:1-12:1 (2015)
Paper
Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination
Yusuke Tokuyoshi
Computer Graphics Forum 34, 7, 89-98 (Pacific Graphics 2015) (2015)
Talk
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~
Isamu Hasegawa, Ryota Nozoe and Teppei Ono
KYUSHU CEDEC 2015 (2015)
Talk
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~
Isamu Hasegawa, Ryota Nozoe and Teppei Ono
CEDEC 2015 (2015)
Talk
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
Yoji Shirakami, Yoichiro Miyake and Kousuke Namiki
CEDEC 2015 (2015)
Talk
モジュラーリグシステムのアーキテクチャ
Ryusuke Sasaki
CEDEC 2015 (2015)
Talk
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~
Noriyuki Imamura and Katsuaki Kawachi
CEDEC 2015 (2015)
Talk
球面ガウス関数を極める -動的間接照明の高速近似-
Yusuke Tokuyoshi
CEDEC 2015 (2015)
Paper
Specular Lobe-Aware Filtering and Upsampling for Interactive Indirect Illumination
Yusuke Tokuyoshi
Computer Graphics Forum 34, 6, 135-147 (presented at Eurographics 2016) (2015)
Talk
Practical Applications of Compute for Simulation in Agni's Philosophy
Napaporn Metaaphanon
GPU Compute for Graphics, ACM SIGGRAPH ASIA 2014 Courses, pp.8:89-8:137 (2014)
Talk
Point Cloud Culling for Imperfect Shadow Maps
Yusuke Tokuyoshi
GPU Compute for Graphics, ACM SIGGRAPH ASIA 2014 Courses, pp.8:138-8:140 (2014)
Talk
An Implementation of Adaptive Tile Subdivision on the GPU
Yusuke Tokuyoshi
GPU Compute for Graphics, ACM SIGGRAPH ASIA 2014 Courses, pp.8:141-8:148 (2014)
Paper
Virtual Spherical Gaussian Lights for Real-Time Glossy Indirect Illumination
Yusuke Tokuyoshi
ACM SIGGRAPH ASIA 2014 Technical Briefs, pp.17:1-17:4 (2014)
Talk
当たって砕けろッ!プロシージャルオーディオ制作
Sadjad Siddiq, Hikaru Taniyama, Yuki Hirose
CEDEC 2014 (2014)
Paper
Directionality-Aware Rectilinear Texture Warped Shadow Maps
Yusuke Tokuyoshi, Tiago da Silva and Takashi Kanai
ACM SIGGRAPH 2014 Posters, pp.94:1-94:1 (2014)
Paper
Adaptive Ray-bundle Tracing with Memory Usage Prediction: Efficient Global Illumination in Large Scenes
Yusuke Tokuyoshi, Takashi Sekine, Tiago da Silva and Takashi Kanai
Computer Graphics Forum 32, 7, 315-324 (Pacific Graphics 2013) (2013)
Paper
Specular Lobe Aware Upsampling Based on Spherical Gaussians
Yusuke Tokuyoshi
ACM SIGGRAPH 2013 Posters, pp.107:1-107:1 (2013)
Paper
Latent Nonuniform Splines for Animation Approximation
Tomohiko Mukai
ACM SIGGRAPH ASIA 2012 Technical Briefs, pp.3:1-3:4 (2012)
Paper
Imperfect Ray-Bundle Tracing for Interactive Multi-Bounce Global Illumination
Yusuke Tokuyoshi and Shinji Ogaki
High Performance Graphics 2012 Posters (2012)
Talk
Global Illumination Using Ray-Bundle Tracing
Yusuke Tokuyoshi and Takashi Sekine
AMD Fusion Developer Summit 2012 (2012)
Paper
Real-Time Bidirectional Path Tracing via Rasterization
Yusuke Tokuyoshi and Shinji Ogaki
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012, pp.183-190 (2012)
Paper
Spline Motion Transitions in Linear Subspaces
Tomohiko Mukai
ACM SIGGRAPH ASIA 2011 Posters, pp.11:1-11:2 (2011)
Paper
Modeling Ranges of Limb Motion for Real-Time Inverse Kinematics
Tomohiko Mukai
ACM SIGGRAPH ASIA 2011 Posters, pp.4:1-4:1 (2011)
Paper
Fast Global Illumination Baking via Ray-bundles
Yusuke Tokuyoshi, Takashi Sekine and Shinji Ogaki
ACM SIGGRAPH ASIA 2011 Technical Sketches, pp.25:1-25:2 (2011)
Paper
Motion Rings for Interactive Gait Synthesis
Tomohiko Mukai
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2011, pp.125-132 (2011)
Paper
Direct Ray Tracing of Phong Tessellation
Shinji Ogaki and Yusuke Tokuyoshi
Computer Graphics Forum 30, 4, 1337-1344 (EGSR 2011) (2011)
Paper
Direct Ray Tracing of Phong Tessellation
Shinji Ogaki
ACM SIGGRAPH ASIA 2010 Technical Sketches, pp.19:1-19:2 (2010)
Paper
An Empirical Fur Shader
Shinji Ogaki, Yusuke Tokuyoshi and Sebastian Schoellhammer
ACM SIGGRAPH ASIA 2010 Technical Sketches, pp.16:1-16:2 (2010)
Paper
Final Gathering using Adaptive Multiple Importance Sampling
Yusuke Tokuyoshi, Shinji Ogaki and Sebastian Schoellhammer
ACM SIGGRAPH ASIA 2010 Posters, pp.47:1-47:1 (2010)