テクノロジー推進部 - ライブラリ

Advanced Technology Division - Library

 
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 (Best Short Paper Award) (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 Davis
CEDEC 2016 Interactive Sessions (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
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)
Talk
日本のゲーム開発におけるプロジェクト管理手法の現状
Takashi Imagire and Masahiro Taguchi
DiGRA JAPAN 2015 (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)