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        <identifier>oai:ipsj.ixsq.nii.ac.jp:00098554</identifier>
        <datestamp>2025-01-21T12:25:39Z</datestamp>
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          <dc:title>二次元アニメーションの制作に適した三次元物理シミュレーション手法</dc:title>
          <dc:title xml:lang="en">A three-dimensional physical simulation technique suitable for production of two dimensional animation</dc:title>
          <jpcoar:creator>
            <jpcoar:creatorName>林, 久麟</jpcoar:creatorName>
            <jpcoar:creatorName>床井, 浩平</jpcoar:creatorName>
          </jpcoar:creator>
          <jpcoar:creator>
            <jpcoar:creatorName xml:lang="en">Jiulin, Lin</jpcoar:creatorName>
            <jpcoar:creatorName xml:lang="en">Kohe, Tokoi</jpcoar:creatorName>
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          <jpcoar:subject subjectScheme="Other">コンピュータアニメーション</jpcoar:subject>
          <datacite:description descriptionType="Other">三次元 CG をもとにセルシェーディングなどにより二次元アニメーションを制作する場合に，二次元アニメーション独特の運動表現や誇張表現を自動的に生成することを目的として，シェイプマッチング法によるソフトボディシミュレーションを拡張した物理シミュレーション手法を提案する．</datacite:description>
          <datacite:description descriptionType="Other">We propose the physical simulation technique based on the soft body simulation technique using the shape matching method aiming to automatically generate peculiar motion and exaggeration of the two dimensional animation that is produced by the three dimensional computer graphics using the cell shading etc.</datacite:description>
          <dc:publisher xml:lang="ja">情報処理学会</dc:publisher>
          <datacite:date dateType="Issued">2014-02-13</datacite:date>
          <dc:language>jpn</dc:language>
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          <jpcoar:sourceIdentifier identifierType="NCID">AN10100541</jpcoar:sourceIdentifier>
          <jpcoar:sourceTitle>研究報告グラフィクスとCAD（CG）</jpcoar:sourceTitle>
          <jpcoar:volume>2014-CG-154</jpcoar:volume>
          <jpcoar:issue>17</jpcoar:issue>
          <jpcoar:pageStart>1</jpcoar:pageStart>
          <jpcoar:pageEnd>4</jpcoar:pageEnd>
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            <datacite:date dateType="Available">2016-02-13</datacite:date>
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