{"links":{},"id":215358,"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00215358","sets":["6504:10735:10810"]},"path":["10810"],"owner":"44499","recid":"215358","title":["バーチャルツアーにおけるCGの薄明効果と歩行アニメの圧縮"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-03-04"},"_buckets":{"deposit":"23dd659b-1c95-4f09-b63f-266774a8abee"},"_deposit":{"id":"215358","pid":{"type":"depid","value":"215358","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"バーチャルツアーにおけるCGの薄明効果と歩行アニメの圧縮","author_link":["554464","554462","554463","554465"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"バーチャルツアーにおけるCGの薄明効果と歩行アニメの圧縮"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"インタフェース","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2021-03-04","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_22_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"筑波学院大"},{"subitem_text_value":"筑波学院大"},{"subitem_text_value":"筑波学院大"},{"subitem_text_value":"筑波学院大"}]},"item_publisher":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"情報処理学会","subitem_publisher_language":"ja"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/215358/files/IPSJ-Z83-4Y-03.pdf","label":"IPSJ-Z83-4Y-03.pdf"},"date":[{"dateType":"Available","dateValue":"2021-12-29"}],"format":"application/pdf","filename":"IPSJ-Z83-4Y-03.pdf","filesize":[{"value":"1.4 MB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"7589edf6-7822-48c3-ad8a-c7d94dc3b995","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"石﨑, 達也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"粟野, 元基"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"塚原, 太一"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"吉田, 真澄"}],"nameIdentifiers":[{}]}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_5794","resourcetype":"conference paper"}]},"item_22_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00349328","subitem_source_identifier_type":"NCID"}]},"item_22_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"VR空間におけるリアリティの問題に取り組み、撮影技術で利用されている3点照明による画像の生成方式と3D空間内で移動するガイドアバタの精密歩行アニメを開発中である。本稿はこの拡充研究であり、自然界で生ずる状況を3D空間内に盛り込んだリアリティを追求した。外乱変化への対応として、太陽の移動を考慮し薄明条件を想定したCGによる建築物の質感を生成した。ここでは太陽に合わせて三点照明位置を移動させることで高品質を表現した。アバタの歩行動作として、直線路に加えて非直線路も移動するアニメの最適キーフレームの抽出方式を開発した。その抽出では直線路と非直線路の歩行の運動周期を設定し、各々からキーフレームを抽出した。","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"58","bibliographic_titles":[{"bibliographic_title":"第83回全国大会講演論文集"}],"bibliographicPageStart":"57","bibliographicIssueDates":{"bibliographicIssueDate":"2021-03-04","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:16:07.746180+00:00","updated":"2025-01-19T16:11:57.531892+00:00"}