{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00238700","sets":["6164:6165:7308:11764"]},"path":["11764"],"owner":"44499","recid":"238700","title":["ビデオゲームコンテンツに向けた現実の光を正確に再現したHDRIを用いるLookDev環境の構築法"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-08-26"},"_buckets":{"deposit":"e2521d66-b860-4229-b3f3-939454214cfe"},"_deposit":{"id":"238700","pid":{"type":"depid","value":"238700","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ビデオゲームコンテンツに向けた現実の光を正確に再現したHDRIを用いるLookDev環境の構築法","author_link":["653763","653767","653762","653765","653764","653766"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ビデオゲームコンテンツに向けた現実の光を正確に再現したHDRIを用いるLookDev環境の構築法"}]},"item_type_id":"18","publish_date":"2024-08-26","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東京工科大学大学院 バイオ・情報メディア研究科"},{"subitem_text_value":"株式会社バンダイナムコスタジオ"},{"subitem_text_value":"株式会社バンダイナムコスタジオ"},{"subitem_text_value":"株式会社バンダイナムコスタジオ"},{"subitem_text_value":"東京工科大学"},{"subitem_text_value":"東京工科大学"}]},"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/238700/files/IPSJ-EC2024011.pdf","label":"IPSJ-EC2024011.pdf"},"date":[{"dateType":"Available","dateValue":"2024-08-26"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2024011.pdf","filesize":[{"value":"2.2 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"1ce29740-08ba-4376-828e-77cd8d7ed647","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2024 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"横山, 雅来"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"鈴木, 雅幸"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"菅野, 昌人"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"山口, 翔平"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"川島, 基展"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"三上, 浩司"}],"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_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"近年,物理ベースレンダリングをはじめとする物理的理論に基づいたコンテンツ制作の需要が高まっている.そのひとつに現実の光源環境をコンテンツ上で利用するものがある.しかし,ビデオゲームコンテンツで利用される大域照明モデルには限界がある.また空間を球体パノラマ画像として撮影する工程では,現実の明るさを正確に記録するための工夫が用いられていない.本研究ではカメラが撮影結果に与える変化を事前に算出し,それを打ち消すことによって現実の輝度と同じ絶対値を記録したHDRIを作成する方法について述べる.またHDRIから太陽光を分離することにより,限られた大域照明モデルの環境下において正確な光の再現を行えるLookDev環境を提案する.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"85","bibliographic_titles":[{"bibliographic_title":"エンタテインメントコンピューティングシンポジウム2024論文集"}],"bibliographicPageStart":"79","bibliographicIssueDates":{"bibliographicIssueDate":"2024-08-26","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":238700,"updated":"2025-01-19T08:31:12.161782+00:00","links":{},"created":"2025-01-19T01:41:54.409737+00:00"}