{"updated":"2025-01-22T13:35:33.743435+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00037917","sets":["1164:3206:3207:3208"]},"path":["3208"],"owner":"1","recid":"37917","title":["大規模な魚群シミュレーションのための階層的Boidアルゴリズム"],"pubdate":{"attribute_name":"公開日","attribute_value":"2008-10-31"},"_buckets":{"deposit":"7c8c5c19-ee5f-4dba-b344-e86f011a13c2"},"_deposit":{"id":"37917","pid":{"type":"depid","value":"37917","revision_id":0},"owners":[1],"status":"published","created_by":1},"item_title":"大規模な魚群シミュレーションのための階層的Boidアルゴリズム","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"大規模な魚群シミュレーションのための階層的Boidアルゴリズム"},{"subitem_title":"Hierarchical Boid Algorithm for a Simulation of a Large School of Fish","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2008-10-31","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"日本大学生産工学研究科"},{"subitem_text_value":"日本大学生産工学部"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Industrial Technology, Ninon University","subitem_text_language":"en"},{"subitem_text_value":"College of Industrial Technology, Ninon University","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/37917/files/IPSJ-CG08133007.pdf"},"date":[{"dateType":"Available","dateValue":"2010-10-31"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CG08133007.pdf","filesize":[{"value":"4.6 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"28"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"12d05a69-6b82-4f16-91fc-d5c0151ef0b1","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2008 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"石橋, 佳明"},{"creatorName":"吉田, 典正"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Yoshiaki, Ishibashi","creatorNameLang":"en"},{"creatorName":"Norimasa, Yoshida","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN10100541","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"海にいる魚の群れは数十万体以上の個体から成る場合がある.また,ディスプレイの高解像度化からも,スクリーン上に大規模な群iれを表示することが望まれる.しかしながら,群れを形成するのに用いられる Boid アルゴリズムではリアルタイムにシミュレーションできる数は,我点の実装では数千体程度である.本研究では,動作生成処理を高速化し,従来の Boid アルゴリズムよりも効率的にアニメーション可能な階層的 Boid アルゴリズムを提案する.また数万体程の群れの動作生成がリアルタイムで計算可能なことを示す.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"A school of fish in the sea is sometimes composed of more than hundreds of thousands of individuals. With the increasiiig resolution of computer display, a large school of fish is needed to be displayed on the screen. Although the Boid algorithm is usually used for flocking animations, the number of fish simulated in real time is around thousands. In this paper, we propose a rQerarchical Boid algorithm for efficient flocking computation of a large school of fish. Our implementation shows that the flocking motion of more than tens of thousands offish can be computed in real time.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"42","bibliographic_titles":[{"bibliographic_title":"情報処理学会研究報告グラフィクスとCAD(CG)"}],"bibliographicPageStart":"37","bibliographicIssueDates":{"bibliographicIssueDate":"2008-10-31","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"109(2008-CG-133)","bibliographicVolumeNumber":"2008"}]},"relation_version_is_last":true,"weko_creator_id":"1"},"created":"2025-01-18T23:05:38.704659+00:00","id":37917,"links":{}}