{"updated":"2025-01-21T21:32:02.130160+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00074558","sets":["1164:3206:6312:6449"]},"path":["6449"],"owner":"10","recid":"74558","title":["リアルタイムスキンシェーダとしての曲率に依存する反射関数の提案と実装"],"pubdate":{"attribute_name":"公開日","attribute_value":"2011-06-20"},"_buckets":{"deposit":"ebf74ccd-2533-4353-9bdd-761b818c2631"},"_deposit":{"id":"74558","pid":{"type":"depid","value":"74558","revision_id":0},"owners":[10],"status":"published","created_by":10},"item_title":"リアルタイムスキンシェーダとしての曲率に依存する反射関数の提案と実装","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"リアルタイムスキンシェーダとしての曲率に依存する反射関数の提案と実装"},{"subitem_title":"Proposal and Implementation of Curvature-Dependent Reflectance Function as a Real-time Skin Shader","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"リアルタイム基盤技術","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2011-06-20","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"早稲田大学"},{"subitem_text_value":"北海道大学"},{"subitem_text_value":"株式会社コーエーテクモゲームス"},{"subitem_text_value":"早稲田大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Waseda University","subitem_text_language":"en"},{"subitem_text_value":"Hokkaido University","subitem_text_language":"en"},{"subitem_text_value":"TECMO KOEI GAMES CO., LTD.","subitem_text_language":"en"},{"subitem_text_value":"Waseda 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/74558/files/IPSJ-CG11143002.pdf"},"date":[{"dateType":"Available","dateValue":"2013-06-20"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CG11143002.pdf","filesize":[{"value":"5.8 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":"8659b3d2-154d-4206-b173-879e50324c6d","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2011 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"久保, 尋之"},{"creatorName":"土橋, 宜典"},{"creatorName":"津田, 順平"},{"creatorName":"森島, 繁生"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Hiroyuki, Kubo","creatorNameLang":"en"},{"creatorName":"Yoshinori, Dobashi","creatorNameLang":"en"},{"creatorName":"Jumpei, Tsuda","creatorNameLang":"en"},{"creatorName":"Shigeo, Morishima","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":"人間の肌のような半透明物体のリアルな質感を再現するためには、表面下散乱を考慮して描画することが必要不可欠である。そこで本研究では半透明物体の高速描画を目的とし、曲率に依存する反射関数 (CDRF) を提案する。実際の映像作品ではキャラクタの肌はそれぞれに特徴的で誇張した表現手法がとられるため、本研究では材質の散乱特性の調整だけでなく、曲率自体を強調する手法を導入することで、表面下散乱の影響が誇張された印象的な肌を表現可能なスキンシェーダを実現する。","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Simulating sub-surface scattering is one of the most effective ways to realistically synthesize translucent materials, especiallyhuman skin. This paper describes a technique of Curvature-Dependent Reflectance Function (CDRF) as a real-time skin shader and its implementation for a practical usage. For a production pipeline, we build a simple workflow, and prepare a method for exaggeration of scattering effects to describe a character's skin individuality.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"研究報告 グラフィクスとCAD(CG)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2011-06-20","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"2","bibliographicVolumeNumber":"2011-CG-143"}]},"relation_version_is_last":true,"weko_creator_id":"10"},"created":"2025-01-18T23:32:02.232631+00:00","id":74558,"links":{}}