九州大学 研究者情報
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鶴野 玲治(つるの れいじ) データ更新日:2024.02.24

教授 /  芸術工学研究院 メディアデザイン部門


原著論文
1. Kenta Akita, Yuki Morimoto, Reiji Tsuruno, Hand‐drawn anime line drawing colorization of faces with texture details, Computer Animation & Virtual Worlds, https://doi.org/10.1002/cav.2198, vol.35, issue 1, 2023.07, [URL], Automatic or semi-automatic colorization can reduce the burden of illustrators in color illustration production, which is a research area with significant market demand. Texture details in eyes and hair influence the impression of character illustrations. Generally, these details are not expressed in line drawings. Many existing automatic or semi-automatic colorization methods do not target hand-drawn line drawings and it is difficult to paint texture details on such drawings. In this paper, we propose the semi-automatic colorization of character line drawings around faces with texture details. Our method uses a reference image as a color hint and transfers the textures of the reference image to a line drawing. To achieve this, our method uses semantic segmentation masks to match parts of the line drawing with the same parts of the reference image. We create two types of segmentation datasets to train a segmentation network that creates segmentation masks. We transfer texture details to a hand-drawn line drawing by mapping each part of the reference image to the corresponding part of the line drawing using segmentation masks. We show that our method is more effective for hand-drawn line drawings than existing methods using qualitative and quantitative evaluations..
2. Doi Kohei, Morimoto Yuki, Tsuruno Reiji, Global Illumination-Aware Stylised Shading, COMPUTER GRAPHICS FORUM, 10.1111/cgf.14397, 40, 7, 11-20, 2021.10, [URL], Our aim is to convert an object's appearance to an arbitrary colour considering the light scattering in the entire scene, which is often called the global illumination. Existing stylisation methods convert the colour of an object with a 1-dimensional texture for 3-dimensional computer graphics to reproduce a typical style used in illustrations and cel animations. However, they cannot express global illumination effects. We propose two individual methods to compute the global illumination and convert the shading to an arbitrary colour. The methods reproduce reflections in other objects with the converted colour. As a result, we can convert the colour of illumination effects that have not yet been reproduced, such as soft shadows and refractions..
3. 丸山哲, 鶴野玲治, 局所二次形式近似による 2 次元 CG 流体渦場の幾何学特徴の抽出, 画像電子学会誌, 50, 3, 411-418, 2021.07, CG 向けに最適化された安定性の高い既存の流体シミュレーション手法は美しくリアルな視覚結果をもたらすが,それらは特定の物理的条件を満たすように作られており,幾何学的に不自然な視覚結果を出力することがある.これを解決するために,流体の挙動を幾何学的手法で近似する考え方に基づき,適切な数理モデルを開発することが考えられ,視覚的・幾何学的に自然な流体挙動を少ない計算量で得られるメリットが見込まれる.本研究ではシミュレーションされた流体の渦場を局所的に二次形式の関数で近似する手法と,近似結果を利用した渦場の様々な幾何学特徴の抽出手法を提案する.本手法で流体内の 1 点の近傍での二次形式の幾何学(楕円,放物線,双曲線)の構造を判別し,結果が楕円である場合に渦の形状と相性の良い特徴(楕円の中心位置,縦横比など)を抽出する.また,その幾何学特徴と流体の物理的特徴の関連性も調査し,楕円なら渦の中心付近,放物線または双曲線なら流れの歪みの関連性が高いことを示す.さらに本手法の応用として流体の渦の細部を上げる既存手法を修正し,よりリアルで幾何学的整合性が良い渦場を作ることに成功した..
4. 秋田健太, 森本有紀, 鶴野玲治, 目の正確な色を考慮した深層学習によるカラー参照画像を用いたキャラクタイラスト線画の着色, 情報処理学会論文誌, 62, 1, 397-403, ISSN 1882-7764, 2021.01, [URL], 近年,深層学習を用いた自動着色に関する研究がさかんである.カラーイラストは線画を着色することで作成されるが,着色に非常に時間がかかるため,自動着色技術によって効率化することが期待される.既存の研究の多くは,ユーザが線画の領域ごとに色ヒントを入力する必要があるため,入力が多くなる.また,カラー参照画像による既存の自動着色手法では,目のような小領域は指定どおりに着色できないことが多い.しかし,目はキャラクタイラストにおいて,非常に着目される部分であり,重要である.そこで本論文では,カラー参照画像によるキャラクタイラストの線画の顔を対象とした自動着色において,正しく目の色を反映するための深層学習モデルを提案する.本手法では,カラー参照画像の目の一部をそのまま円形の色ヒントとして,線画の目の位置に自動で与える.これにより,ユーザ入力なしで入力線画の目に参照画像の目の色を先行手法よりも正しく反映することができる.

Recently, automatic colorization of line drawings using deep learning has been studied. Color illustrations are created by colorizing line drawings. Colorization task is tedious and time-consuming. Therefore, the automatic colorization system is expected. Most existing studies require a lot of user inputs as color hints for each region. Previous studies using reference images often fail to realize automatic colorization, especially for small areas, e.g., eye colors in the resulting image may differ from the reference image. However, eyes are important because these are noticeable in the characters' illustrations. In this paper, we propose a method to colorize line drawings of anime characters' face with accurate eye colors of an input color reference image. The proposed method estimates eye positions of line drawing and color reference image. Then round areas centered on these positions are color hints for our colorization network. Comparing with previous methods, our method can accurately colorize eyes of line drawings only with a color reference image..
5. 丸山哲, 鶴野玲治, 局所二次形式近似による2次元CG流体渦場の幾何学特徴の抽出, Visual Computing 2020, 2020.12, CG向けに最適化された安定性の高い既存の流体シミュレーション手法は、美しくリアルな視覚結果をもたらすが、それらは特定の物理的条件を満たすように作られており、幾何学的な特徴が不鮮明であったり、自然界では正しくない形状の視覚結果を出力することがある。これを解決するために、無関係な方法であるが、流体シミュレーションを幾何学的手法で近似するという考え方に基づき、適切な近似方法をさぐることが考えられ、それに基づく数理モデリングによって視覚的・幾何学的に自然で滑らかな流体の動きを少ない計算量で得られるというメリットが見込まれる。本研究ではシミュレーションされた流体の渦場を局所的に二次形式の関数で近似するための手法を2種類提案し、その二次形式の係数を利用して、渦場の様々な幾何学特徴を抽出する手法を提案する。これにより、流体内の1点の近傍が、二次形式の幾何学(楕円、放物線、双曲線)のうちどの幾何学構造を示しているかを判別(セグメンテーション)でき、それが楕円として判別できれば、渦の形状と相性の良い特徴(楕円の中心位置、縦横比など)を抽出できる。また、その幾何学特徴が、流体の物理的特徴とどのように関係するかも調査し、楕円なら渦の中心付近が、放物線または双曲線は流れのひずみが関連性が高いことを示す。さらに、抽出した幾何学的特徴を応用し、流体の渦のディテールを上げる既存手法を修正し、よりリアルで幾何学的整合性が良い渦場を作ることに成功した。.
6. Kenta Akita, Yuki Morimoto, Reiji Tsuruno, Colorization of Line Drawings with Empty Pupils, COMPUTER GRAPHICS FORUM, 10.1111/cgf.14171, 39, 7, 601-610, 2020.10.
7. Kenta Akita, Yuki Morimoto, Reiji Tsuruno, Deep-Eyes: Fully Automatic Anime Character Colorization with Painting of Details on Empty Pupils, Eurographics, accepted in EUROGRAPHICS & EUROVIS 2020 short paper, 2020.06, Many studies have recently applied deep learning to the automatic colorization of line drawings. However, it is difficult to paint empty pupils using existing methods because the networks are trained with pupils that have edges, which are generated from color images using image processing. Most actual line drawings have empty pupils that artists must paint in. In this paper, we propose a novel network model that transfers the pupil details in a reference color image to input line drawings with empty pupils. We also propose a method for accurately and automatically coloring eyes. In this method, eye patches are extracted from a reference color image and automatically added to an input line drawing as color hints using our eye position estimation network..
8. Kenta Akita, Yuki Morimoto, Reiji Tsuruno, Fully automatic colorization for anime character considering accurate eye colors, SIGGRAPH2019, 10.1145/3306214.3338585, Article No:11, 1-2, SIGGRAPH2019,ACM Annual conference
ISBN (Electronic) 9781450363143
Published - Jul 28 2019, 2019.07, In this paper, we propose a method to colorize line drawings of anime characters' faces with colors from a reference image. Previous studies using reference images often fail to realize fully-automatic colorization, especially for small areas, e.g., eye colors in the resulting image may differ from the reference image. The proposed method accurately colorizes eyes in the input line drawing using automatically computed hints. The hints are round patches used to specify the positions and corresponding colors extracted from the eye areas of a reference image..
9. Tomoko Nakamoto, Philip Sköld, Reiji Tsuruno., Eye Movement Model for Face-to-Face Interaction of Virtual Characters, Asia Digital Art and Design, 4C-3, 2018.11.
10. 丸山哲, 鶴野玲治, 流れ場の分割及びモデル化を利用したラテアート風流れ模様の生成, NICOGRAPH, 芸術科学会, C-7, 2018.11.
11. taihei meno, Reiji Tsuruno, Local Density Calibration for Position Based Fluids, International Journal of Asia Digital Art and Design, 21, 1, 41-48, 2017.10, [URL], This paper propose a improved PBF(position based fluid model)-based method for simulating realistic incompressible fluid flow. Our goal is to present simulation method of fluid phenomena as realistic as possible in realtime to many applications that require a high frame rate. Rapid fluid simulations are important for realizing real-time applications in computer graphics. Position based fluids (PBF) has been suggested as a practical method for real-time simulations of incompressible fluids. This method is based on the SPH(smoothed particle hydrodynamics) and realizes incompressibility by restricting the density. Furthermore, it reduces the calculation costs by allowing large time steps. However, because it iteratively calculates the density constraints, PBF is impractical for applications requiring high resolution and high frame rate. To increase the simulation speed of PBF, we replace the iterative density calculation by a density model. In the conventional method, iterating few density calculations compresses the simulated fluid. To resolve this problem, we consider the particle density and the direction of the fluid flow. We develop a computational model based on this hypothesis and verify its usefulness in simulations. The method suppresses the fluid compression even in a non-iterative model. We conclude that the proposed computational model effectively maintains a constant density in PBF..
12. Taihei Meno, Reiji Tsuruno, Local Pressure Correction Model for Position Based Fluids, Asia Digital Art and Design, 4A-6, 2016.11, Speed of fluid simulation calculations is an important factor for realizing real-time applications in computer graphics.
Position based fluids (PBF), which is an incompressible fluid simulation method, has been suggested as a practical
method for real-time simulation. Using this method, it is possible to take large time steps; therefore, the cost of
calculation can be reduced. However, method is not practical for applications that require high resolution and frame rate
because it is necessary to iteratively calculate the density constraints. In this study, we developed a pressure model that
replaces the iterative density calculation in PBF to realize faster simulation. First, we hypothesized that problems with
incompressibility caused by a small number of iterations can be solved by considering the influence of pressure. Second,
we used an alternative pressure model that uses this hypothesis and verified it using simulation. The pressure
interpolation model uses the function relating to the distance and the density. The results confirm that compression of the
fluid can be suppressed even with a small number of iterations. Finally, by considering the influence of pressure in PBF, it
was possible to substitute the proposed model for iterative calculation of the density constraints..
13. Maki Kitamura, Reiji Tsuruno, 2.5D Modeling from Illustrations of Different Views, international Journal of Asia Digital Art and Design, 8, 4, 74-79, 2015.01, When artists design characters, they draw illustrations viewed from the front, side or slant views. In this paper, we create a 2.5D model using such illustrations. A 2.5D model is a model that is created by arranging deformable billboards along the depth direction, and it can express appearance of the character between two viewpoints with considering depth information.
Our method uses two cartoon-like illustrations and the corresponding eye directions as inputs. These illustrations are composed of contours and closed regions painted with uniform colors. Given closed regions in illustrations, our method finds corresponding closed regions between two illustrations based on an improved similarity function, which yields better matching than a previous method. After obtaining correspondences of closed regions, our method creates a 2.5D model by transforming each pair of matched regions as a 3D billboard whose position can be estimated based on the correspondence. These processes are semi-automatic. The user then assigns feature points manually along the corresponding contours of matched regions so that the contours can be interpolated naturally. Finally, by completing regions that appear or vanish with user strokes, our method can interpolate illustrations with occluded regions. We demonstrate that our method can create 2.5D models with various illustrations..
14. Jun Yoshino, Reiji Tsuruno, Interactive fluid control by shape matching, 芸術科学会, 13, 3, 169-176, 2014.09, [URL], In this paper, we propose an interactive method to control fluid behavior by using a target shape. To achieve the desired motion, we define additional forces using control particles that employ the Navier–Stokes quation. Control particles are generated from a fluid area chosen by the user, and their behavior is sequentially determined using a shape-matching method referring to the target shape. Our method enables interactive simulation of fluid animation that is gradually deformed to the target shape following physical laws..
15. Junmin Park, Reiji Tsuruno, A Color Palette based Interface for Biological Iridescences Rendering, Asia Digital Art and Design Association, 18, 1, 4-11, 2014.07, [URL], Iridescent colors can be observed on many biological objects including morpho butterflies and Japanese jewel beetles. While ordinary colors are induced by pigments in surface, the iridescent colors are caused by interference of light due to microstructure covering the objects. To render iridescences in computer graphics, users need to consider a lot of physical parameters such as index of refraction or film layer thickness. However, in such input systems, users are difficult to predict rendering results since iridescence is affected by combination of those many physical factors. In this paper, we propose a color palette based interface for biological iridescences rendering, with which users can pass information for rendering iri-descences to system by picking colors instead of by inputting physical data of surface. Incident angle dependency of re-flectance spectrum is studied to achieve physically sound simulation and color picking user interface. We also evaluated our system through rendering results and user study in the latter half of this article..
16. 森本有紀, Reiji Tsuruno, 高橋時市郎, 拡散・吸着理論に基づいた染色技法のためのビジュアルシミュレーションモデル, 画像電子学会, 43, 3, 348-356, 通巻229号, 2014.07, [URL], 本稿では布の織り構造や糸・染料の要素に基づいて物理的に染色をシミュレーションする手法を提案する。本手法では横糸と縦糸の上下2層のセルを用いた布モデル内においてFickの第2法則に基づき染料の拡散を表現する。拡散係数は染色物理の理論に基づいて布繊維の多孔度や無拡散経路の屈曲率などの染料や布のパラメータから算出し布の織構造の違いや拡散の異方性などによる染色の特徴を表現する。染料の繊維への吸着には吸着等温式を考慮するモデルを提案する。また、簡単な染色技法を考慮するために染料の拡散を防ぐ防染技法のシミュレーションを行う。結果画像からは本手法により染色独特の多くの特徴を表現できることがわかる。.
17. Maki (Terai) Kitamura, Yoshihiro Kanamori, Jun Minani, Yukio Fukui, Reiji Tsuruno, Motion Frame Omission for Cartoon-like Effects, 2014 International Workshop on Advanced Image Technology, 148-152, Full Paper C2_P066.pdf, 2014.01.
18. Maki Terai, Reiji Tsuruno, An Interactive Tile-Based Modeling Interface, Nicograph International 2013, Nicograph International 2013, proceeding DVDROM, pp.10-13, 2013.06, This paper presents a novel modeling interface and method that uses two-dimensional (2D) data. In general, 2D computer graphics are most commonly used to depict 2D structures. However, many computer games often depict three-dimensional (3D) structures using 2D computer graphics. We dene such an expression as an overhead view. Although an overhead view has no 3D structure, we can perceive an ambiguous 3D structure from it. In this study, we dene shape perception rules from the overhead view and propose a novel modeling system using it. We also propose a tile-based interface as a prototype system that can create a 3D shape from an overhead view and can seamlessly convert an overhead view into a 3D view. In addition, we conduct a psychological experiment by means of which we conrmed our system is highly intuitive and can quickly create 3D models..
19. Jun Yoshino, Reiji Tsuruno, Interactive Shape Control for Fluid Animation, Nicograph International 2013, 108-114, Nicograph International proceeiings DVDROM, pp.108-114, 2013, 2013.06, In this paper, we propose an interactive method to control uid behavior by using a target shape. To achieve the desired motion, we dene the additional forces by using control particles employing the Navier-Stokes equation. Control particles are generated from a fuid area chosen by the user, and their behavior is sequentially determined by using a shape-matching method referring to the target shape. Our method enables one to interactively simulate uid animation, which is gradually deformed to the target shape following a physical law..
20. Ryoichi Ando, Nils Thurey, tsuruno reiji, Preserving Fluid Sheets with Adaptively Sampled Anisotropic Particles, IEEE Transactions on Visualization and Computer Graphics , IEEE, http://doi.ieeecomputersociety.org/10.1109/TVCG.2012.87, 18, 8, 1202-1214, (IEEE computer Society Digital Library, 09 March 2012), 2012.08, [URL], This paper presents a particle-based model for preserving fluid sheets of animated liquids with an adaptively sampled Fluid-Implicit-Particle (FLIP) method. In our method, we preserve fluid sheets by filling the breaking sheets with particle splitting in the thin regions, and by collapsing them in the deep water. To identify the critically thin parts, we compute the anisotropy of the particle neighborhoods, and use this information as a resampling criterion to reconstruct thin liquid surfaces. Unlike previous approaches, our method does not suffer from diffusive surfaces or complex re-meshing operations, and robustly handles topology changes with the use of a meshless representation. We extend the underlying FLIP model with an anisotropic position correction to improve the particle spacing, and adaptive sampling to efficiently perform simulations of larger volumes. Due to the Lagrangian nature of our method, it can be easily implemented and efficiently parallelized. Our results show that our method can produce visually complex liquid animations with thin structures and vivid motions..
21. 武田十季、鶴野玲治、牛尼剛聡, ビジュアル・ジョイン:実空間コンテンツの仮想融合モデル, 情報処理学会論文誌, 5, 1, 17-30, 情報処理学会論文誌 データベー スVol.5 No.1 17–30 (Mar. 2012), 2012.03, 人は日常空間に存在する様々な情報表現(コンテンツ)を利用して情報活動を行う.この際,複数
のコンテンツに含まれる情報を統合して利用することが多い.我々は,携帯端末のカメラ機能を利用して
複数の実空間コンテンツを重ね合わせる操作によって,複数の実空間コンテンツに含まれる情報をユーザ
が効率的かつ効果的に利用可能な機構を開発中である.ここでは,重ね合わせられた実空間コンテンツを,
相互の意味内容に基づいて仮想的に融合し,拡張現実として携帯端末上のディスプレイに表示する.この
際,存在する実空間コンテンツの種類には多様性があり,重ね合わせのパターンによって複数の融合形式が考えられるため,それらの融合を統一的に扱うモデルが必要である.本論文では,複数の実空間コンテンツの意味構造とレイアウト構造に基づいて,それらを融合した視覚表現を生成する一般的なモデルとして,ビジュアル・ジョイン演算を提案する.ビジュアル・ジョイン演算では,複数の実空間コンテンツに含まれる画像を,その意味的な関係に基づいて融合可能である.ここで,画像の融合はアフィン変換に基づいて行われるが,そのパラメータは画像のメタデータに基づいて自動的に決定される.さらに,提案手法に基づいたプロトタイプ・システムを用いた被験者実験により有効性を評価する..
22. Ryoichi Ando, Reiji Tsuruno, A Particle-based Method for Preserving Fluid Sheets, SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM New York, NY, USA ©2011

, 10.1145/2019406.2019408, Awarded (Honorable Mention)
, 2011.08, We present a new particle-based method that explicitly preserves thin fluid sheets for animating liquids. Our primary contribution is a meshless particle-based framework that splits at thin points and collapses at dense points to prevent the breakup of liquid. In contrast to existing surface tracking methods, the proposed framework does not suffer from numerical diffusion or tangles, and robustly handles topology changes by the meshless representation. As the underlying fluid model, we use Fluid-Implicit-Particle (FLIP) with weak spring forces to generate smooth particle-based liquid animation that maintains an even spatial particle distribution in the presence of eddying or inertial motions. The thin features are detected by examining stretches of distributions of neighboring particles by performing Principle Component Analysis (PCA), which is used to reconstruct thin surfaces with anisotropic kernels. Our algorithm is intuitively implemented, easy to parallelize and capable of producing visually complex thin liquid animations..
23. 安東遼一、鶴野玲治, 参照画像を用いたブラシストロークの対話的生成, 画像電子学会誌, 40, 4, 578-586, 2011.07, This paper describes an interactive technique for generating brus strokes used in exemplar images. The proposed method decomposes several exemplar images of brush strokes into small fragments that are stitched together through one-dimentional texture synthesis in order to enerate the final brush stroke silhouettes. In contrast to previous methods in which the strokes are generated by per-pixel computation or using physically based simulation, our method is not only less computationally expensive but also capable of simulating various kinds of brushes. In addition, we introduce a fluid-dynamics-driven post-process and a Kubelca-Munk synthesis method to make the paint strokes appear more real. Our evaluation experiments show that our ethod can handle various media such as oil paints, water colors, charcoad, and pastels. We also obtained interesting results with lipsticks and fingers..
24. Ryoichi Ando, Reiji Tsuruno, Vector graphics depicting marbling flow, Computers & Graphics, Elsevier, , 35, 1, 148-159, Volume 35, Issue 1, February 2011, Pages 148-159
Extended Papers from Non-Photorealistic Animation and Rendering (NPAR) 2010 , 2011.02.
25. Ryoichi Ando, Reiji Tsuruno, “An Interactive Brush Stroke Synthesis Using Exemplar Images”, Journal of the Institute of Image Electronics Engineers of Japan, 10.11371/iieej.40.578, 40, 4, 578-586, 2011.01, [URL], This paper describes an interactive technique for generating brush strokes used in exemplar images. The proposed method decomposes several exemplar images of brush strokes into small fragments that are stitched together through one-dimensional texture synthesis in order to generate the final brush stroke silhouettes. In contrast to previous methods in which the strokes are generated by per-pixel computation or using physically based simulation, our method is not only less computationally expensive but also capable of simulating various kinds of brushes. In addition, we introduce a fluid-dynamics-driven post-process and a Kubelka-Munk synthesis method to make the paint strokes appear more real. Our evaluation experiments show that our method can handle various media such as oil paints, watercolors, charcoal, and pastels. We also obtained interesting results with lipsticks and fingers..
26. Ryoichi Ando, Reiji Tsuruno, High-frequency aware PIC/FLIP in liquid animation, ACM SIGGRAPH ASIA 2010 Sketches, SA'10
ACM SIGGRAPH ASIA 2010 Sketches, SA'10
, 10.1145/1899950.1899975, 2010.12, [URL], We present a simple extension to PIC/FLIP(Particle-in-Cell/Fluid-Implicit- Particle) for animating liquid with enhanced behaviors such as pushing or eddying (Figure 1), which we call HFA/PIC/FLIP (High-frequency aware PIC/FLIP). As a fundamental approach we use PIC/FLIP [Brackbill and Ruppel 1986] and compute approximate low-frequency part and high-frequency part of particles velocities. Low-frequency velocities are entirely projected onto divergence free and high-frequency field is partially projected onto divergence free to achieve realistic liquid animations. In contrast to the PIC/FLIP proposed by Zhu and Bridson [Zhu and Bridson 2005]; our approach facilitates "pushing" or "curly" features whereas their approach disperses the momentum towards noisy directions, resulting in dispersion. Recently similar approach has been done with coarse to fine mesh grid [Lentine et al. 2010], we refined directly with particles. We produced several footage of liquid animation and compared with competitive alternatives to show the benefits of the proposed algorithm..
27. 武田 十季, Reiji Tsuruno, Taketoshi Ushiama, 意味的アフィン変換:重ね合わせ操作による直感的なコンテンツ融合モデル, 研究報告データベースシステム(DBS), 2010, 26, 1-8, 2010.11, 日常空間には様々な情報表現 (コンテンツ) が存在し,人はそれらを利用して情報活動を行う.そうした際,複数のコンテンツに含まれる情報を統合して利用することが多い.本研究では,実空間上に存在する複数のコンテンツを,カメラ付き携帯電話を利用して重ね合わせる操作によって,相互の意味内容に基づいて仮想的に情報を融合し提示する Pick and Lap 手法を提案する.本手法を実現するために,コンテンツの仮想的な融合の一般的なモデルとして,意味的アフィン変換を提案する.2 次元アフィン変換は,2 次元平面上の平行移動,回転,拡大縮小,剪断を表現するために利用される幾何変換であるが,意味的アフィン変換では,コンテンツの重ね合わせの対象となる 2 つのコンテンツの意味内容に基づいてアフィン変換のパラメータを決定することで,コンテンツが融合可能となる.Various presentations of information (contents) exist in our daily life, and we use them for activities.In this case, we often integrate the information included in multiple contents.In this paper, we propose the "Pick-and-Lap" technique that enables users to virtually integrate information based on the semantic relationships of the contents, by means of overlapping one content with another using a camera phone.To develop systems based on the Pick-and-Lap technique , we introduce Semantic Affine Transform as a general model for integrating contents virtually.The affine transform is a popular geometric transform to express the parallel transfer, rotation, scaling and shearing.The semantic affine transform allows to integrate two overlapped contents based on the parameters of affine transform that are decided according to the semantic relationships among the contents..
28. Yasuyuki Tomita, Reiji Tsuruno, Motion texture animation of water surface, ACM SIGGRAPH 2010 Posters, SIGGRAPH '10
ACM SIGGRAPH 2010 Posters, SIGGRAPH '10
, 10.1145/1836845.1836963, 2010.09, [URL], We present a new method for making wave animation from still water image. In our method, users can control the behavior of wave in the water surface intuitively and interactively. After we simulate the wave using a Spectral Method [Tessendorf 1999], we have the water surface corresponding to the projection system of static images. Previous works for animating water surface. Chuang et al [Chuang and Goldman 2005] proposed a method for generating an animating of picture using displacement mapping and warping, however, those methods are only effective for gentle and calm water surfaces. Contrarily, our method is adaptively used for large scale waves of water height field..
29. Ryoichi Ando, Reiji Tsuruno, Vector fluid
A vector graphics depiction of surface flow, 8th Meeting of the International Symposium on Non-Photorealistic Animation and Rendering, NPAR 2010
Proceedings of NPAR 2010
The 8th International Symposium on Non-Photorealistic Animation and Rendering
, 10.1145/1809939.1809954, 129-135, 2010.07, [URL], We present a simple technique for creating fluid silhouettes described with vector graphics, which we call "Vector Fluid." In our system, a solid region in the fluid is represented as a closed contour and advected by fluid flow to form a curly and clear shape similar to marbling or sumi-nagashi (See Figure 1). The fundamental principle behind our method is that contours of solid regions should not collide. This means that if the initial shape of the region is a concave polygon, that shape should maintain its topology so that it can be rendered as a regular concave polygon, no matter how irregularly the contour is distorted by advection. In contrast to other techniques, our approach explicitly neglects topology changes to track surfaces in a trade off of computational cost and complexity. We also introduce an adaptive contour sampling technique to reduce this extra cost. We explore specific examples in 2D for art oriented usage and show applications and robustness of our method to exhibit organic fluid components. We also demonstrate how to port our entire algorithm onto a GPU to boost interactive performance for complex scenes..
30. Ryoichi Ando, Reiji Tsuruno, Vector Fluid - A Vector Graphics Depiction of Surface Flow, SBIM-NPAR 2010; The 2010 Joint Session of the Symposia on Sketch Based Interfaces and Modeling and
Non-Photorealistic Animation and Rendering
, 未定, Fullpaper, 2010.06.
31. Ryoichi Ando, Reiji Tsuruno, Segmental Brush Synthesis with Stroke Images, Eurographics 2010, 2010, short paper, 2010.05.
32. 武田 十季, Reiji Tsuruno, Taketoshi Ushiama, 意味的アフィン変換:コンテンツの重ね合わせ操作による直感的な情報融合モデル
an Institutive Information Integration Model By Content Overlapping, 電気関係学会九州支部連合大会講演論文集, 10.11527/jceeek.2010.0.154.0, 2010, 0, 154-155, 2010, [URL], 本研究では、携帯電話を利用した実空間上の複数コンテンツの意味的関連性の可視化によって情報活動を支援するPick and Lap手法を提案する。本手法では、実空間上のコンテンツを携帯電話のカメラを用いてデジタルコンテンツとして取り込み(Pick)、他の実空間上のコンテンツへ重ね合わせた(Lap)時、取り込んだコンテンツとの意味的な関係性をふまえ、ユーザへ適切な情報を提示する。本論では、 重ね合わせ方の違いから意図に合わせた情報の表現パターンを提示し、それぞれのコンテンツが保持する意味的データの相互の関連に基づいて、 コンテンツ間の関連性を可視化するための論理的なモデルについて論じる。.
33. Ryoichi Ando, Reiji Tsuruno, Vector Fluid: A Vector Art Representation of Fluid, SIGGRAPH Asia 2009, 2010, DVD #2, Sketches&Posters, ISBN 978-1-60558-858-2, 2009.12.
34. Ryoichi Ando, Reiji Tsuruno, Vector fluid
A vector art representation of fluid, ACM SIGGRAPH ASIA 2009 Sketches, SIGGRAPH ASIA '09
ACM SIGGRAPH ASIA 2009 Sketches, SIGGRAPH ASIA '09
, 10.1145/1667146.1667153, 2009.12, [URL], We present a new approach for rendering fluid with a style of vector graphics. The proposed method of vector art rendering of fluid exhibits a curly, beautiful and clear silhouette which deserves artistic expression. (See Figure 1) In computer vision, fluid has been mainly focused on capturing realistic behavior. Thanks to the much contribution of seminal works, large knowledge of photorealistic rendering of fluid have been amassed. On the other hand, although some approaches of the artistic rendering of fluid proposed [Selle et al. 2004; Eden et al. 2007], it seems that the area is not researched intensively and this kind of rendering technique still remains untouched. In order to achieve vector art rendering, we have to track the target region in fluid. However, popular methods of tracking interface model fluid with density field or collection of particles which introduce sudden topological changes and it is challenging to track them precisely. Instead, we consider the velocity field is infinitely continuous so that none of the part of fluid contour intersects each other at any state. Even though such consideration is questionable in physically derived model, this concept of non-intersection of contour leads a very simple algorithm and exhibits nice results. In this paper we first briefly describe the algorithm for vector fluid rendering and secondly we show some artworks created by our method to demonstrate the potential of our algorithm..
35. Taichi Nishiyori, Souei Sato, Narumi Tashiro, Toki Takeda, Ryouichi Ando, Maki Terai, Taketoshi Ushiama, Reiji Tsuruno, Fu-Fuu: Interactive Game using Breath Control, SIGGRAPH ASIA 2008, Full Conference DVD #1, /content/sketches/nishiyori.pdf, ISBN 978-1-60558-388-4/08/0012,
SIGGRAPH Asia 2008, Singapore, December 10-13, 2008, 2008.12.
36. Tetsuyuki Minamihara, Maki Terai, Reiji Tsuruno, Visual Simulation of Scattering and Settling of Fine Particles, SIGGRAPH ASIA 2008, Full Conference DVD #1, /content/sketches/minamihara.pdf, ISBN 978-1-60558-388-4/08/0012,
Siggraph Asia 2008, Singapore, December 10-13, 2008, 2008.12.
37. Yuki Morimoto, Masayuki Tanaka, Reiji Tsuruno, Kiyoshi Tomimatsu, Visualization of Dyeing based on Diffusion and Adsorption Theories, PacificGraphics2007, IEEE computer society, proceedings of 15th Pacific conference on Computer Graphics and Applications(PacificGraphics2007), pp.57-64, published by the IEEE Computer Society, 2007.10.
38. Yuki Morimoto, Masayuki Tanaka, Reiji Tsuruno, Kiyoshi Tomimatsu, Liquid Diffusion Model that Accounts for Variety of Dyeing Parameters, EUROGRAPHICS 2007 , EUROGRAPHICS2007 shortpapers and medical prize awards, pp.85-88, 2007, 2007.09.
39. Akihiko SHIRAI,Kyoko MURAKAMI,Reiji TSURUNO,Etsuo GENDA, WiiMedia: Papier Poupee Painter";a new usage of game controller for infancy art media, CyberGames2007; International Conference on Games Research and Development, CyberGames2007:International Conference on Games Research and Development, Edmond C.Prakash and tosiyasu L. Kunii(Editors), pp.25-32, 2007
e-Book Published in 2007 at Cybergames Converence, Manchester Metropolitan University, Departmentof computing and Mathematics, manchester M1 5GD , 2007.09.
40. Yuki Morimoto, Reiji Tsuruno, Kiyoshi Tomimatsu, Liquid Penetration Modeling for Cloth Dyeing, Computational Aesthetics in Graphics, Visualization and Imaging, D.W.Cunningham,G.Meyer,L.Neumann(Eds), Eurographics Association, pp.97-104, 2007, 2007.06.
41. Maki Terai, Jun Fujiki, Reiji Tsuruno, Kiyoshi Tomimatsu, Tile-Based Modeling and Rendering, A.Butz et al.(Eds.), Springer-Verlag, SG 2007, LNCS 4609, pp.158-163, 2007
8th International Symposium on Smart Graphics, Kyoto, Japan, June 2007, Proceedings
, LNCS 4609, pp.233-234, 2007, 2007.06.
42. Yuki Morimoto, Reiji Tsuruno, Cellular Modeling of Dye Stain on Cloth, International Journal of Asia Digital Art and Design, vol.5,pp.20-25, 2006.12.
43. Kyoko Murakami, Reiji Tsuruno, Etsuo Genda, Natural-looking strokes for drawing applications, The Visual Computer, vol.22, pp.415-423, 2006.05, [URL].
44. Jun Fujiki, Kyoko Murakami, Reiji Tsuruno, Kiyoshi Tomimatsu, Path Tracing in Volumetric Space Using Stored Irradiance, IWAIT2006(International Workshop on Advanced Image Technology), pp.256-261, ISSN1880-5957, 2006.01.
45. 大嶋貴史、松村誠明、村上恭子、鶴野玲治, CGによる弾性体のリアルタイム剥離表現, 画像電子学会誌, 第34巻、第4号、pp.327-335, 2005.07.
46. 村上恭子、鶴野玲治、源田悦夫, 複数被照射紙面を利用したリアルタイムストロークレンダリング, 画像電子学会誌, 第34巻、第4号、pp.319-326, 2005.07.
47. Masaaki Matsumura, Reiji Tsuruno, Visual Simulation of Melting Ice Considering the Natural Convection, ACM SIGGRAPH, sketches, SIGGRAPH2005
conference proceedings DVDROM, 2005.07.
48. 森本有紀、鶴野玲治, CGによる染色表現のための染み込みモデル, 画像電子学会
情報処理学会
, Visual Computing グラフィックスとCAD合同シンポジウム2005
pp.173-177, 2005.06.
49. 松村誠明、鶴野玲治, 自然対流を考慮した氷解現象シミュレーション, 画像電子学会
情報処理学会
, Visual Computing グラフィックスとCAD合同シンポジウム2005
pp.105-110, 2005.06.
50. Kyoko Murakami, Reiji Tsuruno, Etsuo Genda, Multiple Illuminated Paper Textures for Drawing Strokes, IEEE, Proc. of Computer Graphics International 2005 (CGI'05)
June 22024,2005, Stony Brook, NY, USA
pp.156-161, 2005.06.
51. 鶴野玲治、立花裕美、村上恭子, 紙面テクスチャを使った仮想鉛筆ドローイングインタフェース, 芸術工学研究, vol.3, pp.21-28, 2005.03.
52. 松村誠明, 岩本周大、竹内久、今村淳司、鶴野玲治, Be Silhouetted : Invisible and Visible Shadow, 第20回NICOGRAPH論文集, 2004.11.
53. 村上恭子, 鶴野玲治, 源田悦夫, 被照射紙面を利用したドローイングツールのためにストローク生成技法, 第20回 NICOGRAPH論文集, 論文賞(優秀論文賞)受賞, 2004.11.
54. 鶴野玲治, 立花裕美, 村上恭子, 紙面付着データを用いたインタラクティブな仮想鉛筆ストロークの生成, 第20回NICOGRAPH論文集, 論文賞(審査員特別賞)受賞, 2004.11.
55. Kyoko Murakami, Reiji Tsuruno, Etsuo Genda, Strokes for Drawings Using Illuminated Paper Surfaces, SIGGRAPH2004 Full Conference DVD-ROM, 2004.08.
56. 村上恭子、鶴野玲治、源田悦夫, フレーム間コヒーレンスを保ったパステル画風CGアニメーションの生成, 画像電子学会
情報処理学会
, Visual Computing グラフィックスCAD合同シンポジウム2004予稿集
pp125-130, 2004, 2004.06.
57. Kyoko Murakami, Reiji Tsuruno, Trans-Polygon Stroke Method for Frame Coherent Pastel Images, Eurographics 2003 short presentation, 2003.09.
58. Kyoko Murakami, Reiji Tsuruno, Polygon-based Pastel-like Rendering for Animation, SIGGRAPH2003 conference proceedings DVD ROM, 2003.07.
59. 廣川俊二、山本耕之、石川聖二、タンジュークイ、鶴野玲治, ACL線維束の変形・ひずみ挙動の三次元動画像構築に関する研究, 日本臨床バイオメカニクス学会誌, vol.23, pp47-52, 2002.09.
60. Kyoko Murakami, Reiji Tsuruno, Pastel-like Rendering Considerign the Properties of Pigments and Support Medium, SIGGRAPH2002 conference abstract and applications, p.227, 2002/7, 2002.07.
61. 村上恭子、鶴野玲治, 顔料及び支持体の特性を考慮したパステル画風レンダリング, 芸術科学会論文誌, 第1巻・第2号、pp.89-96,2002/6, 2002.06.
62. 立花裕美、伊東謙太郎、村上恭子、鶴野玲治, 実データに基づいたインタラクティブな鉛筆画ツール, 情報処理学会インタラクション2003論文集, pp.227-228, 2003/2, 2002.02.
63. 村上恭子 鶴野玲治, パステル画風CG画像の生成, 芸術工学会誌, No.26, pp.108-113, 2001/11, 2001.11.
64. 立花裕美 鶴野玲治, 手作り感を考慮した仮想粘土モデル, 芸術工学会誌, No.26,pp.118-123,2001/11, 2001.11.
65. Shunji HIrokawa, Reiji Tsuruno, Computer Generated Graphic Images of Human Ligament, The VIII-th International Symposium on Computer simulation in Biomechanics, Proc.of the VIII-th International Symposium on Computer simulation in Biomechanicspp.59-64, 2001/7, Milan, Italy, 2001.07.
66. Hirokawa, S., Reiji Tsuruno, Three-dimensional deformation and stress distribution of the anterior cruciate ligament in the knee (Results of model analyses and visual simulation), JSME International Journal, Series C: Mechanical Systems, Machine Elements and Manufacturing, 43, 4, 957-965, Volume 43, Issue 4, December 2000, Pages 957-965, 2000.12, This paper describes a new structurally-motivated phenomenological approach. Such assumption was made that the ACL can be idealized as being composed of a homogeneous matrix in which two non-interacting families of densely distributed extensible fibers are embedded. Then a constitutive equation for the ACL composite was formulated. Using the finite element method, the visual simulations were performed in terms of three-dimensional change in shape, stress distribution and intraligaments' stresses, as a function of knee angle. Variations in stress due to tibial anterior-posterior displacements were also introduced. All the results were compared and discussed with the previous studies, thereby verifying the validity and usefulness of our model..
67. 廣川俊二 川田高士 山本耕之 鶴野玲治, MCL損傷のメカニズム, 日本臨床バイオメカニズム学会誌, 2000.10.
68. Yoshida, M., Kamiura, Y., Reiji Tsuruno, Takahashi, M., Tomokage,H., Application of one-bond-type migration to interstitialcy-type self-interstitial and phosphorus in silicon, Journal of Crystal Growth, Volume 210, Issue 1, 1 March 2000, Pages 128-131, 2000.03, (1) From the standpoint of the potential energy, the one-bond-type migration is divided into the BC (bond-centered type) and SP (split 〈1 0 0〉 type) migrations. In the BC migration, there are two kinds of atom migrations. One is that in which a BC atom pushes its neighboring atom to a BC site. This is the typical migration by the interstitialcy mechanism. The other is that in which a BC atom rotates about its neighboring atom and becomes the BC atom again. This is a feature of the BC migration. (2) The BC and SP migrations are applied to P diffusion in Si. Assuming there is no interaction between P and Si, the distance and probability for each step of the migration are obtained and applied to Si self-diffusion. Because they are not constant, the definition of the correlation factor for the self-diffusion is different from the usual one..
69. Shunji Hirokawa, Reiji Tsuruno, Three-dimensional Deformation and Stress Distribution in an Analytical/Computational Model of the anterior Cruciate Ligament, Journal of Biomechanics, 10.1016/S0021-9290(00)00073-7, 33, 9, 1069-1077, Vol.33, No.9, pp.1069-1077, 2000, 2000.01.
70. 廣川俊二 鶴野玲治, ACLの三次元形状変形と応力分布の可視化シミュレーション, 日本臨床バイオメカニクス学会誌, Vol.20, pp171-178,1999, 1999.10.
71. Yoshida, M., Kamiura, Y., Tsuruno, R., Takahashi, M., Tomokage, H., One bond-type migration of phosphorus in silicon by interstitialcy mechanism, Japanese Journal of Applied Physics, Part 1: Regular Papers and Short Notes and Review Papers, Volume 37, Issue 12, December 1998, Pages 6376-6377, 1998.12.
72. Hirokawa,S., Reiji Tsuruno, Visual simulation on ligament's stress derived from the microstructural model, Annual International Conference of the IEEE Engineering in Medicine and Biology - Proceedings, 20, 2478-2481, Volume 5, 1998, Pages 2478-2481
Publisher: IEEE, Piscataway, NJ, United States, 1998.01, This paper describes a new structurally-motivated phenomenological approach. Such assumption was made that the ACL can be idealized as being composed of a homogeneous matrix in which two non-interacting families of densely distributed extensible fibers are embedded. A non-linear stress-strain characteristic exhibited by multiple collagen fibers was represented by the tri-liner curve. Then a constitutive equation for the ACL composite was formulated. Using the finite element method, a 3-D finite deformation and stress distribution of the ACL as a function of knee flexion were introduced through simulation and their graphic representation was made..
73. Yoshida, M., Tsuruno, R., Kamiura, Y., Takahashi, M., Tomokage, H., Schematic model for the migration of interstitialcy-type self-interstitial including the middle state, Japanese Journal of Applied Physics, Part 1: Regular Papers and Short Notes and Review Papers, Volume 36, Issue 12 A, December 1997, Pages 7156-7157, 1997.12.
74. Shunji Hirokawa, Reiji Tsuruno, Hyper-Elastic Model Analysis of Anterior Cruciate Ligament, Medical Engineering and Physics, 10.1016/S1350-4533(96)00077-X, 19, 7, 637-651, Vol.19, No.7, pp.637-651, 1997, 1997.01.
75. Hirokawa, S., Reiji Tsuruno, Measurement/analysis of deformation and strain distribution of the anterior cruciate ligament in the human knee, Memoirs of the Kyushu University, Faculty of Engineering, Volume 56, Issue 2, June 1996, Pages 51-68, 1996.06, Highly variable deformations of the anterior cruciate ligaments (ACL) cannot be adequately quantified by one-dimensional and/or localized measurements. Furthermore it is impossible to directly measure in-situ, non-uniform distribution of biaxial strain over the entire surface of the intra-articular ligaments. We employed an alternative approach; Instead of using an actual knee and ACL, a knee motion simulator and a pseudo ligament were prepared. The pseudo ligament was manipulated so as to simulate the deformation and stress the actual ACL undergoes during knee flexion. Two hundred and ten points drawn on the pseudo ligament at regular intervals, were measured by the stereo-photogrammetric method, and components of the Green strain tensor were computed. Next, using the finite element method, in which the ligament was treated as an incompressive hyperelastic membrane, the finite deformation of the ligament was theoretically analyzed. The results demonstrated that strain distribution varied, even along the fiber run, and large strain gradients were observed in the regions near the insertions. Futher, the following values were obtained as a function of knee flexion: three-dimensional change in shape, resultant pull force on the tibial insertion, and change of strain pattern by anterior-posterior displacement of the tibia..
76. Reiji Tsuruno, Isobe Yoshihide, Ozaki Shin, Kosako Hideo, Bamba Eiichi, Computer design system of compensating filter for radiography treatment, Systems and Computers in Japan, Volume 25, Issue 3, March 1994, Pages 68-77, 1994.03, The following problem sometimes arises in the radiation treatment of a pathological area in the human body. Due to the nonuniformity of thickness and the difference of density of the tissue passed by the radiation energy, the radiation dose in the target area may not be uniform. To avoid such a situation, this paper considers a method in which the attenuation configuration of the radiation in passing through the body is estimated in detail. A three-dimensional block is placed between the radiation source and the target area to realize the radiation treatment with the dose correction. The design method for the three-dimensional block, i.e., the compensation filter for the correction, is discussed. First, the CT value for each density voxel obtained by the continuous tomography of X-ray CT image is converted into the absorption coefficient of the high-energy X-ray for treatment. Then the values of the voxels passed from the radiation generator to the pathological area are summed up, and the radiation dose in the target areas is calculated. The three-dimensional shape of the compensation filter, which can correct adequately the dose distribution, is determined based on the tissue-air dose ratio obtained from the actual measurement. The block is constructed based on the shape data. By the experiment using a phantom, the nonuniformity of the dose is reduced approximately from 10 percent to 3 percent. In the simulation for the application to the biological object, the area of high dose distribution fits the target area, indicating the effectiveness of the dose correction..
77. Matsui,Nobuyuki, Reiji Tsuruno, Bamba Eiichi, Fractal dependence of texture perception, Systems and Computers in Japan, Volume 25, Issue 7, 1 January 1994, Pages 82-91, 1994.01, Presented in this paper are recognition experiment and attention allocation model through simultaneous presentation of multiple images, where a set of textures with known fractal dimensions are used as the image information. The relations are examined quantitatively. From the results, it is verified that the fractal information can be used as the pop-out discrimination element in the recognition of the texture.
78. Reiji Tsuruno, Yoshihide Isobe, Shin Ozaki, Hideo Kosako, Eiichi Bamba, 放射線治療用高精度線量補償フィルタ設計システム, 電子情報通信学会論文誌, D-Ⅱ,Vol.J76-D-II,No.3, pp.729-736
, 1993.03.
79. Nobuyuki Matsui, Reiji Tsuruno, Eiichi Bamba, テクスチャ認知のフラクタル依存性, 電子情報通信学会論文誌
, D-Ⅱ,Vol.J76-D-II,, No.7,, 1406-1413, 1993.03.
80. Kazuhiko Ushio, Reiji Tsuruno, Cyclic Sk-Factorization of  Complete Bipartite Graphs, SIAM (Society of Industrial Applied Mathematics), 557-563, 1991.09.
81. Takao Miyamoto, Reiji Tsuruno, Seiji Koyama, Hideo Kosako, 三角形パッチによる輪郭線からの側面生成法の改良, 図学研究, 53, 9-16, 1991.07.
82. Reiji Tsuruno, Yoshihide Isobe, Shin Ozaki, et.al., 粗間隔ボリュームデータからの境界曲面構築アルゴリズム, 図学研究, 52, 1-6, 1991.03.
83. Kazuhiko Ushio, Reiji Tsuruno, P3-factorization of complete multipartite graphs, Graphs and Combinatorics, Springer Verlag.,
, 5, 1, 385-387, 1989.02.
84. Sachiko Miyazoe, Reiji Tsuruno, Sadahiko Nagae, 高速状態におけるCGシミュレーション~相対性理論に基づく視覚イメージの構築, NICOGRAPH'88, 4, 318-324, 1988.11.
85. Reiji Tsuruno, yoshihide isobe, shin ozaki, sadahiko nagae, eiichi bamba, 放射線治療計画における3D処理法とその臨床応用, NICOGRAPH'88, 266-274, 1988.11.
86. Noboru Matsukura, Reiji Tsuruno, 骨盤骨折の受傷機転に対する実験的検討, 中部日本整形外科災害外科学会雑誌, 31, 5, 2088-2089, 1988.09.
87. Reiji Tsuruno, Hideyuki Isoyama, Miyamoto Takao, et.al., 頭部X線CTからの脳腫瘍部位自動抽出とその3次元表示, 情報処理学会グラフィックスCADシンポジウム, 27, 7, 129-138, 1987.12.
88. Reiji Tsuruno, H.Isoyama, S.Nagae, E.Bamba, K.Shimizu, Y.Okamoto, 脳腫瘍CTの3次元表示システム, NICOGRAPH, 3, 105-113, 1987.11.
89. Reiji Tsuruno, S.Miyazoe, S.Nagae, S.Fukunaga, パーソナルコンピュータにおける拡張Z-BUFFER法, 図学研究, 41, 11-17, 1987.08.
90. Reiji Tsuruno, S.Nagae, S.Fukunaga, N.Matsukura, ビデオ入力によるCT画像の立体表示, 図学研究, 40, 31-37, 1987.03.
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