Advanced Technology Division - Library
Talk
Lip-Sync ML: Machine Learning-based Framework to Generate Lip-sync Animations in FINAL FANTASY VII REBIRTH
Masato Nakada, Leandro Graciá Gil, Akira Iwasawa and Ryo Hara
ACM SIGGRAPH 2024 Talks,22:1-22:2 (2024)
Talk
DCCツールの補助骨システムをUnityで動かす
- BurstとJob Systemの活用事例 -
Ryusuke Sasaki
CEDEC 2023 (2023)
Paper
Shadow Techniques from Final Fantasy XVI
Sammy Fatnassi
Technical Report (2023)
Talk
機械学習によるリップシンクアニメーション自動生成技術と
FINAL FANTASY VII REMAKEのアセットを訓練データとした実装実例
Masato Nakada, Leandro Gracia Gil, Ryo Hara and Akira Iwasawa
CEDEC 2022 (2022)
Talk
ゲームプログラマのための数学の歩き方 - クォータニオンとリー群編
Isamu Hasegawa and Hyeongki Park (Kyushu University)
CEDEC 2021 (2021)
Talk
ゲームプログラマのための数学の歩き方 – デュアルクォータニオン編
Isamu Hasegawa and Shizuo Kaji (Kyushu University) and Hiroyuki Ochiai (Kyushu University)
CEDEC 2021 (2021)
Talk
Driving Emotionally Expressive NPC Animations and Behaviors with a Designer-friendly Pipeline
Gautier Boeda
GDC 2021 AI Summit (2021)
Talk
Maya 2022 における Python 3 と 2 の相互運用のノウハウ
Ryusuke Sasaki
ボーンデジタル・セミナー (2021)
Talk
環境照明下におけるImageworksライティングモデルを用いた材質のリアルタイムレンダリング
Tomohiro Mizokuchi and Vongsay Kitti
CGVI第179回研究発表会 (2020)
Talk
ゲームプログラマのための数学の歩き方 - ラプラシアン編
Isamu Hasegawa and Tomo Ota (Kyushu University)
CEDEC 2020 (2020)
Talk
Knowledge Overload : Keeping AI Knowledge Organized In Large Scale Projects/大規模プロジェクトでAI情報を整理
Guillaume Bouilly
CEDEC 2020 (2020)
Talk
"FINAL FANTASY VII REMAKE"における自動QAシステムの構築と運用
Kenichiro Ota
CEDEC2020 (2020)
Talk
Velocity-based compression of 3D rotation, translation, and scale animations
David Goodhue
ACM SIGGRAPH 2020 Talks, 45:1–45:2 (2020)
Paper
Automatic verification for node-based visual script notation using model checking
Isamu HASEGAWA and Tomoyuki YOKOGAWA
LNCS 11852, pp.52-68 (ICFEM 2019) (2019)
Paper
Real-time Rendering of Layered Materials with Anisotropic Normal Distributions
Tomoya Yamaguchi, Tatsuya Yatagawa, Yusuke Tokuyoshi and Shigeo Morishima
ACM SIGGRAPH ASIA 2019 Technical Briefs (2019)
Talk
その課題、大学と一緒に解決しませんか?~産学連携・共同研究のススメ~
Norihiro Yoshida and Hideto Ogawa and Isamu Hasegawa
CEDEC 2019 (2019)
Talk
AIにだって心はある!音声を使ったインタラクションで感情を持ったキャラクターAIと遊ぼう!
Gautier Boeda
CEDEC 2019 (2019)
Paper
Hierarchical Russian Roulette for Vertex Connections
Yusuke Tokuyoshi and Takahiro Harada
ACM Transactions on Graphics 38, 4, Article 36 (SIGGRAPH 2019) (2019)
Talk
Maya のしくみ ~ 基礎から学ぶ DG とパラレル評価、そしてキャッシュプレイバック ~
Ryusuke Sasaki
ボーンデジタルセミナー (2019)
Paper
Improved Geometric Specular Antialiasing
Yusuke Tokuyoshi and Anton S. Kaplanyan
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2019, 8:1–8:8 (2019)
Talk
Balancing Nightmares: an AI Approach to Balance Games with Overwhelming Amounts of Data
Kazuko Manabe
GDC 2019 (2019)
Talk
Changing the Game: Measuring and Influencing Player Emotions Through Meta AI
Yuta Mizuno and Daiki Satoi
GDC 2019 AI Summit (2019)
Talk
NPCs Have Feelings Too: Verbal Interactions with Emotional Character AI
Gautier Boeda
GDC 2019 AI Summit (2019)
Talk
Enhanced Immersivity: Using Speech Recognition for More Natural Player AI Interactions
Gautier Boeda
GDC 2019 VRDC Track (2019)
Paper
保守的シャドウマップを用いたFrustum Traced Shadowsの高速化
Tomohiro Mizokuchi and Yusuke Tokuyoshi
画像電子学会誌 47, 4, 418–424 (2018)
Talk
モジュラーリギングシステム CRAFT と内製ツールの紹介
Ryusuke Sasaki
CGWORLD 2018 クリエイティブカンファレンス (2018)
Talk
AIによる汎用的バランス調整とその可視化 グリムノーツRepage PvPの事例
Kazuko Manabe and Shigeru Awaji
CEDEC 2018 (2018)
Talk
Bidirectional Path Tracing Using Backward Stochastic
Light Culling
Yusuke Tokuyoshi and Takahiro Harada
ACM SIGGRAPH 2018 Talks, 70:1–70:2 (2018)
Poster
Conservative Z-Prepass for Frustum-Traced Irregular Z-Buffers
Yusuke Tokuyoshi and Tomohiro Mizokuchi
ACM SIGGRAPH 2018 Posters, 34:1–34:2 (2018)
Paper
保守的シャドウマップを用いたFrustum Traced Shadowsの高速化
Tomohiro Mizokuchi and Yusuke Tokuyoshi
Visual Computing 2018 (2018)
Talk
リアルな表情を生み出すテクスチャ表現と、豊かなアニメーションを生み出すFACSを使用したリギング
Eitaro Iwabuchi, Adelle Bueno and Kazuhisa Chida
CEDEC 2017 (2017)
Talk
人工知能(メタAI)を用いたゲームデザインの変革
Yuta Mizuno and Youichiro Miyake
CEDEC 2017 (2017)
Talk
FINAL FANTASY XVにおけるキャラクターナビゲーションパイプライン
~パス検索とステアリングとアニメーションの連携~
Fabien Gravot and Kazuya Shimokawa
CEDEC 2017 (2017)
Poster
Velocity-based Compression of 3D Animated Rotations
David Goodhue
ACM SIGGRAPH 2017 Posters, 14:1–14:2 (2017)
Paper
Stochastic Light Culling for VPLs on GGX Microsurfaces
Yusuke Tokuyoshi and Takahiro Harada
Computer Graphics Forum 36, 4, 55–63 (EGSR 2017)
(2017)
Misc
Error Reduction and Simplification for Shading Anti-Aliasing
Yusuke Tokuyoshi
Technical Report (2017)
Talk
Achieving High-Quality, Low-Cost Skin: An Environment Approach
Adelle Bueno and Eduardo Mosena
GDC 2017 (2017)
Paper
Modified Filtered Importance Sampling for Virtual Spherical Gaussian Lights
Yusuke Tokuyoshi
Computational Visual Media 2, 4, 343–355 (2016)
Paper
Modified Filtered Importance Sampling for Virtual Spherical Gaussian Lights
Yusuke Tokuyoshi
Pacific Graphics 2016 Short Papers, 13–18 (Best Short Paper Award) (2016)
Talk
確率的ライトカリング -理論と実装-
Yusuke Tokuyoshi and Takahiro Harada
CEDEC 2016 (2016)
Poster
カラーペトリネットを用いたゲームデザイン:ゲームメカニズムのバランスを取るために
Patrick S. Davis
CEDEC 2016 Interactive Sessions (2016)
Talk
Rendering Techniques of Final Fantasy XV
Sharif Elcott, Kay Chang, Masayoshi Miyamoto and Napaporn Metaaphanon
ACM SIGGRAPH 2016 Talks, 48:1–48:2 (2016)
Talk
スケールを使ったリグのはなし ~ DCCツールのしくみからエンジンへの出力まで
Ryusuke Sasaki
Computer Animation Open Course – Rig and Tools – (2016)
Paper
Stochastic Light Culling
Yusuke Tokuyoshi and Takahiro Harada
Journal of Computer Graphics Techniques 5, 1, 35–60 (presented at I3D 2017) (2016)
Paper
Morphing of Granular Sounds
Sadjad Siddiq
International Conference on Digital Audio Effects 2015, 4–11 (2015)
Talk
Physics Simulation R&D at Square Enix
Witawat Rungjiratananon
ACM SIGGRAPH ASIA 2015 R&D in the Video Game Industry, 4:1–4:2 (2015)
Poster
Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights
Yusuke Tokuyoshi
ACM SIGGRAPH ASIA 2015 Posters, 12:1–12:1 (2015)
Paper
Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination
Yusuke Tokuyoshi
Computer Graphics Forum 34, 7, 89–98 (Pacific Graphics 2015) (2015)
Talk
FINAL FANTASY XV -EPISODE DUSCAE-のエフェクトはこうして作られた~Luminous VFX Editorの紹介~
Isamu Hasegawa, Ryota Nozoe and Teppei Ono (SQUARE ENIX Business Division 2)
KYUSHU CEDEC 2015 (2015)
Talk
FINAL FANTASY XV -EPISODE DUSCAE-のエフェクトはこうして作られた~Luminous VFX Editorの紹介~
Isamu Hasegawa, Ryota Nozoe and Teppei Ono (SQUARE ENIX Business Division 2)
CEDEC 2015 (2015)
Talk
FINAL FANTASY XV -EPISODE DUSCAE-におけるキャラクターAIの意思決定システム
Yoji Shirakami, Yoichiro Miyake and Kousuke Namiki
CEDEC 2015 (2015)
Talk
モジュラーリグシステムのアーキテクチャ
Ryusuke Sasaki
CEDEC 2015 (2015)
Talk
FINAL FANTASY XV -EPISODE DUSCAE- のアニメーション ~接地感向上のためのとりくみ~
Noriyuki Imamura and Katsuaki Kawachi
CEDEC 2015 (2015)
Talk
球面ガウス関数を極める -動的間接照明の高速近似-
Yusuke Tokuyoshi
CEDEC 2015 (2015)
Paper
Specular Lobe-Aware Filtering and Upsampling for Interactive Indirect Illumination
Yusuke Tokuyoshi
Computer Graphics Forum 34, 6, 135–147 (presented at Eurographics 2016) (2015)
Talk
Practical Applications of Compute for Simulation in Agni's Philosophy
Napaporn Metaaphanon
GPU Compute for Graphics, ACM SIGGRAPH ASIA 2014 Courses, 8:89–8:137 (2014)
Talk
Point Cloud Culling for Imperfect Shadow Maps
Yusuke Tokuyoshi
GPU Compute for Graphics, ACM SIGGRAPH ASIA 2014 Courses, 8:138–8:140 (2014)
Talk
An Implementation of Adaptive Tile Subdivision on the GPU
Yusuke Tokuyoshi
GPU Compute for Graphics, ACM SIGGRAPH ASIA 2014 Courses, 8:141–8:148 (2014)
Paper
Virtual Spherical Gaussian Lights for Real-Time Glossy Indirect Illumination
Yusuke Tokuyoshi
ACM SIGGRAPH ASIA 2014 Technical Briefs, 17:1–17:4 (2014)
Talk
当たって砕けろッ!プロシージャルオーディオ制作
Sadjad Siddiq, Hikaru Taniyama, Yuki Hirose
CEDEC 2014 (2014)
Poster
Directionality-Aware Rectilinear Texture Warped Shadow Maps
Yusuke Tokuyoshi, Tiago da Silva and Takashi Kanai
ACM SIGGRAPH 2014 Posters, 94:1–94:1 (2014)
Paper
Adaptive Ray-bundle Tracing with Memory Usage Prediction: Efficient Global Illumination in Large Scenes
Yusuke Tokuyoshi, Takashi Sekine, Tiago da Silva and Takashi Kanai
Computer Graphics Forum 32, 7, 315–324 (Pacific Graphics 2013) (2013)
Poster
Specular Lobe Aware Upsampling Based on Spherical Gaussians
Yusuke Tokuyoshi
ACM SIGGRAPH 2013 Posters, 107:1–107:1 (2013)
Paper
Latent Nonuniform Splines for Animation Approximation
Tomohiko Mukai
ACM SIGGRAPH ASIA 2012 Technical Briefs, 3:1–3:4 (2012)
Poster
Imperfect Ray-Bundle Tracing for Interactive Multi-Bounce Global Illumination
Yusuke Tokuyoshi and Shinji Ogaki
High Performance Graphics 2012 Posters (2012)
Talk
Global Illumination Using Ray-Bundle Tracing
Yusuke Tokuyoshi and Takashi Sekine
AMD Fusion Developer Summit 2012 (2012)
Paper
Real-Time Bidirectional Path Tracing via Rasterization
Yusuke Tokuyoshi and Shinji Ogaki
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012, 183–190 (2012)
Poster
Spline Motion Transitions in Linear Subspaces
Tomohiko Mukai
ACM SIGGRAPH ASIA 2011 Posters, 11:1–11:2 (2011)
Poster
Modeling Ranges of Limb Motion for Real-Time Inverse Kinematics
Tomohiko Mukai
ACM SIGGRAPH ASIA 2011 Posters, 4:1–4:1 (2011)
Paper
Fast Global Illumination Baking via Ray-bundles
Yusuke Tokuyoshi, Takashi Sekine and Shinji Ogaki
ACM SIGGRAPH ASIA 2011 Technical Sketches, 25:1–25:2 (2011)
Paper
Motion Rings for Interactive Gait Synthesis
Tomohiko Mukai
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2011, 125–132 (2011)
Paper
Direct Ray Tracing of Phong Tessellation
Shinji Ogaki and Yusuke Tokuyoshi
Computer Graphics Forum 30, 4, 1337–1344 (EGSR 2011) (2011)
Paper
Direct Ray Tracing of Phong Tessellation
Shinji Ogaki
ACM SIGGRAPH ASIA 2010 Technical Sketches, 19:1–19:2 (2010)
Paper
An Empirical Fur Shader
Shinji Ogaki, Yusuke Tokuyoshi and Sebastian Schoellhammer
ACM SIGGRAPH ASIA 2010 Technical Sketches, 16:1–16:2 (2010)
Poster
Final Gathering using Adaptive Multiple Importance Sampling
Yusuke Tokuyoshi, Shinji Ogaki and Sebastian Schoellhammer
ACM SIGGRAPH ASIA 2010 Posters, 47:1–47:1 (2010)