Tsukasa Fukusato

ORCID: 0000-0002-5090-1443
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About
Contact & Profiles
Research Areas
  • Human Motion and Animation
  • Computer Graphics and Visualization Techniques
  • Video Analysis and Summarization
  • 3D Shape Modeling and Analysis
  • Advanced Vision and Imaging
  • Face recognition and analysis
  • Human Pose and Action Recognition
  • Generative Adversarial Networks and Image Synthesis
  • Scientific Computing and Data Management
  • Advanced Image and Video Retrieval Techniques
  • Research Data Management Practices
  • Data Visualization and Analytics
  • Image Retrieval and Classification Techniques
  • Advanced Numerical Analysis Techniques
  • Online Learning and Analytics
  • Digital Media and Visual Art
  • Music and Audio Processing
  • Artificial Intelligence in Games
  • Augmented Reality Applications
  • Genomics and Phylogenetic Studies
  • Handwritten Text Recognition Techniques
  • Prosthetics and Rehabilitation Robotics
  • Muscle activation and electromyography studies
  • Cell Image Analysis Techniques
  • Cultural and Historical Studies

Waseda University
2012-2025

The University of Tokyo
2017-2024

Ochanomizu University
2024

Centre de Recherche en Économie et Statistique
2014

Centre for Research in Engineering Surface Technology
2014

Center for Responsible Travel
2014

In this paper, we propose dualFace, a portrait drawing interface to assist users with different levels of skills complete recognizable and authentic face sketches. dualFace consists two-stage assistance provide global local visual guidance: guidance, which helps draw contour lines portraits (i.e., geometric structure), draws details facial parts (which conform user-drawn lines), inspired by traditional artist workflows in drawing. the stage user several lines, then searches relevant images...

10.1007/s41095-021-0227-7 article EN cc-by Computational Visual Media 2021-10-27

<ns3:p>The increased demand for efficient computation in data analysis encourages researchers biomedical science to use workflow systems. Workflow systems, or so-called languages, are used the description and execution of a set steps. systems increase productivity researchers, specifically fields that high-throughput DNA sequencing applications, where scalable is required. As have improved portability workflows, research communities able share workflows reduce cost building ordinary...

10.12688/f1000research.122924.2 preprint EN cc-by F1000Research 2024-06-24

This paper proposes a method to design protective foam for packaging 3D objects. Users first load object and define block-based space by setting the block resolution size of each block. The system then constructs map in using depth textures input object, separates into two regions, outputs regions as foams. proposed is fast stable, allowing user interactively make generated height field direction, so foams can easily be fabricated various materials, such LEGO blocks, sponge with slits,...

10.1109/mcg.2025.3556656 article EN IEEE Computer Graphics and Applications 2025-01-01

This paper focuses on how artificial intelligence (AI) can be used to assist general users in the creation of professional portraits, that is, consistently converting rough sketches into high-quality anime portraits during their sketching process. The input this task is a sequence incomplete human freehand are gradually refined stroke by stroke, while output correspond as guidance. Although recent GANs generate high quality images, it challenging problem maintain generated images from with...

10.1145/3588432.3591548 article EN 2023-07-19

Synthesizing face images from monochrome sketches is one of the most fundamental tasks in field image-to-image translation. However, it still challenging to (1)~make models learn high-dimensional features such as geometry and color, (2)~take into account characteristics input sketches. Existing methods often use indirect inputs (or auxiliary inputs) guide models, resulting loss sketch or alteration information. In this paper, we introduce a Sketch-Guided Latent Diffusion Model (SGLDM), an...

10.48550/arxiv.2302.06908 preprint EN cc-by arXiv (Cornell University) 2023-01-01

Abstract We present an interactive user interface to support sketch‐based fluid design with a perceptual understanding of human sketches. In particular, the proposed system generates 2D animation from hand‐drawn The utilizes conditional generative adversarial network model generate stationary velocity fields sketch input. is trained strokes and corresponding fields. On basis generated field, calculates dynamics using semi‐Lagrangian method. ran study confirmed that effective for achieves...

10.1002/cav.1889 article EN Computer Animation and Virtual Worlds 2019-05-01

<ns7:p>The increased demand for efficient computation in data analysis encourages researchers biomedical science to use workflow systems. Workflow systems, or so-called languages, are used the description and execution of a set steps. systems increase productivity researchers, specifically fields that high-throughput DNA sequencing applications, where scalable is required. As have improved portability workflows, research communities able share workflows reduce cost building ordinary...

10.12688/f1000research.122924.1 preprint EN cc-by F1000Research 2022-08-04

This paper presents a method that enables the estimation and depiction of onomatopoeia in computer-generated animation based on physical parameters. Onomatopoeia is used to enhance characteristics movement, users understand more intuitively. We experiment with scenes within process. To quantify onomatopoeia, we employ Komatsu's [2012] assumption, i.e., can be expressed by n-dimensional vector. also propose phonetic symbol vectors correspondence symbols impressions using questionnaire-based...

10.1145/2668064.2668096 article EN other-oa 2014-11-06

Animating 3D characters using motion capture data requires basic expertise and manual labor. To support the creativity of animation design make it easier for common users, we present a sketch-based interface DualMotion, with rough sketches as input designing daily-life animations characters, such walking jumping.Our approach enables to combine global motions lower limbs local upper in database by utilizing two-stage strategy. Users are allowed starting drawing trajectory body/lower limb...

10.1587/transinf.2022iip0011 article EN IEICE Transactions on Information and Systems 2023-03-31

Synthesizing facial images from monochromatic sketches is one of the most fundamental tasks in field image-to-image translation. However, it still challenging to teach model high-dimensional face features, such as geometry and color, characteristics input sketches, which should be considered simultaneously. Existing methods often use indirect inputs (or auxiliary inputs) guide models, resulting loss sketch features or alterations information. In this paper, we introduce a Sketch-Guided...

10.1109/access.2023.3346408 article EN cc-by-nc-nd IEEE Access 2023-12-25

Retrieving human motions is laborious and time-consuming because retrieving not intuitive. In this work, we propose a sketch-based user interface for users to search the expected motions. First, extract joint trajectories of skeletal motion data construct database. Second, system searches relevant in database according query sketch results real-time generates shadow guidance that guides freeform sketching trajectories. addition, performed comparative study evaluate utility effectiveness...

10.1109/nicoint52941.2021.00015 article EN 2021-07-01

This work proposes a compact supernumerary robotic limb that can augment our body physical functions and support the daily activities with an extra wearable robot arm. The proposed device adopts double-layer scissor unit for extendable mechanism, which achieve distance 2.5 times longer than forearm length. be mounted on user’s upper arm transform into state without any obstruction to wearers. is lightweight results in low amounts of exertion wearer. We developed prototype demonstrate...

10.1145/3532525.3532531 article EN 2022-05-25

Data-driven animation using a large human motion database enables the programing of various natural motions. While development capture system allows acquisition realistic motion, segmenting captured into series primitive motions for construction is necessary. Although most segmentation methods have focused on periodic e.g., walking and jogging, non-periodic asymmetrical such as dance performance, remains challenging problem. In this paper, we present specialized approach motion. Our consists...

10.5220/0005304303320339 article EN cc-by-nc-nd 2015-01-01

Constructing stroke correspondences between keyframes is one of the most important processes in production pipeline hand-drawn inbetweening frames. This process requires time-consuming manual work imposing a tremendous burden on animators. We propose method to estimate raster character images (keyframes) without vectorization processes. First, proposed system separates closed areas each keyframe and estimates by using characteristics shape, depth, area connection. Second, from estimated...

10.1109/nicoint52941.2021.00014 preprint EN 2021-07-01

Reproducibility of data analysis workflow is a key issue in the field bioinformatics. Recent computing technologies, such as virtualization, have made it possible to reproduce execution with ease. However, reproducibility results not well discussed; that is, there no standard way verify whether biological interpretation reproduced same. Therefore, still remains challenge automatically evaluate results.

10.1093/gigascience/giad031 article EN cc-by GigaScience 2022-12-28

Wire sculpture is a unique art form where an artist represents 3D using 1D wires. However, the design of novel wire difficult and limited to talented experts. We introduce computer-assisted framework for manually creating bending from given models. Our method extracts set contour-curves several viewpoints as target sculpture. Next, we generate grooves on surface model, prints it with printer support. By directly fitting wires into assembling, users can fabricate easily quickly.

10.1145/3355056.3364575 article EN 2019-11-17

Dressing virtual characters is necessary for many applications such as film and game. However, modeling clothing a significant bottleneck, because it requires manual effort to design clothing, position correctly on the body, adjusting fitting. Therefore, even if we wish similar looking that have very different poses shapes, would need repeat tedious process practically from scratch. We then propose method automatic design-preserving transfer of between in various shapes. As shown results,...

10.1145/2668975.2668989 article EN 2014-11-24

Dressing virtual characters is necessary for many applications, while modeling clothing a significant bottleneck. Therefore, it has been proposed that the idea of Garment Transfer transfer-ring model from one character to another [Brouet et al. 2012]. In recent years, this extended be applicable between in various poses and shapes [Narita 2014]. However, texture design not preserved their method since they deform source fit target body (see Figure 1(a)(c)).

10.1145/2787626.2792622 article EN 2015-07-30

In recent years, a lot of 3D character dance animation movies are created by amateur users using 3DCG editing tools (e.g. MikuMikuDance). Whereas, most them manually. Then automatic facial system for dancing will be useful to create and visualize impressions effectively. Therefore, we address the challenging theme estimate character's emotions (we call "dance emotion"). previous work considering music features, DiPaola et al. [2006] proposed music-driven emotionally expressive face system....

10.1145/2820926.2820935 article EN 2015-11-02
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