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Dive into the research topics where Atsushi Kunimatsu is active.

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Featured researches published by Atsushi Kunimatsu.


eurographics | 2003

Realistic animation of fluid with splash and foam

Tsunemi Takahashi; Hiroko Fujii; Atsushi Kunimatsu; Kazuhiro Hiwada; Takahiro Saito; Ken Tanaka; Heihachi Ueki

In this paper we describe a method for modeling and rendering dynamic behavior of fluids withsplashes and foam. A particle system is built into a fluid simulation system to represent an ocean wavecresting and spraying over another object. We use the Cubic Interpolated Propagation (CIP) method asthe fluid solver. The CIP method can solve liquid and gas together in the framework of fluid dynamicsand has high accuracy in the case of relatively coarse grids. This enables us to simulate the fluids in ashort time and describe the motion of splashes in the air that is associated with the liquid motion well.The foam floating on the water also can be described using the particle system. We integrate the rigidbody simulation with the fluid and particle system to create sophisticated scenes including splashes andfoam. We construct state change rules that are used with the particle system. This controls the generation,vanishing and transition rule of splashes and foam. The transition rule makes the seamless connection betweena splash and foam. We employed a fast volume rendering method with scattering effect for particles.One of the important features of our method is the combination of fast simulation and rendering techniques,which provides dynamic and realistic scenes in a short time.


international conference on computer graphics and interactive techniques | 2002

The simulation of fluid-rigid body interaction

Tsunemi Takahashi; Heihachi Ueki; Atsushi Kunimatsu; Hiroko Fujii

This sketch describes the modeling of the interaction between fluid and rigid bodies, how to simulate scenes in which fluid pressure acts on a rigid body, and conversely, in which rigid body motion drives a force back to fluid. We construct the interface between fluid simulation using the Cubic Interpolated Propagation (CIP) method and rigid body simulation using the impulse-based method. For fast simulation, we apply the CIP method to uniform structured meshes. For treating the interaction between rigid bodies and fluid efficiently, we use Volume of Solid (VOS) for rigid bodies, and for the collision among rigid bodies, we use Polygon-Polygon collision detection. For fast response to rigid bodys collision, we use smaller time step for rigid body than for fluid.


IEEE Micro | 2000

Vector unit architecture for emotion synthesis

Atsushi Kunimatsu; Nobuhiro Ide; Toshinori Sato; Yukio Endo; Hiroaki Murakami; Takayuki Kamei; Masashi Hirano; Fujio Ishihara; Haruyuki Tago; Masaaki Oka; Akio Ohba; Teiji Yutaka; Toyoshi Okada; Masakazu Suzuoki

Two vector units embedded in the emotion engine chip support high-quality 3D graphics, emotion synthesis, and 300-MHz, 5.5-GFLOPS operation for the recently introduced PlayStation2 game entertainment system.


Computer Graphics Forum | 2001

Fast simulation and rendering techniques for fluid objects

Atsushi Kunimatsu; Y. Watanabe; Hiroko Fujii; Takahiro Saito; Kazuhiro Hiwada; Tsunemi Takahashi; Heihachi Ueki

Movies with actions and light effects of fluid objects are aesthetically pleasing and interesting. Until now, the calculation costs of simulation and rendering of fluid objects have been very high. Using a modern PC system and appropriate methods, we achieved a time of 10‐20 seconds per frame for this application. Our system uses a full Navier‐Stokes equation solver with uniform Eulerian mesh, marching cube isosurface techniques, Catmull‐Clark subdivision surface techniques, ray tracing techniques on each vertex and conventional polygon base rendering by HW accelerator. In this paper, we describe the components of our system and the reasons for choosing them. By measuring CPU times of each process for some movie scenes of fluid objects, we evaluate this system. We consider what factors are important for creating movies of fluid objects with short TAT.


intelligent robots and systems | 2003

High-speed object tracking in ordinary surroundings based on temporally evaluated optical flow

Ryuzo Okada; Junji Oaki; Daisuke Yamamoto; Nobuhiro Kondoh; Hiroshi Miyazaki; Koki Uesugi; Jiro Amemiya; Kenji Shirakawa; Atsushi Kunimatsu

This paper describes an active camera system for high-speed object tracking. Under ordinary illumination, such as fluorescent lights, our system is capable of tracking an object in a typical indoor environment that contains a cluttered background. In order to accomplish this task, we developed a high-sensitivity high-frame-rate visual sensor system and a real-time object tracking algorithm that makes use of our previously proposed motion estimation technique, which is capable of robustly estimating optical flow in a high-frame-rate image sequence. The experimental results for our active camera system show the effectiveness and robustness of our visual sensor system and tracking algorithm.


international solid-state circuits conference | 2014

19.3 66.3KIOPS-random-read 690MB/s-sequential-read universal Flash storage device controller with unified memory extension

Konosuke Watanabe; Kenichiro Yoshii; Nobuhiro Kondo; Kenichi Maeda; Toshio Fujisawa; Junji Wadatsumi; Daisuke Miyashita; Shouhei Kousai; Yasuo Unekawa; Shinsuke Fujii; Takuma Aoyama; Takayuki Tamura; Atsushi Kunimatsu; Yukihito Oowaki

Mobile devices have made remarkable advances in recent years. They generally use embedded NAND storage devices, which are tiny (10s of millimeters square) and low-power (around 1W in the active state) single BGA packages that contain both a controller and NAND chips. Figure 19.3.1 shows read performance of recent embedded NAND storage device products and the maximum link speeds in their standards. The figure indicates that more powerful embedded NAND storage devices are desired by the market. In particular, universal Flash storage (UFS) 2.0, the latest standard, defines high link speed, which is 3× faster than the recent embedded multimedia card (eMMC). In this context, we develop a UFS 2.0 device that introduces new features to the conventional embedded NAND storage device controller architecture to improve read performance. Figure 19.3.2 shows a block diagram of our controller. We improve the read performance in the following ways: 1) suppress the number of NAND read accesses and reduce the read latency by introducing unified memory (UM) and caching data for address translations on it, 2) increase the number of NAND chips activated simultaneously with dedicated hardware and new command scheduling, and 3) maximize bandwidth by supporting 5.8Gb/s 2-lane M-PHY link with low-power analog circuits.


symposium on vlsi circuits | 2015

Caching mechanisms towards single-level storage systems for Internet of Things

Yosuke Bando; Konosuke Watanabe; Kenichi Maeda; Hiroki Kudo; Masahiro Ishiyama; Atsushi Kunimatsu; Hiroto Nakai; Masafumi Takahashi; Yukihito Oowaki

Internet of Things (IoT) involves coping with enormous number of distributed devices. This paper introduces three pieces of caching technology as steps towards single-level storage systems that can host and map numerous IoT devices on a single vast address space: 1) a caching mechanism for making solid-state storage appear as huge main memory, 2) speeding up access to resource-limited IoT devices by caching the address translation table of solid-state storage chips, and 3) ad hoc device-to-device data relay, which can be used as effective network caching for mapping IoT devices.


Archive | 2008

Integrated memory management and memory management method

Atsushi Kunimatsu; Hiroto Nakai; Hiroyuki Sakamoto; Kenichi Maeda


Archive | 2012

Memory management device

Atsushi Kunimatsu; Masaki Miyagawa; Hiroshi Nozue; Kazuhiro Kawagome; Hiroto Nakai; Hiroyuki Sakamoto; Tsutomu Owa; Tsutomu Unesaki; Reina Nishino; Kenichi Maeda; Mari Takada


Archive | 2009

INFORMATION PROCESSING DEVICE INCLUDING MEMORY MANAGEMENT DEVICE MANAGING ACCESS FROM PROCESSOR TO MEMORY AND MEMORY MANAGEMENT METHOD

Atsushi Kunimatsu; Hiroto Nakai; Hiroyuki Sakamoto; Kenichi Maeda; Masaki Miyagawa; Hiroshi Nozue; Kazuhiro Kawagome

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