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Dive into the research topics where Yoshiyuki Mochizuki is active.

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Featured researches published by Yoshiyuki Mochizuki.


international symposium on computer architecture | 1992

An elementary processor architecture with simultaneous instruction issuing from multiple threads

Hiroaki Hirata; Kozo Kimura; Satoshi Nagamine; Yoshiyuki Mochizuki; Akio Nishimura; Yoshimori Nakase; Teiji Nishizawa

In this paper, we propose a multithreaded processor architecture which improves machine throughput. In our processor architecture, instructions from different threads (not a single thread) are issued simultaneously to multiple functional units, and these instructions can begin execution unless there are functional unit conflicts. This parallel execution scheme greatly improves the utilization of the functional unit. Simulation results show that by executing two and four threads in parallel on a nine-functional-unit processor, a 2.02 and a 3.72 times speed-up, respectively, can be achieved over a conventional RISC processor. Our architecture is also applicable to the efficient execution of a single loop. In order to control functional unit conflicts between loop iterations, we have developed a new static code scheduling technique. Another loop execution scheme, by using the multiple control flow mechanism of our architecture, makes it possible to parallelize loops which are difficult to parallelize in vector or VLIW machines.


virtual reality modeling language symposium | 1999

A compression/decompression method for streaming based humanoid animation

Toshiya Naka; Yoshiyuki Mochizuki; Toshiki Hijiri; Tim Cornish; Shigeo Asahara

In VRML, a modeling language for describing 3D objects on the internet, the specification to realize lifelike movement of a 3D character with a skeletal structure (such as a human) has been standardized as VRML Humanoid Animation Ver.1.0 (H-Anim Ver.1.0) in the H-Anim WG of the VRML Consortium. To extend this specification, we suggest a method that makes it possible to send/receive motion data in real time on a network with narrow bandwidth such as a telephone line. Moreover, by sending the motion data with streaming data from server to client, the time required before playback can be greatly reduced. This technology uses basic techniques that can be applied widely to webbased 3D applications, broadcasting contents etc.


Future Generation Computer Systems | 2000

WonderSpace: web based humanoid animation

Toshiya Naka; Yoshiyuki Mochizuki; Shigeo Asahara

Abstract In VRML, a modeling language for 3D objects on the Internet, the specification to realize life-like movement of a 3D character with a skeletal structure (such as a human) has been standardized as the VRML Humanoid Animation (H-Anim) Specification Ver.1.0 in the H-Anim WG of the VRML Consortium. To extend this specification, we suggest a method named “WonderSpace”, it is possible to send/receive motion data in real time on a network with a narrow band width such as a telephone line. Moreover, by sending motion data with streaming data from server to client, the time required before playback can be greatly reduced.


international conference on computer graphics and interactive techniques | 1997

WonderSpace: interactive 3D animation browser

Toshiya Naka; Yoshiyuki Mochizuki

V IS U A L P R O C E E D IN G S E L E C T R IC G A R D E N WonderSpace is a browser for visualizing a virtual world in cyberspace, where lifelike creatures act according to VRML 2.0 and a specification for skeleton animation. Through human-like avatars, WonderSpace realizes voice or sound communication in multi-user cyberspace. Technical features include compression/decompression of shape data and motion data, modified motions generated from a base motion, motion connecting, and synchronizing motion with sound. At SIGGRAPH 97, WonderSpace technology provides three interactive experiences:


Archive | 1997

Transmitter-receiver of three-dimensional skeleton structure motions and method thereof

Toshiya Naka; Yoshiyuki Mochizuki


Archive | 2002

Vehicle information recording system

Yoshiteru Kawasaki; Tadashi Kobayashi; Keiichi Senda; Yoshiyuki Mochizuki


Archive | 2003

Mobile terminal device and image display method

Toshikazu Ohtsuki; Katsunori Orimoto; Yoshiyuki Mochizuki


Archive | 2004

Agent display device and agent display method

Katsunori Orimoto; Toshikazu Ohtsuki; Akira Uesaki; Toshiki Hijiri; Yoshiyuki Mochizuki


Archive | 2002

Virtual television phone apparatus

Yoshiyuki Mochizuki; Katsunori Orimoto; Toshiki Hijiri; Naoki Ohtani; Toshiya Naka; Takeshi Yamamoto; Shigeo Asahara


Archive | 2002

Advertisement distributing device and charging device

Toshiki Hijiri; Yoshiyuki Mochizuki

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