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Dive into the research topics where Yuki Morimoto is active.

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Featured researches published by Yuki Morimoto.


pacific conference on computer graphics and applications | 2007

Visualization of Dyeing based on Diffusion and Adsorption Theories

Yuki Morimoto; M. Tanaka; Reiji Tsuruno; Kiyoshi Tomimatsu

This paper describes a method for simulating and visualizing dyeing based on weave patterns and the physical parameters of the threads and the dye. We apply Ficks second law with a variable diffusion coefficient. We calculate the diffusion coefficient using the porosity, tortuosity, and the dye concentration based on the physical chemistry of dyeing. The tortuosity of the channel was incorporated in order to consider the effect of the weave patterns on diffusion. In this model, the total mass is conserved. We describe the cloth model using a two-layered cellular model that includes the essential factors required for representing the weft and warp. Our model also includes a simple dyeing technique that produces dyeing patterns by interrupting the diffusion of the dye in a cloth using a press. The results obtained using our model demonstrate that it is capable of modeling many of the characteristics of dyeing.In geometric computing, a shape is typically viewed as a set of points and then represented accordingly, depending on the available data and the application. However, it has been known for a long time that simple shapes may be treated more elegantly by viewing them as points in a higher-dimensional space. Examples include line and sphere geometries, kinematical geometry and Lie groups. Recently, fundamental mathematical properties of spaces of more complicated objects have been studied and applied to certain problems in image processing.


international symposium on visual computing | 2010

Computer-generated tie-dyeing using a 3D diffusion graph

Yuki Morimoto; Kenji Ono

Hand dyeing generates artistic representations with unique and complex patterns. The aesthetics of dyed patterns on a cloth originate from the physical properties of dyeing in the cloth and the geometric operations of the cloth. Although many artistic representations have been studied in the field of non-photorealistic rendering, dyeing remains a challenging and attractive topic. In this paper, we propose a new framework for simulating dyeing techniques that considers the geometry of the folded cloth. Our simulation framework of dyeing in folded woven cloth is based on a novel dye transfer model that considers diffusion, adsorption, and supply. The dye transfer model is discretized on a 3D graph to approximate the folded woven cloth designed by user interactions. We also develop new methods for dip dyeing and tie-dyeing effects. Comparisons of our simulated results with real dyeing demonstrate that our simulation is capable of representing characteristics of dyeing.


Archive | 2011

Dyeing in Computer Graphics

Yuki Morimoto; Kenji Ono; Daisaku Arita

In this chapter, we introduce a physically-based framework for visual simulation of dyeing. Since ancient times, dyeing has been employed to color fabrics in both industry and arts and crafts. Various dyeing techniques are practiced throughout the world, such as wax-resist dyeing (batik dyeing), hand drawing with dye and paste (Yuzen dyeing), and many other techniques Polakoff (1971); Yoshiko (2002). Tie-dyeing produces beautiful and unique dyed patterns. The tie-dyeing process involves performing various geometric operations (folding, stitching, tying, clamping, pressing, etc.) on a support medium, then dipping the medium into a dyebath. The process of dipping a cloth into a dyebath is called dip dyeing. The design of dye patterns is complicated by factors such as dye transfer and cloth deformation. Professional dyers predict final dye patterns based on heuristics; they tap into years of experience and intimate knowledge of traditional dyeing techniques. Furthermore, the real dyeing process is time-consuming. For example, clamp resist dyeing requires the dyer to fashion wooden templates to press the cloth during dyeing. Templates used in this technique can be very complex. Hand dyed patterns require the dyer’s experience, skill, and effort, which are combined with the chemical and physical properties of the materials. This allows the dyer to generate interesting and unique patterns. There are no other painting techniques that are associated with the deformation of the support medium. In contrast to hand dyeing, dyeing simulation allow for an inexpensive, fast, and accessible way to create dyed patterns. We focus on dye transfer phenomenon and woven folded cloth geometry as important factors to model dyed patterns. Some characteristic features of liquid diffusion on cloth that are influenced byweave patterns, such as thin spots andmottles are shown in Figure 1. Also, we adopted some typical models of adsorption isotherms to simply show adsorption. Figure 2 shows the simulated results obtained using our physics-based dyeing framework and a real dyed pattern. Figure 3 depicts the framework with a corresponding dyeing process.


international conference on computer graphics and interactive techniques | 2010

New cloth modeling for designing dyed patterns

Yuki Morimoto; Kenji Ono

We propose a novel cloth modeling method to simulate dyeing techniques. Morimoto et al. [2007] proposed a physics-based dyeing simulation method. To simulate dyeing techniques in conjunction with folded 3D cloth geometries, we developed a natural and intuitive method to generate cloth geometries. This method uses locally applied geometric operations for multiple dyed patterns on a cloth and a Voronoi diagram based stitching algorithm for cloth gathering. It is not intuitive to generate some folded cloth geometries with one cloth, due to the requisite complexity of the cloth geometry. Instead, we implemented a novel sketch-based interface to divide a cloth patch for local geometric operation and for independent stitching operations. Our method provide an intuitive design platform for dyeing patterns.


international conference on computer graphics and interactive techniques | 2004

Cellular modeling of dye stain on cloth

Yuki Morimoto; Reiji Tsuruno

Figure 2: Shading. Real stain Our model


international conference on computer graphics and interactive techniques | 2017

An image generation system of delicious food in a manga style

Sakiko Fujieda; Yuki Morimoto; Kazuo Ohzeki

While the types of images presented in manga can range from realistic to deformed, foods are generally drawn as realistic, delicious-looking images. However, drawing such pictures requires skill. Thus, we propose a system that emphasizes the gloss of wet and oily foods to generate delicious food pictures in a manga style.


international conference on computer graphics and interactive techniques | 2015

Interactive tree illustration generation system

Azusa Mama; Yuki Morimoto; Katsuto Nakajima

Modeling 3D trees is a major theme in the field of computer graphics [Steven et al. 2012]. However, there has been little research on generating illustrations of trees [Yu-Sheng et al. 2012]. One of the ways to generate them is to render their 3D models. However, it is difficult to obtain the characteristic flat representation of illustrations because of the concentration of foliage in the central part of the tree. We present a system to generate a wide variety of tree illustrations by controlling the density of branches, the shape of canopy, and the overlap of flowers and leaves (Fig. 1).


international conference on computer graphics and interactive techniques | 2014

Shading approach for artistic stroke thickness using 2D light position

Takashi Ejiri; Yuki Morimoto; Tokiichiro Takahashi

classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. SIGGRAPH 2014, August 10 – 14, 2014, Vancouver, British Columbia, Canada. 2014 Copyright held by the Owner/Author. ACM 978-1-4503-2958-3/14/08 Shading Approach for Artistic Stroke Thickness using 2D Light Position


international conference on computer graphics and interactive techniques | 2014

Parametric stylized highlight for character animation based on 3D scene data

Ryohei Tanaka; Yuki Morimoto; Hideki Todo; Tokiichiro Takahashi

classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. SIGGRAPH 2014, August 10 – 14, 2014, Vancouver, British Columbia, Canada. 2014 Copyright held by the Owner/Author. ACM 978-1-4503-2958-3/14/08 Parametric Stylized Highlight for Character Animation Based on 3D Scene Data


international conference on computer graphics and interactive techniques | 2014

An icicle generation model based on the SPH method

Masaki Sato; Jun Kobayashi; Tomoaki Moriya; Yuki Morimoto; Tokiichiro Takahashi

classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. SIGGRAPH 2014, August 10 – 14, 2014, Vancouver, British Columbia, Canada. 2014 Copyright held by the Owner/Author. ACM 978-1-4503-2958-3/14/08 An icicle generation model based on the SPH method Masaki Sato Jun Kobayashi Tomoaki Moriya Yuki Morimoto Tokiichiro Takahashi Tokyo Denki University UEI Research Adachi-Ku, Tokyo, Japan {m-sato, j-kobayashi, moriya, yuki, toki}@vcl.jp

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Azusa Mama

Tokyo Denki University

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Kazuo Ohzeki

Shibaura Institute of Technology

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Masaki Sato

Tokyo Denki University

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