Message
Since I was 8 years old when
the 2nd World War ended, my lifetime goal has been to dedicate
my life for the growth of other people and our society through
higher education to rebuild better world. My Favorite music
is Pergolesi's Stabat Mater he composed in his deathbed
at the age of mid twenties. This was the music that had
encouraged me to stand upright during my difficult presidency
at the University of Aizu. I enjoy the nature. Back packing
and alpine skiing are refreshing. I had been a ski instructor,
and still is occasionally.
My home- page address: http://www.kunii.com
e-mail addresses: kunii@k.hosei.ac.jp;
tosi@kunii.com
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Publications(January 2001 - December 2001)
- Tosiyasu L. Kunii, "Practicing Global Openness in
Education: From Elementary Schools to Graduate Schools",
Proceedings of Digital and Academic Liberty of Information
(dali 2001), March 26-29, 2001, Aizu-Wakamatsu, Japan.
Abstract - An experience-based
summary of global open education is presented solely for
promoting its practices. My life has been benefited from
practicing open education, first at an elementary school
and later at a graduate school. The openness has been
local because of the lack of globalization mechanisms
in education. It is fairly recent that we have effective
global educations mechanisms for global interactivity
and global two way communications such as the web and
cyberspaces. Compared to local open education, global
open education removes the boundaries of ages, organizations,
nations, sexes, and disciplines. Many unseen barriers
exist to prevent global open education, mostly originating
from survival intuitions and fights embodied in life itself.
Since the barriers are rooted in the nature of life, it
is hard to practice global openness in education. Hence
it is important to cooperate for us to practice it to
see real advances in our knowledge.
- Tosiyasu L. Kunii, "Topological Graphics",
Proceedings of Spring Conference on Computer Graphics 2001
(SCCG 2001), (April 26-28, 2001, Budmerice Castle, Slovak
Republic), pp. 2-9, (IEEE Computer Society Press, Los Alamitos,
California, U. S. A.).
Abstract - Topological
graphics opens up completely new worlds in computer graphics
applications. It is supported by advances in modern algebraic
topology: homotopy theory and cellular spatial structures
in particular. Topological graphics lays out the framework
to interactive construct cyberworlds emerging on the web.
It guides graphics software design to make it minimal
and reusable. This progress report on our own frontier
researches gives abundant of examples as well as the brief
summary of the theoretical foundation.
Key words and phrases: web graphics, homotopy,
algebraic topology, differential topology, a cellular
model, cellular spatial structures, a cyberworld model.
- Kenji Ohmori and Tosiyasu L. Kunii, "Shape Modeling
Using Homotopy", Proceedings of International Conference
on Shape Modeling and Applications 2001 (SMI 2001), Genoa,
Italy, May 7-11, 2001, pp. 126-133, IEEE Computer Society
Press, Los Alamitos, California, May 2001.
Abstract
- We introduce a new method of shape modeling using homotopy
and object-oriented modeling. Homotopy is a kind of topology
that gives more general ideas of preserving invariant
properties of geometrical objects and is further expanded
to conceptual objects. The conventional shape modeling
using polygonalization has serious difficulties in preserving
invariant properties, leading to the necessity of a massive
amount of data. On the other hand, the combination of
homotopy and object-oriented modeling, which uses class
hierarchy, help preserve invariant properties at all abstraction
levels. We will explain how our new method will help us
preserve invariant properties, which keeps the amount
of data to the minimum possible level, using an example
of a tennis ball rolling on a slope.
Keywords: homotopy model, cellular spatial structures,
filtration.
- Taku Komura, Yoshihisa Shinagawa and Tosiyasu L. Kunii,
"Motion Conversion Based on the Musculoskeltal System",
Proceedings of Graphics Interface 2001, June 7 - 9, 2001,
Ottawa, Ontario, Canada, pp.27-36.
Abstract - Inverse kinematics
is one of the most popular method in computer graphics
to control 3D multi-joint characters. In this paper, we
propose an inverse kinematics algorithm that takes the
characteristics of human bodies into account. The mausculoskeletal
model is used to solve the redundancy of the human body.
Using our method, feasible human body motion can be obtained
simply by specifying the motion of several end effectors
or body segments. Since muscle dynamics is taken into
account, the configuration space of the human body is
automatically calculated, and unrealistic postures can
be avoided, it is also possible to tune the motion by
changing the external load applied to the muscles. Using
our method, the amount of work by the animators is reduced
to create natural human animation.
- Masayuki Hisada and Tosiyasu L. Kunii, "Implementation
of Object Attachments by Cellular Modeling", Proceedings
of CG International 2001, July 3-6, 2001, Hong Kong, pp.159-166,
IEEE Computer Society Press, Los Alamitos, California, July
2001
Abstract - We research
the defects of geometric modeling in representing object
attachments. It is difficult to represent different types
of object attachments such as gluing or fusing in current
computer graphics. We consider two types of different
attachments such that an object is put on the top of another
object, and an object is fused to the top of another object.
To represent the relationships of object attachments,
we assume a hypothesis such that we can represent the
information of object attachments in computer graphics
based on the cellular models, and consider the real implementation
in computer graphics for proving that the cellular model
of object attachments meets the hypothesis. The results
of our research are expected to influence major applications
including computer integrated manufacturing (CIM).
- Taku Komura, Yoshihisa Shinagawa and Tosiyasu L. Kunii,
"An Inverse Kinematics Method Based on Muscle Dynamics",
Proceedings of CG International 2001, July 3-6, 2001, Hong
Kong, pp.15-22, IEEE Computer Society Press, Los Alamitos,
California, July 2001.
Abstract - Inverse kinematics
is one of the most popular method in computer graphics
to control 3D multi-joint characters. In this paper, we
propose an inverse kinematics algorithm that takes the
characteristics of human bodies into account. The mausculoskeletal
model is used to solve the redundancy of the human body.
Using our method, feasible human body motion can be obtained
simply by specifying the motion of several end effectors
or body segments. Since muscle dynamics is taken into
account, the configuration space of the human body is
automatically calculated, and unrealistic postures can
be avoided, it is also possible to tune the motion by
changing the external load applied to the muscles. Using
our method, the amount of work by the animators is reduced
to create natural human animation.
- Masaki Hilaga, Yoshihisa Shinagawa, Taku Kohmura, and
Tosiyasu L. Kunii, "Topology Matching for Fully Automatic
Similarity Estimation of 3D Shapes", Proceedings of
SIGRAPH 2001, August 12-17, 2001, Los Angels, USA, pp.203-212,
ACM Press, 1515 Broadway, New York, NY, 10036, USA, August,
2001.
Abstract - There is
a growing need to be able to accurately and efficiently
search visual data sets, and in particular, 3D shape data
sets. This paper proposes a novel technique, called Topology
Matching, in which similarity between polyhedral models
is quickly, accurately, and automatically calculated by
comparing Multiresolutional Reeb Graphs (MRGs). The MRG
thus operates well as a search key for 3D shape data sets.
In particular, the MRG represents the skeletal and topological
structure of a 3D shape at various levels of resolution.
The MRG is constructed using a continuous function on
the 3D shape, which may preferably be a function of geodesic
distance because this function is invariant to translation
and rotation and is also robust against changes in connectivities
caused by a mesh simplification or subdivision. The similarity
calculation between 3D shapes is processed using a coarse-to-fine
strategy while preserving the consistency of the graph
structures, which results in establishing a correspondence
between the parts of objects. The similarity calculation
is fast and efficient because it is not necessary to determine
the particular pose of a 3D shape, such as a rotation,
in advance. Topology Matching is particularly useful for
interactively searching for a 3D object because the results
of the search fit human intuition well.
Keywords: Computer Vision, Shape Recognition, 3D
Search
- Tosiyasu L. Kunii, Gleb V.Nosovskij and Vladimir L.
Vecherlinin, "Two-Dimensional Diffusion Model For Diffuse
Ink Painting", International Journal of Shape Modeling,
Vol. 7, No. 1, 2001, pp. 45-58, World Scientific Publishing
Company, Singapore.
Abstract - In our previous
work the multidimensional diffusion model for computer
animation of diffuse ink painting was suggested. The model,
which we proposed, provided the intensity distributions
very similar to those in real images. In the previous
paper, only few calculations in the case of a circle as
an initial zone were presented. Now we modify the model
and present the results of more accurate calculations
for an initial zone of arbitrary shape.
Keywords: Multidimensional diffusion processes,
Colloidal liquid, Computer animation.
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