Annals of Faculty of Computer and Information Sciences, Hosei University
Department of computer science <<Previous Next>>
HOME >> No.2 CONTENTS >> Tosiyasu L. KUNII
Professor
Tosiyasu L. KUNII

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

>PAGE TOP

Publications(January 2001 - December 2001)
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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).
  6. 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.
  7. 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
  8. 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.

>PAGE TOP