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Computer Science and Engineering Laboratory


/ Tosiyasu L. Kunii / Professor
/ Valeril V. Trofimov / Visiting Professor
/ Jaques J. Vidal / Visiting Professor
/ Takafumi Hayashi / Associate Professor
/ Karol Myszkowski / Associate Professor
/ Elena V. Anoshkina / Visiting Researcher
/ Ilia A. Bogaevski / Visiting Researcher
/ Galina Okuneva / Visiting Researcher
/ Runhe Huang / Research Associate

The research conducted in the Computer Science and Engineering Laboratory is concentrated on creating synthetic worlds as the Digital Genesis inside networked computers. The scale of the research requires advanced knowledge including that of advanced mathematics to abstract and model complexity. An important role in the research belongs also to visualization, which is helpful in understanding complex synthetic worlds in computers. The members of the Laboratory currently are working on three ongoing projects:


Refereed Journal Papers

  1. Tosiyasu L. Kunii, Jianhua Ma and Runhe Huang, Towards Direct Mapping between Visual Information Worlds and Real Worlds. Visual Information Systems, 1996. accepted.

    Without supports of effective modeling in visual worlds, even if the visual information can be displayed in real worlds, it is difficult to recognize and extract its features and to confirm or verify the identities and the characteristics. Direct mappings target at refining and abstracting multimedia information by cognitive technology and differential technology to efficiently improve our human performance and actively control the real worlds we live. The modeling of visual worlds includes modeling and assembling objects. An assemblability discriminating method and an assembling sequence generating method named SYDEM, which can reduce component match steps from the order of $O(2^n)$ by compositive assembly to the order of $O(n^2)$, is explained by giving an example of CIM assembly process. The three other examples of an effective guide-map generation method, of a hierarchical description of surfaces, and of a conceptual visual human algorithm for skiing, are given to show the drastic efficiency and exactness increase.

  2. Karol Myszkowski, Oleg G. Okunev, Tosiyasu L. Kunii and Masumi Ibusuki, Modeling of Human Jaw Motion in Sliding Contact. The Journal of Visualization and Computer Animation, 1996, accepted.

    Dental CAD/CAM requires appropriate modeling of human jaw motion in contact with the opposite jaw. Such modeling is necessary for planning orthodontic treatment and robust design of dental restorations, especially their occlusal surfaces which must fit the existing articulation patterns. We propose a fast and purely geometric approach to model sliding of the lower jaw over the surface of the upper, fixed jaw. For every discrete step of the motion, a new position and orientation of the sliding object is found by maximizing its displacement toward the fixed object, to get stable contact without interpenetrations. We impose constraints on the range of rotation angles to justify simplifications of our linear model handling the distance from the fixed object to chosen points on the surface of the sliding object as a function of its configuration. In such formulation, we reduce the complexity of the problem of object placement in contact to a linear optimization task. Expensive multi-point collision detection and distance computation are handled by rasterizing graphics hardware, which supports generation of valid configurations for complex objects at stable and interactive speeds. Our model of human jaw sliding compares favorably with experimental motion data.

  3. Kouji Komatsu, Yoshihisa Shinagawa, Tosiyasu L. Kunii and Minoru Ueda, Terrain Shape Reconstruction from Contours Based on Shrinking Deformation. The Transactions of the Institute of Electronics, Information and Communication Engineers , vol. J 79-D-II, No. 6, p. 1072-1079, June 1996.

    It is important to reconstruct three-dimensional objects from their cross sections in the field of geographical information systems, medical imaging and solid modeling. For the reconstruction, it is necessary to interpolate the cross sections. Existing methods of interpolation generate the inbetween surfaces using only the points on the cross sectional contours, and produce self-intersecting surfaces when the cross sections vary widely in shape. Moreover, they cannot handle branches correctly when the branching is complex. This paper proposes a method of interpolating complex cross sections by transforming a cross-sectional contour to another based on a diffusion equation. Our method can handle complex branching and can correctly reconstruct passes automatically.

  4. G. Okuneva, O. Okunev, K. Myszkowski and T. L. Kunii, On interpolation in manifolds. International Journal of Shape Modeling, vol. 2, No. 1, p. 21--35, 1996.

    We suggest a general method for one-dimensional interpolation in general manifolds, which allows to produce interpolation of arbitrary smoothness; interpolation in the group of orthogonal $3\times 3$ matrices and the group of isometries of the three dimensional space using the exponential mapping is described as an example of application of this general method.

  5. Yoshihisa Shinagawa, Tosiyasu L. Kunii, Alexander G. Belyaev and Taketo Tsukioka, Shape modeling and shape analysis based on singularities. The International Journal of Shape Modeling, vol. 2, No. 1, p. 85--102, March 1996.

    To analyze given object shapes, it is necessary first to model the shapes and then to analyze the models. This paper proposes a method of modeling and analyzing two-dimensional (2D) and three-dimensional () shapes based on singularities. First, a function is defined on an object. The object is then modeled by the distribution of the singularities of the function. Finally, the extracted singular points are analyzed by a Reeb graph together with multiresolution analysis. The applications of the method include analysis of botanical leaf shapes and human facial expressions.

  6. Tosiyasu L. Kunii, Jianhua Ma, Runhe Huang, and Takao Maeda. Japan: Computer Graphics Research Activities. Computer Graphics, SIGGRAPH Quarterly, vol. 30, No. 2, p. 28-31, 1996.

    Computer Graphics has been a very active research area in Japan. Universities and companies have been allocating a relatively large amount of research and development budget on computer graphics research. With the developments of CAD/CAM, visualization and entertainment applications, especially, recent advanced technologies of multimedia and virtual reality, computer graphics research and its applications have become hotter topics. There are unique pure academic researches at universities. Most of the research and development at companies have been traditionally emphasizing engineering and applied research. This article reviews the state-of-the-art of the Computer Graphics industry and research activities in Japan.

Refereed Proceeding Papers

  1. Runhe Huang, Jianhua Ma, Tosiyasu L. Kunii and Eiju Tsuboi, Parallel Genetic Algorithms for Communication Network Design. Proc. of Second International Symposium on Parallel Algorithms/Architecture Synthesis, p. 370-377, IEEE Computer Society Press, Aizu-Wakamatsu, Japan. March 1997.

    This paper is devoted to developing a genetic algorithm for a communication network design that minimizes total link cost, and subjects to some constraints like diameter and two-connectivity. Two parallel genetic algorithms on the level of partitioning requirements and the level of dividing population are proposed and implemented over a transputer based parallel network with various virtual network topologies. The ring-ring topology gives the best performance for the parallel genetic algorithm on the level of partitioning requirements, and the torus topology is the most suitable topology for the parallel genetic algorithm on the level of dividing population.

  2. Yoshihisa Shinagawa, Masayuki Ohga and Tosiyasu L. Kunii, Characterizing Images Based on Lines for Image Indexing. Proc. of Computer Graphics International' 97, Belgium, June 1997.

    Recent advance in multimedia has necessitated us to look for an effective search method of images. Most of the contemporary indexing methods are based on color distribution in the images. When the users do not remember the colors clearly, however, it has been difficult to retrieve desired images. This paper proposes an indexing method based on shapes contained in an image. We characterize an image by the half planes that contain the objects in it. We also propose a method to characterize images by the vanishing points of parallel lines contained in an image. The vanishing points represent how three-dimensional () objects are projected onto the 2D image.

  3. Karol Myszkowski, Vladimir V. Savchenko and Tosiyasu L. Kunii, Computer modeling for the occlusal surface of teeth. Computer Graphics International 1996, Editor: S. Y. Shin, p. 191-198, Computer Graphics Society, IEEE Computer Society Press, Pohang, Korea, June 1996.

    Modeling of the occlusal surface of teeth is an important problem in computer-aided design of dental restorations. The designed shape must fit the existing jaw articulation. Also, the design process must be fast to be practical in clinical applications. In this paper we present techniques for automatic adjustment of the occlusal surface of restorations based on the results of articulation simulation. The shape of restorations is changed to avoid interpenetrations with the opponent teeth during functional jaw movements. The 3-D space mapping method is used which guarantees the surface smoothness and preservation of the main topological features of the occlusal surface. To speedup calculations we use rasterizing graphics hardware for computationally involved collision detection between complex surfaces of teeth.

  4. Satoshi Nishimura and Tosiyasu L. Kunii, VC-1: A Scalable Graphics Computer with Virtual Local Frame Buffers. Proc. of SIGGRAPH '96, p. 365-372, August 1996.

    The VC-1 is a parallel graphics machine for polygon rendering based on image composition. This paper describes the architecture of the VC-1 along with a parallel polygon rendering algorithm for it. The structure of the VC-1 is a loosely-coupled array of 16 general- purpose processors, each of which is equipped with a local frame buffer. The contents of the local frame buffers are virtualized with a demand-paging technique, by which the image memory capacity for each local frame buffer is reduced to one eighth of the full-screen capacity. Polygons are rendered in either pixel parallel or polygon parallel depending on the on-screen area of each polygon. The real performance of the VC-1 as well as estimated performance for systems with up to 256 processors is shown.

  5. Victor Varshavsky, Tosiyasu L. Kunii and Vladimir Savchenko, Decentralized Distribution of Computer Resources in Massively Parallel Computing Systems. Proc. of the Second International Conference on Massively Parallel Computing Systems, May 1996. p. 102-108.

    In massively parallel and distributed systems, as they grow along with the complexity of the tasks they solve, the share of multi-task regimes, such as real-time control problems, multimedia, signal and image analysis and processing, increases. In the presented paper we discuss a mathematical framework for the organization of resource sharing to attain global maximum in computer performance when we have limited resources, such as common memory, channels and so forth. Local strategy of optimization is considered that leads to the optimal distribution of common resources.

  6. Tosiyasu L. Kunii, Conceptual Visual Human Algorithms: A Requirement driven Skiing Algorithm Design. Computer Graphics International 1996, Editor: S. Y. Shin, p. 2-8, IEEE Computer Society Press, Pohang, Korea, June 1996.

    As the key visual display- and processing- element of information super highway nodes, computer graphics is advancing into dynamic and higher dimensional visual worlds. So is visual algorithms to program visual worlds as the contents of information super highways. This research presents a drastic approach in designing visual algorithms to construct visual worlds. The address is on the most critical phase of conceptual design that has been conducted ad hoc in designers' mind. Conceptual visual algorithms make mental design processes and design results explicitly represented in a computer executable form after interactive machine translation. Hence, they are explicitly validatable against the design requirements. Taking a popular case of human performance design including dramas, music performance and sporting, recreational skiing algorithm design in particular as an example of visual world design, we show a requirement- driven approach to conceptual visual human algorithm design produces a truly effective skiing method to meet wide varieties of recreational requirements.

  7. Tosiyasu L. Kunii and Takao Maeda, On the Silhouette Cartoon Animation. Proc. of Computer Animation '96, Editor: Nadia Magnenat Thalmann and Daniel Thalmann, p. 110-117, IEEE Computer Society Press, Geneva, Switzerland. June 1996.

    This research addresses the issue of human visual cognitive capability to identify an object irrespective of object orientation throughout the course of object movement in computer animation. The identification is by cognizing the shape characteristics that are independent of the object orientation as invariants. Taking a simple case of a silhouette cartoon animation and having a dolphin as an popular example of an object that changes the orientation while swimming and also jumping up into the air, we show that the orientation independent invariants are the critical points, namely the peaks of the convex portion of the object and the pits of concave portions, and that they are derived from a graph of the curvature change along the boundary of the object.

  8. V. Lang, A. G. Belyaev, I. A. Bogaevski and T. L. Kunii, Fast Algorithms for Ridge Detection. Proc. of International Conference on Shape Modeling and Applications,Computer Graphics Society, p. 189-197, IEEE Computer Society Press, Aizu-Wakamatsu, Japan. March 1997.

    We propose fast algorithms for the detection of view independent ridges on surfaces given by graphs of functions. The ridges are defined via extrema of the principal curvatures along the associated principal directions. These algorithms have the advantage to be fast and it appears that so-defined ridges deserve as a characteristic feature of the shape of the surface. Results on analytical surfaces and on real data are shown and discussed.

  9. Yoshihisa Shinagawa, Jun-ichi Nakajima and Tosiyasu L. Kunii, Capturing and Analyzing Stability of Human Body Motions Using Video Cameras. Proc. of Computer Animation '97, accepted. Geneva, June 1997.

    The need for capturing human body motions has been increasing recently for making movies, sports instruction systems and robots that can simulate human motions. This paper proposes a method to facilitate motion capturing using inexpensive video cameras. In our system, a few cameras are used to obtain multiple views of a human body and a three-dimensional () volume consistent with the views is created. A model of the human body is then fitted to the volume to obtain the configuration of the human body. We also propose a method to analyze the stability of human postures. We have analyzed a technique of the traditional Chinese martial art Shorinji Kempo based on the stability to show the effectiveness of our method.

  10. Y. Shinagawa, H. Hioki, J. Morimoto and T. L. Kunii, Recognizing Three-Dimensional Shapes while Measuring Them. Proc. of International Conference on Shape Modeling and Applications, p. 170-177, Aizu-Wakamatsu, March 1997.

    This paper proposes a system that recognizes three-dimensional () objects while measuring them. The system consists of a liquid crystal (LC) projector and a video camera. Our system can be applied to moving objects. The system itself can also move while measuring the objects to obtain the data of a whole scene. In our system, range data is registered on the fly.

  11. Tosiyasu L. Kunii, The 21st Century Manufacturing Automation and the Social Impact. Proc. of International Conference on Manufacturing Automation, accepted, Hong Kong, April 1997.

    Manufacturing automation has lead the global social changes going across the three centuries since its birth in Yorkshire. The 21st century is expecting drastic advances in manufacturing automation with its social impact in several orders of magnitude greater than the predecessors. This research clarifies its nature and direction.

  12. Y. Shinagawa, Tosiyasu L. Kunii and Shinsuke Kishimoto, Visualization of Groups for Educationwares. Proc. of Pacific Graphics '96, p. 1-11, Hsinchu, Taiwan, August 1996.

    To design industrial products using computers, it is necessary to use highly abstract mathematics such as topology and differential topology. For example, we need topology to check whether the designed objects is valid homologically and manufacturable by NC machines. There are, however, insufficient number of computer engineers that understand such abstract mathematics. To remedy this problem, this paper proposes a new method to visualize a highly abstract mathematical concept such as groups and homology. The visualization method is then used as the core of educational software (eduware). The learners can interact with our system using the actual data where such abstract mathematics are useful and can obtain the intuitive images of the abstract mathematics.

  13. Karol Myszkowski, Galina Okuneva, Jens Herder, Tosiyasu L . Kunii and Masumi Ibusuki, Visual Simulation of the Chewing Process for Dentistry. Visualization and Modeling, 1997. R. Earnshaw, H. Jones and J. Vince, p. 419-438, British Computer Society, Academic Press Ltd.

    We present new visual tools and a related user interface for global articulation simulation, developed for the Intelligent Dental Care System project. The aim of the simulation is visual representation of characteristics relevant to the chewing process. The simulation is based on the construction of distance maps, which are visual representations of the distributions of the distances of points in a tooth to the opposite jaw. We use rasterizing graphics hardware for fast calculation of the distance maps. Distance maps are used for collision detection and for the derivation of various characteristics showing the distribution of load on the teeth and the chewing capability of the teeth. Such characteristics can be calculated for particular positions of the jaws; cumulative characteristics are used to describe the properties of jaw movement. This information may be used for interactive design of the occlusal surfaces of restorations and for jaw articulation diagnosis. We also demonstrate elements of a user interface that exploit metaphors.

  14. Karol Myszkowski, Lighting Reconstruction Using Fast and Adaptive Density Estimation Techniques. Rendering Techniques 97, J. Dorsey, and P. Slusallek, Eurographics, Springer Verlag 1997.

    Monte Carlo (MC) photon shooting approach is becoming an important global illumination technique in research and commercial applications. In this work, we focus on the problem of lighting reconstruction of photon density for planar surfaces. Our contribution is in the development of new, efficient density estimation techniques. We formulate local error measures of lighting reconstruction which under some reasonable constraints (discussed below) imposed on the lighting function that behave like the actual error. The minimization of our error estimates is very fast for planar surfaces and usually leads to a better quality lighting result than traditional methods. Also, the local error estimation offers more information than global error measures usually provided by MC solvers, which are not good predictors of image quality. We compare the actual error resulting from various techniques, and evaluate the visual appearance of the reconstructed lighting.

  15. Jianhua Ma and Runhe Huang, Improving Human Interaction with a Hyperworld. Proceedings of 1996 Pacific Workshop on Distributed Multimedia Systems, p. 46--50, The Hong Kong University of Science and Technology. June 1996.

    A person interacts with various worlds in two ways: the one-to-one interaction with a single world and the one-to-many interaction with multi-worlds. Most of the current researches on improving human interaction with the world are limited to the one-to-one interaction, i.e. the interaction of a person with each individual world. Since relations among worlds in the multi-worlds are nonlinear and can be expressed by a set of links, such multi-worlds as a whole is called a hyperworld. This paper focuses on giving an outline of a future hyperworld as a system and presents some problems of developing such a system and proposes potential solutions.

  16. Runhe Huang, Jianhua Ma and Eiju Tsubo, Communication Network Design via a Genetic Algorithm Based Learning Algorithm. Proceedings of the IASTED International Conference on Artificial Intelligence, Expert Systems and Neural Networks, p. 15--18, IASTED/ISMM, IASTED-ACTA PRESS, August 1996.

    With the rapid development and use of fiber optic technology, survivable network design against any single link or single node failure for traffic becomes an extremely important issue for communication network. Several heuristic methods were proposed and compared by many researchers, such as Monma and Shallcross. In this paper, we focus on developing a genetic algorithm based learning algorithm to evolve solutions that minimize total link cost, and subject to more constraints like the network routing, diameter and two-connected survivability rather than just the survivability considered in Davis and Palmer's papers.

  17. Runhe Huang and Jianhua Ma, A Distributed Genetic Algorithm over A Transputer Based Parallel Machine for Survivable Network Designs. Proceedings of the International Conference on Parallel and Distributed Processing Techniques and Applications, p. 1202--1211, CSREA, August 1996.

    In this paper, a distributed genetic algorithm is proposed and it is emphasized that how the distributed genetic algorithm is implemented over a transputer based parallel machine called ParsyTec Gcel-1/64 by using virtual torus topology for a communication network design that minimizes total communication link cost, and subjects to more constraints like the network routing, diameter and two-connected survivability rather than just the survivability.

  18. Jianhua Ma and Runhe Huang, Modeling Interface with a Multimedia Hyperworld. Proceedings of 12th Human Interface Symposium, p. 219--224, October 1996.

    There are two kinds of modelling topics in a hyperworld system: modelling direct mapping between multimedia information worlds and real worlds, and modelling human interface with a hyperworld. Most of the current researches on improving human interaction with the worlds are limited to the one-to-one interaction, i.e. the interaction of a person with each individual world. The study of the paper is devoted to one-to-many interaction features with the hyperworld, composition of a one-to-many interaction system, and its associated reference model so as to lay foundations for further study and system development.

  19. Jianhua Ma and Runhe Huang, Parallel Implementation of A Learning Algorithm for Communication Network Design. The proceedings of International Conference on Applied Informatics, p. 149--152, February 1997.

    The most critical step in applying a genetic algorithm to a survivable communication network design is to choose a way to represent a solution to the problem. In this paper, we present a genetic algorithm in which the routing, diameter, and 2 connectivity constraints can be easily and successfully encoded in a chromosome representation. A parallel implementation of the genetic algorithm based learning algorithm in the level of requirements is proposed and implemented in a transputer based parallel machine.

  20. Runhe Huang and Jianhua Ma, A Study on A Hyperworld System of One-to-Many Interaction. The proceedings of International Conference on Applied Informatics, p. 255--258, February 1997.

    World integration, beyond media integration, means integrating various interaction worlds of different time, space and reality into one system. Such world integration, called a hyperworld, originates from matching with an one-to-many interaction way between a person and the worlds. There have been lots of models, mechanisms and standards the world integration. This paper focuses on basic features of the hyperworld, composition and models of an one-to-many interaction system, and a case study of a telemedicine hyperworld system.

Academic Activities

  1. Tosiyasu L. Kunii, 1996. Member of British Computer Society (Dec. 1988 - ).

  2. Tosiyasu L. Kunii, 1996. Member of IFIP Working Group 5.10 on Computer Graphics (Aug. 1988 - ).

  3. Tosiyasu L. Kunii, 1996. Chairman of Association of Information and Computer Science Departments, Japan (July 1988 - ).

  4. Tosiyasu L. Kunii, 1996. On the Board of Directors, international Information Science Foundation (April 1987 - ).

  5. Tosiyasu L. Kunii, 1996. Chairman of Committee for Investigation and Research of Systems for Study and Training of Foreign Languages (Sound Technology PromotionFoundation) (September 1984 - ).

  6. Tosiyasu L. Kunii, 1996. Information System Technical Committee Member of National Museum of Ethnology (1978 - ).

  7. Tosiyasu L. Kunii, Member of International Scientific Advisory Committee of the Conference on Digital Media for Engineering and Architecture (DIMAE 98), (May 13-15, 1998, Winchester, UK).

  8. Tosiyasu L. Kunii, Member of Program Committee of GraphiCon'97 (a part of the Fifth Moscow International Festival of Computer Graphics and Animation ANIGR AF'97), (May 21-24, 1997, Moscow, Russia), 1996.

  9. Tosiyasu L. Kunii, Member of Technical Program Committee of Fourth International Conference on Multimedia Modeling (MMM '97), (November 10-14, 1997, Singapore), 1996.

  10. Tosiyasu L. Kunii, Member of Program Committee of The Fifth International Conference on Computer-Aided Design and Computer Graphics (CAD/Graphics '97), (December 2-6, 1997, Shenzhen, China), 1996.

  11. Tosiyasu L. Kunii, Member of Program Committee of IEEE Visualization '97, (October 19-24, 1997, Phoenix, USA), 1996.

  12. Tosiyasu L. Kunii, Member of Program Committee of IEEE Nonrigid and Articulated Motion Workshop, (June 15-16, 1997, Puerto Rico), 1996.

  13. Tosiyasu L. Kunii, Member of Program Committee of Conference on Protocols for Multimedia Systems '97, (November 19-21, 1997, Santiago, Chile), 1996.

  14. Tosiyasu L. Kunii, Member of Program Committee of the Pacific Graphics '97. (October 6-9, 1997, Seoul, Korea), 1996.

  15. Tosiyasu L. Kunii, Member of International Scientific Committee of Second International Conference on Manufacturing Automation (Rapid Product Development)(April 28-30, 1997), 1996.

  16. Tosiyasu L. Kunii, Member of International Program Committee of the 5th Singapore International Conference on Networks (SICON'97), (April 14-17, 1997, SINGAPORE), 1996.

  17. Tosiyasu L. Kunii, Member of International Program Committee of the 5th International Conference in Central Europe on Computer Graphics and Visualization 97 (WSCG97), (Feb. 10-14, 1997, CZECH REPUBLIC), 1996.

  18. Tosiyasu L. Kunii, Member of Program Committee of 5th International Conference on Computation Graphics and Visualization Techniques (COMPUGRAPHICS '96), (Dec. 15-19, 1996, NOGENT, PARIS, FRANCE), 1996.

  19. Tosiyasu L. Kunii, Member of International Program Committee of Third International Conference on Multimedia Modeling (MMM'96), (Nov. 12-15, 1996, TOULOUSE, FRANCE), 1996.

  20. Tosiyasu L. Kunii, Member of Program Committee of IEEE Visualization '96, (Oct 27-Nov. 1, 1996, SAN FRANCISCO, USA), 1996.

  21. Tosiyasu L. Kunii, Co-Chair of the Pacific Graphics '96, (Aug. 19-22, 1996, TAIWAN), 1996.

  22. Tosiyasu L. Kunii, Member of the Technical Program Committee for the EUROGRAPHICS, (AUGUST 26-30, 1996, POITIERS, FRANCE), 1996.

  23. Tosiyasu L. Kunii, Member of Program Committee of Computer Animation '96. (June 3-5, 1996, GENEVA, SWITZERLAND), 1996.

  24. Tosiyasu L. Kunii, Honorary Editor-in-Chief of The Virtual Reality Society Journal (The Virtual Reality Society, England), (1994 - ), 1996.

  25. Tosiyasu L. Kunii, On the Editorial Board of Transputer Communications, (August 1993 - ), 1996.

  26. Tosiyasu L. Kunii, On the Editorial Board of Modeling and Scientific Computing (Pergamon Press, Plc., Oxford, England), (September 1991 - ), 1996.

  27. Tosiyasu L. Kunii, On the International Editorial Board of Mathematical Modeling and Scientific Computing (PRINCIPIA SCIENTIA, International Publishers, St. Louis, U.S.A), (1993 - ), 1996.

  28. Tosiyasu L. Kunii, Advisory Member of IEICE (the Institute of Electronics, Information and Communication Engineers) Transactions(January 1991 - ), 1996.

  29. Tosiyasu L. Kunii, On the Editorial Board of Modeling and Scientific Computing (International Association for Mathematical and Computer Modeling, U.S.A.), (November 1990 - ), 1996.

  30. Tosiyasu L. Kunii, Associate Editor-in-Chief of The Journal of Visualization and Computer Animation (John Wiley and Sons, Chichester), (September 1990 - ), 1996.

  31. Tosiyasu L. Kunii, On the Editorial Board of The Computer Bulletin (The British Computer Society, U.K.), (August 1988 - ), 1996.

  32. Tosiyasu L. Kunii, On the Editorial Board of Electronic Publishing, (August 1987 - ), 1996.

  33. Tosiyasu L. Kunii, On the Editorial Board of IMPACT (SMI, Detroit, U.S.A.), (February 1987 - ), 1996.

  34. Tosiyasu L. Kunii, Editor-in-Chief of The Visual Computer: An International Journal of Computer Graphics (Springer-Verlag, Heidelberg), (September 1984 - ), 1996.

  35. Tosiyasu L. Kunii, On the Editorial Board of Journal of Management Information Systems (Teaneck, New Jersey, U.S.A.), (January 1984 - ), 1996.

  36. Tosiyasu L. Kunii, Editor of Computer Science Workbench Monograph Series (Springer-Verlag, Heidelberg), (1984 - ), 1996.

  37. Tosiyasu L. Kunii, Associate Editor of the Information Sciences: An International Journal (North-Holland, Amsterdam), (October 1983 - ), 1996.

  38. Tosiyasu L. Kunii, On the Editorial Board of IEEE Computer Graphics and Applications (IEEE Computer Society, New York, Washington D.C.), (May 1982 - ), 1996.

  39. Tosiyasu L. Kunii, Advisory Editor of Information Systems (Pergamon Press, London), (1976 - ), 1996.

  40. Tosiyasu L. Kunii, Member of the Advanced Information and Telecommunications Society Subcommittee, The Economic Council of the Economic Planning Agency, Government of Japan, (1995 April- ), 1996.

  41. Tosiyasu L. Kunii, Member of the Consultative Committee to Foster Creative University Education in the Fields of Science and Engineering, Ministry of Education, Science and Culture, Government of Japan, (March 1995 to March 1996), 1996.

  42. Tosiyasu L. Kunii, Co-Chair of ACM SIG on Multimedia Asian region (1995 - ), 1996.

  43. Tosiyasu L. Kunii, Fellow OF IEEE, (Jan. 1991 - ), 1996.

  44. Tosiyasu L. Kunii, On the board of directors of Japan Society of Simulation and Gaming, (Sep. 1990 - ), 1996.

  45. Tosiyasu L. Kunii, On the board of directors of Japan Society of Sports Industry (1989 - ), 1996.

  46. Tosiyasu L. Kunii, Member of the Committee on Informational Processing Education at Universities and Colleges, Information Processing Society of Japan, Sponsored by the Ministry of Education, Science and Culture, The Government of Japan, (April 1989 - ), 1996.

  47. Runhe Huang, Editorial Assistant for the Journal of Information Sciences. 1996.

  48. Runhe Huang, Section Chairman for IASTED 15th International Conference on Applied Informatics (1996), February 1997.

  49. Runhe Huang, Assistant reviewer for Journal Transputer Communication, 1996.

  50. Runhe Huang, Referee of the International Conference on Computer Animation 96, 1996.

  51. Runhe Huang, Referee of the International Conference pAs'97, 1996.

  52. Runhe Huang, Referee of the International Conference on Evolution Computing, 1996.

Others

  1. Takagi, J., Bachelor Thesis: Visualization of Noh Mask Curvature Features. Univ. of Aizu, 1996. Thesis Advisor: T. L. Kunii.

  2. Nihei, M., Bachelor Thesis: Real-time Fire Animation. Univ. of Aizu, 1996. Thesis Advisor: T. L. Kunii.

  3. Ueno, T., Bachelor Thesis: The Curvature and Distribution of Characteristic Line on Noh Masks. Univ. of Aizu, 1996. Thesis Advisor: T. L. Kunii.

  4. Igarashi, W., Bachelor Thesis: Curvature-Driven Deformations for Object Trajectory Modeling. Univ. of Aizu, 1996. Thesis Advisor: T. L. Kunii.

  5. Okano, T., Bachelor Thesis: Characterization and Simulation of a Bon Fire for Computer Generated Films. Univ. of Aizu, 1996. Thesis Advisor: T. L. Kunii.

  6. Toshitake Mashiko, Bachelor Thesis: Mesh Simplification. University of Aizu, 1997. Thesis Advisor: Karol Myszkowski.

  7. Yuya Yaguchi, Bachelor Thesis: Designing and Manufacturing Dental Crowns. University of Aizu, 1997. Thesis Advisor: Karol Myszkowski.

  8. Tetsuji Hattori, Bachelor Thesis: High Dynamic Range Pixels. University of Aizu, 1997. Thesis Advisor: Karol Myszkowski.

  9. Seiji Ikuta, Bachelor Thesis:Rendering real-time reflections for planar mirrors, University of Aizu, 1997. Thesis Advisor: Karol Myszkowski.

  10. Kouji Honma, Bachelor Thesis: Real-time rendering of refractions and reflections, University of Aizu, 1997. Thesis Advisor: Karol Myszkowski.

  11. Mitsuru Nihei, Bachelor Thesis: Real-time fire animation. University of Aizu, 1997. Thesis Advisor: Karol Myszkowski (together with Prof. Kunii).

  12. Karol Myszkowski, Assistant Editior in the Visual Computer journal responsible for handling the review process, editing the Book Review section and the Internet Extension of The Visual Computer (1993 - ).

  13. Karol Myszkowski, Lightscape Visualization software got Computer Graphics World Innovation Award for adding the mesh-to-texture conversion to their radiosity rendering system. This technique was proposed by Myszkowski and Kunii in 1994 (Texture mapping as an alternative for meshing during walkthrough animation, Proc. 5th Eurographics Workshop on Rendering, June 1994, pp. 389-400, Springer Verlag, 1996.

  14. Karol Myszkowski, Reviewer for Siggraph'96, Eurographics'96 conferences, 1996.



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October 1997