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先端技術とメディア表現2018 #1

先端技術とメディア表現2018 #1

筑波大学情報学群情報メディア創成学類の講義「先端技術とメディア表現」の講義資料#1です.

1. ART DesignEngineering Science Education? Learning?
2. Art Science Design Engineering
3. 21
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5. Ivan Sutherland demonstrating the Sketchpad system on the console of the TX-2 at MIT(1963)
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7. 1(b) ) R ),,( zyx ),( φθ ),( ts ),( vu (a) (b) ),( RRR φθ=D v u ),( RRR vu=C ),,( zyx ),( RRR φθ=D v u ),( RRR vu=C ),( LLL φθ=D ),( LLL vu=C v u ),,( zyx (c) (d) M. Hullin et al. / State of the Art in Computational Fabrication and Display of Material Appearance Figure 3: A taxonomy of visual appearance representations, extended from [Fuchs 2008], [Lensch 2003], and [Rusinkiewicz and Marschner 2000]: methods for fabrication of material appearance and its interactive display are tightly related to methods for describing material appearance in computer graphics contexts, and follow the same patterns. Simplifying the material types to reduce the parameter space (blue) maintains full interactivity with viewer and light, while restricting the interactions between viewer, material, and illumination maintains a full material gamut (yellow). For reference, illumination-invariant representations are in white. dimensions. Color adds an additional dimension if treated as a separable effect in individual color channels, as is the case with current fabrication techniques. Adding control over light field [Levoy and Hanrahan 1996] to a 4D outgoing light field). BSSRDF and reflectance field differ only in that the BSSRDF is defined relative to a scene surface, while the

Digital Nature Group

May 18, 2018
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  1. ઌ ୺ ٕ ज़ ͱ ϝ σ Ο Ξ ද

    ݱ   '5." '5."
  2. ϝ σ Ο Ξ ද ݱ Λ ͠ ଓ ͚

    Δ ͨ Ί ʹ ɽ ͜ ͷ त ۀ ͸ Կ ͷ ͨ Ί ͷ त ۀ ͔ ʁ ݚ ڀ ͷ ج ૅ Λ ֶ Ϳ '5."
  3. ͏͵΅Ε ౒ྗ ӡ ອըՈ ࿈ࡌͷน ମྗ ਫ਼ਆྗ ࠜੑ ΞΠσΟΞظ ࿈ࡌ࣋ଓظ

    ௕͍εύϯ ͏͵΅Ε ౒ྗ ӡ ϝσΟΞ ΫϦΤʔλ ΍ݚڀऀ ମྗ ਫ਼ਆྗ ࠜੑ ΞΠσΟΞظ ੍࡞ࣥච ୹͍εύϯ ͷ൓෮ ͏͵΅Ε ౒ྗ ӡ ମྗ ਫ਼ਆྗ ࠜੑ ΞΠσΟΞظ ੍࡞ࣥච '5."
  4. ͪ Ό Μ ͱ ͠ ͨ ஌ త ମ ྗ

    Λ ิ ॆ ͠ ଓ ͚ Δ  ϥ Π ϑ α Π Ϋ ϧ Λ ࡞ Δ ͜ ͱ ͕ ॏ ཁ ɽ ࠽ ೳ ʹ ৯ ͍ ͭ Ϳ ͞ Ε ͣ ʹ ੜ ͖ ͯ ͍ ͘ ʹ ͸ ɼ '5."
  5. ઌ ୺ ٕ ज़ ͱ ϝ σ Ο Ξ ද

    ݱ Ұ ࣍ ι ʔ ε ͕ ॏ ཁ  ʢ ࿦ จ ʣ ί ϯ ς Ϋ ε τ  ʢ લ ൒ ߨ ٛ ʣ '5."
  6. ͏͵΅Ε ౒ྗ ӡ ମྗ ਫ਼ਆྗ ࠜੑ ΞΠσΟΞظ ੍࡞ࣥච ͏͵΅Ε ౒ྗ

    ӡ ମྗ ਫ਼ਆྗ ࠜੑ ΞΠσΟΞظ ੍࡞ࣥච '5." ि̎ຊαʔϕΠ ੍࡞ ̏ϲ݄ʔϲ݄ ि̎ຊαʔϕΠ ੍࡞ ̏ϲ݄ʔϲ݄ َίʔε ෹ɾਓؒίʔε ೔ৗతʹ΍Δ஌త࡞ۀͷ࿅श ৬ۀΫϦΤʔλ΍ݚڀऀ͕΍Δ๩͍࣌͠ͷੜ׆ '5."
  7. α ʔ ϕ Π ͷ ࢓ ํ Λ ֶ Ϳ

    ɽ ஌ త ೳ ྗ Λ ٵ ऩ ͠ ଓ ͚ Δ ͨ Ί ʹ '5."
  8. མ߹ཅҰ ෹ίʔε ߴ଎Χϝϥͷө૾͔Βͦͷ৔ॴͰ͔͔͍ͬͯͨԻΛ ෮ݩ͢ΔɽҰ؟ϨϑΛ࢖ͬͨྫ΋ݕূͨ͠ɽ ઌߦݚڀͱൺ΂ͯͲ͕͍͜͢͝ʁ Ϩʔβʔख๏ʢϨʔβʔυοϓϥʔʣ͸೥୅͔ Β͕͋ͬͨɼຊख๏Ͱ͸ϨʔβʔΛ౰ͯͳͯ͘΋ϋ Πεϐʔυಈը͔ΒԻΛ෮ݩͰ͖Δɽ ಈը͔ΒඍࡉͳมԽΛݕग़͢Δख๏ <8VFUBM>΍ଞΛԻ੠ʹԠ༻

    ٕज़΍ख๏ͷΩϞ͸Ͳ͜ʁɹ ͲΜͳ΋ͷʁ Ͳ͏΍ͬͯ༗ޮͩͱݕূͨ͠ʁ Ϩʔβʔυοϓϥʔͱൺ΂ͯ΋ɼ༗༻ͳσʔλ͕ग़ ͨɽ౷ܭతޡࠩΛൺֱͨ͠ɽ εϐʔνΛ෮ݩͯ͠Έͯप೾਺෼෍Λൺ΂ͯΈͨɽ Իڹղੳͯ͠ΈͯৼಈൣғΛௐ΂ͨɽ ܰͯ͘ߗ͍΋ͷ͸ਫ਼౓Α͘෮ݩͰ͖Δɽ ޫΛ౰ͯͳ͍ͰΑ͍෼ϨʔβʔΑΓศར͔΋͠Εͳ͍ɽ ٞ࿦͸͋Δʁ 8V FUBM ͔ͳ ࣍ʹಡΉ΂͖࿦จ͸ʁ '5." 4*((3"1)
  9. 25 Ұൠతͳ࿦จͷߏ੒ ઌ୺ٕज़ͱϝσΟΞදݱˌ̍ ؔ࿈ݚڀ ΠϯτϩμΫγϣϯ ΞϒετϥΫτ ࣮ݧ݁Ռ ݁࿦ ٞ࿦ ϚςϦΞϧˍϝιου

    ࢀরจݙ ओுͷূ໌ ԿΛ͍͔ͨ͠ ྑ͞ѱ͞ ԿΛ͔ͨ͠ʢৄࡉʣ ԿΛ͔ͨ͠ ଞͷݚڀ ଞͱͲ͏ҧ͏͔ '5."
  10. མ߹ཅҰ ෹ίʔε ߴ଎Χϝϥͷө૾͔Βͦͷ৔ॴͰ͔͔͍ͬͯͨԻΛ ෮ݩ͢ΔɽҰ؟ϨϑΛ࢖ͬͨྫ΋ݕূͨ͠ɽ ઌߦݚڀͱൺ΂ͯͲ͕͍͜͢͝ʁ Ϩʔβʔख๏ʢϨʔβʔυοϓϥʔʣ͸೥୅͔ Β͕͋ͬͨɼຊख๏Ͱ͸ϨʔβʔΛ౰ͯͳͯ͘΋ϋ Πεϐʔυಈը͔ΒԻΛ෮ݩͰ͖Δɽ ಈը͔ΒඍࡉͳมԽΛݕग़͢Δख๏ <8VFUBM>΍ଞΛԻ੠ʹԠ༻

    ٕज़΍ख๏ͷΩϞ͸Ͳ͜ʁɹ ͲΜͳ΋ͷʁ Ͳ͏΍ͬͯ༗ޮͩͱݕূͨ͠ʁ Ϩʔβʔυοϓϥʔͱൺ΂ͯ΋ɼ༗༻ͳσʔλ͕ग़ ͨɽ౷ܭతޡࠩΛൺֱͨ͠ɽ εϐʔνΛ෮ݩͯ͠Έͯप೾਺෼෍Λൺ΂ͯΈͨɽ Իڹղੳͯ͠ΈͯৼಈൣғΛௐ΂ͨɽ ܰͯ͘ߗ͍΋ͷ͸ਫ਼౓Α͘෮ݩͰ͖Δɽ ޫΛ౰ͯͳ͍ͰΑ͍෼ϨʔβʔΑΓศར͔΋͠Εͳ͍ɽ ٞ࿦͸͋Δʁ 8V FUBM ͔ͳ ࣍ʹಡΉ΂͖࿦จ͸ʁ
  11. ઌ ୺ ٕ ज़ ͱ ϝ σ Ο Ξ ද

    ݱ '5." Ұ ࣍ ι ʔ ε ͕ ॏ ཁ  ʢ ࿦ จ ʣ ί ϯ ς Ϋ ε τ  ʢ લ ൒ ߨ ٛ ʣ
  12. ͜ ͷ त ۀ Ͱ ѻ ͬ ͨ ί ϯ

    ς Ϋ ε τ ʢ ઙ ͘ ޿ ͘ ʣ ݱ ୅ Ξ ʔ τ ˍ ϝ σ Ο Ξ Ξ ʔ τ ί ϯ ϐ ϡ ʔ λ ϝ σ Ο Ξ ઌ ୺ ϝ σ Ο Ξ ͷ ݚ ڀ ػ ؔ ί ϯ ϐ ϡ ʔ λ ά ϥ ϑ Ο Ϋ ε '5."
  13. '5." ϝ σ Ο Ξ ࢙ ઌ ୺ ٕ ज़

    ͱ ϝ σ Ο Ξ ͷ ί ϯ ς Ϋ ε τ
  14. ί ϯ ϐ ϡ ʔ λ ͕ ϝ σ Ο

    Ξ ʹ ͳ Δ '5." ө ૾ ͕ ࢈ ۀ Խ ͠ ͯ ͍ ͘ ཪ Ͱ ൃ ల ͠ ͯ ͍ ͨ ͜ ͱ ɽ
  15. ύ ʔ ι φ ϧ ί ϯ ϐ ϡ ʔ

    λ ͷ ࢈ ۀ Խ 1 F S T P O B M  $ P N Q V U F S '5."
  16. ʮ ܳ ज़ ͸ Մ ೳ ͔ ʁ ʯ ݹ

    ڮ ఌ ೋ ʢ μ Ϝ λ Π ϓ ʣ '5."
  17. Ϗ σ Φ ͷ ର ࿩ ੑ Λ ௒ ͑

    ͯ ɼ  ڏ ߏ ͷ ؔ ܎ ੑ Λ ࡞ Γ ग़ ͢ ɽ Π ϯ λ ϥ Ϋ ς Ο ϒ Ξ ʔ τ '5."
  18. ϝ σ Ο Ξ Ξ ʔ τ ͸ ༹ ͚

    ͨ ʁ ീ ୩ ࿨ ඙ '5."
  19. ܳ ज़ ද ݱ ͷ ม Խ ɽ  ࡞

    ඼ Λ Ͳ ͏ ൢ ച ͢ Δ ͔ ɽ  Կ ͕ ܳ ज़ Ͱ Կ Λ ࣾ ձ ʹ ૊ Έ ࠐ Ή ͔ '5."
  20. ੈ ք ͷ ݚ ڀ ػ ؔ ʹ ͭ ͍

    ͯ '5." ͡ Ό ͊ ͋ ͳ ͨ ͸ Ͳ ͜ Ͱ ΋ ͷ Λ ࡞ Δ ʁ
  21. େ ֶ ا ۀ ඇ Ӧ ར ݚ ڀ ॴ

    '5." ڭ ҭ ͱ ఻ ౷ ϓ ϩ ݚ ڀ ऀ ར ӹ ݚ ڀ ॴ ͷ छ ྨ ࣗ ༝ ੾ ᛭ ୖ ຏ ͓ ۚ ͋ Δ ͓ ۚ ͳ ͍ ֶ ੜ ͍ ͳ ͍ ແ ବ ͕ ͳ ͍
  22. '5." Π ϯ λ ʔ ϯ ʹ ͍ ͬ ͯ

    Έ Α ͏ ʂ ͡ Ό ͊ Ͳ ͏ ΍ ͬ ͯ Ͳ ͜ Ͱ Ω ϟ Ϧ Ξ Λ ࢝ Ί Δ ʁ
  23. '5." ࣮ ࡍ ݚ ڀ ɾ Ϟ ϊ ͮ ͘

    Γ ͬ ͯ Ͳ ͏ ΍ Δ ͷ ʁ ࣮ࡍʹखΛಈ͔ͯ͠ΈΑ͏ʢَίʔεʣ
  24. ʹ͸ɼγʔϯΛ ʔϯதͷޫઢ͸ɼ ̑ݸͷύϥϝʔ ͢Ε͹ɼਤ 1(b) ) Ͱهड़Ͱ͖Δɽ ΊɼຊݚڀͰ͸ɼ γʔϯΛத৺ͱ ໘্ͷ̍఺ͱަ

    ͱ͢Δɽ͜͜Ͱɼ R ͸͜ͷฏ໘্ ̐࣍ݩͷޫઢۭ ) , , ( z y x ) , ( φ θ ) , ( t s ) , ( v u (a) (b) ) , ( R R R φ θ = D v u ) , ( R R R v u = C ) , , ( z y x ) , ( R R R φ θ = D v u ) , ( R R R v u = C ) , ( L L L φ θ = D ) , ( L L L v u = C v u ) , , ( z y x (c) (d) 9RO&9,01R  M. Hullin et al. / State of the Art in Computational Fabrication and Display of Material Appearance                                           !" #   #   ##          !"    $  % !    %"   &'$  #      (      )%*   %!   (      +   ,           -       %"           (     !" .-      !"  Figure 3: A taxonomy of visual appearance representations, extended from [Fuchs 2008], [Lensch 2003], and [Rusinkiewicz and Marschner 2000]: methods for fabrication of material appearance and its interactive display are tightly related to methods for describing material appearance in computer graphics contexts, and follow the same patterns. Simplifying the material types to reduce the parameter space (blue) maintains full interactivity with viewer and light, while restricting the interactions between viewer, material, and illumination maintains a full material gamut (yellow). For reference, illumination-invariant representations are in white. dimensions. Color adds an additional dimension if treated as a separable effect in individual color channels, as is the case with current fabrication techniques. Adding control over light field [Levoy and Hanrahan 1996] to a 4D outgoing light field). BSSRDF and reflectance field differ only in that the BSSRDF is defined relative to a scene surface, while the
  25. ·ͱΊ ઌ ୺ ٕ ज़ ͱ ϝ σ Ο Ξ

    ද ݱ   མ߹ཅҰ :PJDIJ0DIJBJ1I% ஜ೾େɾམ߹ݚॿڭ σδλϧωΠνϟʔݚڀࣨ  $&0 1JYJF%VTU5FDIOPMPHJFT*OD  PDIZBJ!PDIZBJ '5." '5." PDIZBJNBOBHF!HNBJMDPN