Naoya Iwamoto

Naoya Iwamoto
Huawei Technologies Japan K.K.

Doctor of Philosophy

About

15
Publications
2,849
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
33
Citations
Citations since 2017
4 Research Items
29 Citations
20172018201920202021202220230123456
20172018201920202021202220230123456
20172018201920202021202220230123456
20172018201920202021202220230123456
Introduction
I'm doing Character Technical R&D related Rigging, Motion Synthesis, Motion Editing, Motion Control and so on.

Publications

Publications (15)
Preprint
Full-text available
Achieving realistic, vivid, and human-like synthesized conversational gestures conditioned on multi-modal data is still an unsolved problem, due to the lack of available datasets, models and standard evaluation metrics. To address this, we build Body-Expression-Audio-Text dataset, BEAT, which has i) 76 hours, high-quality, multi-modal data captured...
Conference Paper
Full-text available
Automatic dance synthesis has become more and more popular due to the increasing demand in computer games and animations. Existing research generates dance motions without much consideration for the context of the music. In reality, professional dancers make choreography according to the lyrics and music features. In this research, we focus on a pa...
Conference Paper
Full-text available
In recent years, thanks to the development of 3DCG animation editing tools (e.g. MikuMikuDance), a lot of 3D character dance animation movies are created by amateur users. However it is very difficult to create choreography from scratch without any technical knowledge. Shiratori et al. [2006] produced the dance automatic generation system consideri...
Conference Paper
Full-text available
In recent years, a lot of 3D character dance animation movies are created by amateur users using 3DCG animation editing tools (e.g. MikuMikuDance). Whereas, most of them are created manually. Then automatic facial animation system for dancing character will be useful to create dance movies and visualize impressions effectively. Therefore, we addres...
Article
Full-text available
Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques to generate primary deformation from skeletal movement, simulating realistic and stable secondary deformation such as jigglin...
Conference Paper
Full-text available
Data-driven animation using a large human motion database enables the programing of various natural human motions. While the development of a motion capture system allows the acquisition of realistic human motion, segmenting the captured motion into a series of primitive motions for the construction of a motion database is necessary. Although most...
Article
This paper presents a method to synthesize a high speed soft body character animation in real time. Especially, not only primary but also secondary physics based deformation in an under skin fat structure driven by a skeletal motion are considered. However, as a high fidelity soft body animation method, high cost FEM based methods are usually intro...
Conference Paper
Full-text available
The power of expression such as accent in motion and movement of arms is an indispensable factor in dance performance because there is a large difference in appearance between natural dance and expressive motions. Needless to say, expressive dance motion makes a great impression on viewers. However, creating such a dance motion is challenging becau...
Conference Paper
Simulation of the reflectance of translucent materials is one of the most important factors in the creation of realistic CG objects. Estimating the reflectance characteristics of translucent materials from a single image is a very efficient way of re-rendering objects that exist in real environments. However, this task is considerably challenging b...
Conference Paper
Full-text available
To create a realistic virtual human, hair animation is an indispensable factor. Many hair simulation methods have been proposed so far, but simulating realistic hair motion such as considering an effect of turbulent flow and friction among enormous amount of hairs is still one of the challenging phenomena. Thus, to reproduce hair motion which inclu...
Conference Paper
Full-text available
Recently, a video-based high quality 3D shape and motion modeling methods for fluid are proposed. [Huamin et al. 2009] However, this approach only aims to capture and generate original fluid action as it is.

Network

Cited By