imuramasatakaWe propose a 360-degree fog display which provides different images according to observers' position. The proposed display utilizes forward light scattering of fog and multiple images which are projected from different directions on a cylindrical fog screen can be transmitted to different observers. The fog display brings motion parallax to observers that can recognize the 3D structure of the presented objects.
360-Degree Fog Projection Interactive Displayimuramasataka2011-12-26 | We propose a 360-degree fog display which provides different images according to observers' position. The proposed display utilizes forward light scattering of fog and multiple images which are projected from different directions on a cylindrical fog screen can be transmitted to different observers. The fog display brings motion parallax to observers that can recognize the 3D structure of the presented objects.豆苗imuramasataka2022-06-05 | 2022/6/5 8:24〜18:19 1分間隔で撮影 (約1800倍速) カメラ: Sony α7III レンズ: TAMRON 28-200mm F/2.8-5.6 Di III RXD (Model A071) ISO: 200 焦点距離: 42 mm 絞り: F11蛍のさなぎ(夜)imuramasataka2022-06-05 | 2022/4/29 21:52〜4/30 7:57 30秒間隔で撮影 (約900倍速) カメラ: Sony α7III レンズ: TAMRON 28-200mm F/2.8-5.6 Di III RXD (Model A071) ISO: AUTO 焦点距離: 200 mm 絞り: F5.6蛍のさなぎ(昼)imuramasataka2022-06-05 | 2022/4/28 5:53〜19:40 30秒間隔で撮影 (約900倍速) カメラ: Sony α7III レンズ: TAMRON 28-200mm F/2.8-5.6 Di III RXD (Model A071) ISO: 100 焦点距離: 200 mm 絞り: F8Smoothed Particle Hydrodynamics, test 1imuramasataka2013-03-21 | ...Wet-Free Water: Synthetic Representation of Virtual Fluid in Mixed Reality Environmentimuramasataka2010-06-04 | This research aims synthetic representation of virtual fluid in mixed reality environment. To realize appropriate reaction of fluid to users' unpredictable motion, we use smoothed particle hydrodynamics (SPH), which is one of the particle-based fluid simulation methods, and propose the integration method of interaction between fluid and rigid objects into the simulation. We develop efficient implementation of the simulation, by which dynamics of fluid can be calculated in real-time. On the other hand, reality of transparent objects in mixed reality space comes from representation of refraction and reflection of surrounding images. We propose the scheme of utilizing real images captured by multiple cameras and develop a GPU based rendering method to treat an image from user's view camera as a refraction texture map and an image from a fish-eye camera as a reflection texture map.