This Web page firstly introduces my own projects at Ochanomizu University. Source codes developed with Java 1.8 and JOGL 2.2 are uploaded on GitHub. Excuse me that sufficient documents and sample datasets are not yet provided on GitHub. They will be prepared on demand. HeiankyoView and Hidden are used for exercise courses for my undergrad and masters' students.

HeiankyoView
is a tree data visualization technique representing leaf-nodes as colored icons and branch nodes as rectangular borders. Heiankyo is the ancient palace in Kyoto, Japan. We named HeiankyoView because the visualization resulus look like the map of Heiankyo, and also, this projects has started when I was a part-time researcher at Kyoto University.
Paper (published by IEEE Computer Graphics and Applications in 2006) Code(GitHub) |

Koala
(Key-node Out Arrangement and LAyout) is a graph visualization technique which applies a graph clustering algorithm while separating important nodes connected to large number of other nodes from large clusters. It effectively represents relationships between such important nodes and clusters of other nodes by applying an edge bundling technique.
Paper (published by IEEE Computer Graphics and Applications in 2015) Code(GitHub) |

Hidden
(HIgh Dimensional Data Exploration and Navigation) is a high-dimensional data visualization technique which represents high-dimensional data values as automatically selected sets of low-dimensional parallel coordinate plots. It assists to understand relationships among dimensions by simultaneously displaying the dimension scatterplots. The technique also assists to understand relationships among dimensions and labels by applying an association rule mining technique.
Paper (published by Journal of Visual Languages and Computing in 2017) Code(GitHub) |

Following are my own projects while working for IBM Research during 1992 to 2004.
Please click thumbnail images to get into old Web page describing the details of the projects.

* Isosurface* is a set of polygons, which interpolates the set of points that have the equal value in a 3D scalar field.
It is mainly applied to visualize the results of numerical simulations such as finite element analysis, or medical measurements such as CT or MRI.
We have reported the

**
Quadrilateral mesh
**
is preferred in some numerical analyses, such as
automobile crash simulation, or sheet-metal forming simulation.
We have reported the automated quadrilateral mesh generation
method with flexible

**
Radiosity
**
is a method for generating photo-realistic images,
by calculating the light energy of each polygons in a scene.
Often meshing methods are applied to generate the small
polygons from a rough geometric model,
The quality of meshing results is very important
in the view of image quality, data size, and rendering time.
We have implemented the adaptive meshing system for radiosity,
and had a demonstration at SIGGPAGH '98.

**
Surface reconstruction
**
is a method that converts a set of fine triangular elements
or unorganized points into the fewer number of parametric
surfaces. Experimentally we found that the continuity and
smoothness of surfaces strongly depends on the topology
of quadrilateral patches.
We are now developing a method for constructing the
topology of quadrilateral patches for surface reconstruction.

**
Texture Generation
**
is a technique for automatically generating the detailed geometry of
surfaces for realistic image synthesis. Many of computer graphics
techniques applied texture mapping, which maps real images onto surfaces
of geometric objects, however, it is often difficult to fit images onto
arbitrary geometry.
Our technique generates realistic images of stones and animals
by automatically generating the detailed geonmetry onto arbitrary
geometric models.

**
Hierarchical Data Visualization
**
is a very useful technique since there are variety of hierarchical data
around our daiy life. We developed