People of ACM - Yuki Koyama
November 5, 2024
How did you initially become interested in pursuing a career in computer graphics and human computer interaction?
I first became interested in computer graphics because I was amazed at how technology could create beautiful and creative visual art. The idea that technology could express artistic creativity and produce images that capture people's imaginations inspired me.
As I learned more, I realized the importance of human-computer interaction (HCI). It's not just about the technology itself, but also about designing tools that artists can easily use. The goal is to create tools that help artists bring their ideas to life and inspire further creativity. This led me to become more interested in the intersection of computer graphics and HCI. Now, my focus is on developing mathematical techniques to support the creative process, rather than just improving specific technologies like rendering. I want to help artists use technology to enhance their creativity.
For those who are unfamiliar with your line of research, what is mathematical optimization and how does it foster advances in computer graphics?
Mathematical optimization is a method used to find the best solution from a set of possible designs. In computer graphics, this process is similar to how an artist explores different options to choose the one that best fits their artistic vision. Both involve selecting the most effective outcome from many possibilities.
This analogy is central to computational design, which aims to develop mathematical frameworks that support artists and designers. By using optimization techniques, we can help them explore creative possibilities more efficiently, allowing them to focus on their artistic vision. My goal is to use computational methods to enhance, not replace, human decision-making in design, improving both the efficiency and creativity of the design process.
Japan has a rich culture in games and anime, which are renowned worldwide. How do you see the role of technology in shaping the future of these creative fields in Japan?
The game industry, in particular, is a strong area where Japan is considered a leader. For example, we have a major domestic game developer conference that attracts around 10,000 participants, demonstrating a high level of local engagement and commitment to research and development in gaming.
However, in the case of anime, technological innovation has not progressed significantly. Anime production has traditionally relied heavily on the skills and creativity of artists without much technological intervention. While this approach has led to many unique and expressive works, I believe there is great potential for innovation through technology. By integrating advanced technologies into the creative process, we can discover new and diverse forms of visual storytelling. In fact, I am actively promoting this idea in my role at an anime studio where I work to enhance creativity through technology.
What is the next exciting frontier in your line of research?
The next exciting frontier in my research is moving beyond just modeling the design process through optimization techniques. I am particularly interested in modeling the decision-making process of designers themselves. By understanding how designers make choices, we can develop more sophisticated tools that better support and enhance the creative process.
Applying these ideas to real-world problems is another key challenge. This requires understanding the needs and practices of designers and practical development work. Anime production is a particularly fascinating area for this research, and it offers a unique opportunity to apply these advanced techniques. That’s where I’m currently focusing my efforts.
Yuki Koyama is a Senior Researcher at the National Institute of Advanced Industrial Science and Technology (AIST), Japan. His research interests include computer graphics and human-computer interaction. He is especially interested in supporting designers by using computational techniques such as mathematical optimization. In addition to his role at AIST, he also works at Graphinica, a Japanese animation studio. Koyama has published papers at several ACM conferences, including SIGGRAPH, CHI, and UIST, among others.
His honors include the JSPS Ikushi Prize (2017), Asiagraphics Young Researcher Award (2021), and IPSJ/ACM Award for Early Career Contributions to Global Research (2024).