The Journal of the Society for Art and Science Cover sheet for paper submissions ¡ Paper Types (choose one) EOriginal Full Paper ¡ Paper Fieldichoose onej 2) Science/Technology ¡ Categoriesichoose one or morej a-2) Computer Graphics (Rendering) a-3) Computer Graphics (Animation) ¡ Special Issue Correspondence (choose onej ESubmission for a Special Issue (Name: Collection of Papers Presented at NICOGRAPH Internatioal 2015 Conference Track) ¡ Title Real-Time Rendering Technique for Visual Expression of Arbitrary-Shaped Energy Wave ¡ Author(s) Taichi Watanabe (Regular Member) (1) Masaki Abe (Non-Member) (1) Kouichi Konno (Regular Member) (2) ¡ Author Affiliation(s) (1) Tokyo University of Technology (2) Iwate University ¡ Author E-mail Address(es) earth@gamescience.jp ¡ Name, Address, Affiliation, Telephone number, Fax number, and E-mail Address of the Contact Person Name: Taichi Watanabe Address: 1404-1, Hachioji, Tokyo, JAPAN, 192-0982 Tel: 042-637-2706 Fax: 042-637-2790 E-Mail: earth@gamescience.jp ¡ Abstract (approx. 100 words) A visual expression called Energy-Wave, which shows light emission from high-energy fields, is popularly used in creative contents such as animations and computer games. This research proposes a new method for representing energy-Wave in real-time 3D graphics. Conventional energy-wave rendering techniques use the animation texture or the particle animation. However, the animation-texture method restricts the view point, and the boundary of the energy-wave appears too clearly. The particle-animation method is not good at showing a dense energy field and not appropriate for covering a wide region. This paper presents a new method in which the energy distribution is described as a continuous scalar function. The new method is advantageous over the conventional methods since there is no restriction of the view point, resolution, and the covering region. The proposed method also utilizes GPGPU, and the output images are dynamically created from small input and can quickly deform the shape of the energy wave. The previous work of this research was able to deal with point-centered and line-centered energy-distribution functions. The new method can deal with torus-shaped and quadratic curve-centered distribution functions quickly. ¡ Keywords (around five) 3DCG, Volume Rendering, GPGPU, Scalar Field