Call for Abstract

4th International Conference and Expo on Computer Graphics & Animation, will be organized around the theme ““Shaping the Future with Innovations in Graphics & Animation””

Computer Graphics 2017 is comprised of keynote and speakers sessions on latest cutting edge research designed to offer comprehensive global discussions that address current issues in Computer Graphics 2017

Submit your abstract to any of the mentioned tracks.

Register now for the conference by choosing an appropriate package suitable to you.

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It’s a graphical pattern of an image or objects which created by using specific software and hardware. Computer graphics is field where physical body, data and imagination will develop or created. Computer graphics helps to understanding of physical nature, geometry, displaying image, motion, animation of object and provide user design interface platform. Computer graphics used in motion picture or movies, video games, animation, advertising and graphic design. This track will provide to the programming software you’ll be using, basic tools of the trade, from algorithms to color perception and texture mapping, graphics hardware, social agents in computer graphics, GPU design and other interactive computer graphics techniques.

 

  • Track 1-12D & 3D computer graphics
  • Track 1-2Multichanel Audio
  • Track 1-3Media Theory
  • Track 1-4Player Behavior and Consumer Demographics
  • Track 1-5Project Funding and Financing
  • Track 1-6Art, Design and New Media
  • Track 1-73D Geometric models
  • Track 1-8Models and generation
  • Track 1-9Ray tracing
  • Track 1-103D Graphics Software
  • Track 1-11Reflectance and light source estimation
  • Track 1-12Anti-aliasing
  • Track 1-13Algorithms for Shape and Motion
  • Track 1-14Interactive Computer Graphics
  • Track 1-15Sound Design and Music Systems
  • Track 1-16Cinematography
  • Track 1-17Shading and Rendering
  • Track 1-18 Geometric Modeling
  • Track 1-19 Interactive Devices
  • Track 1-20 GPU and Graphics Systems
  • Track 1-21 Graphical User Interface
  • Track 1-223D Object Extraction
  • Track 1-23Shaders, GPGPU and parallelisation
  • Track 1-24Optoelectronic instrumentation, measurement and metrology
  • Track 1-25Storytelling and Narrative Landscapes
  • Track 1-26Sprite & Vector Graphics
  • Track 1-27Design Documentation
  • Track 1-28Texture and Shader Programming
  • Track 1-29Stereographics in Real Time
  • Track 1-30Advanced computer graphics

Computer Animation is art or process of making movies with drawings, computer graphics or photographs of static objects, including all techniques other than the continuous filming of live-action images. It is the creation of the “illusion of movement” using a series of still images. This track covers the following subtopics: Traditional animation, Stop motion animation, Character animation, Special effects animation, Physics-based Animation and Behavioural Animation.

 

  • Track 2-1Virtual Tours
  • Track 2-2LOD and impostors
  • Track 2-3Cloth and hair animation
  • Track 2-4Facial and body animation
  • Track 2-5Physical-based animation
  • Track 2-6Motion capture and motion retargeting
  • Track 2-7Biomechanics models
  • Track 2-8Inverse kinematics
  • Track 2-9Film Making
  • Track 2-10Animation Algorithms and Techniques
  • Track 2-11A.I. based animation
  • Track 2-12Real-time rendering
  • Track 2-13Animation Languages
  • Track 2-14Virtual Humans
  • Track 2-15Robotics and Animation
  • Track 2-16Plausible Motion Simulation
  • Track 2-17Particle Systems
  • Track 2-18Motion Control and Kinematics
  • Track 2-19Motion Capture
  • Track 2-20Human Figure Animation
  • Track 2-21Collision Detection
  • Track 2-22Artificial Intelligence and Animation
  • Track 2-23Animation Systems
  • Track 2-24Special effects animation
  • Track 2-25Character animation
  • Track 2-26Pinscreen animation
  • Track 2-27Artificial Life
  • Track 2-28Behavioral Animation
  • Track 2-29Behavioral Animation
  • Track 2-30Vision-based Techniques
  • Track 2-31Physics-based Animation
  • Track 2-32Motion Capture and Retargeting
  • Track 2-33Photo-realistic animation
  • Track 2-34Motion Capture and Retargeting
  • Track 2-35Path Planning
  • Track 2-36Motion Control
  • Track 2-37Deformation
  • Track 2-38Facial Animation
  • Track 2-39Paint-on-glass animation
  • Track 2-40Hydrotechnics
  • Track 2-41Animatronics
  • Track 2-42Machinima
  • Track 2-43Cel-shaded animation
  • Track 2-44Stop motion animation
  • Track 2-45Traditional animation
  • Track 2-46Knowledge-based Animation
  • Track 2-47Multi-Resolution and Multi-Scale Models
  • Track 2-48Image-based Animation
  • Track 2-492D & 3D animation

Animation industry is though most people think of animation as being used primarily for entertainment in movies, TV shows, and video games, it has many other uses. It's commonly used in educational videos and advertisements both on TV and on the Internet, and it can also be used in the process of research and development to create simulations of how a machine or process would work. Scientists use digital animation as well to create visualizations of abstract concepts or objects that are too small or large to be seen easily, which is helpful both for research and for analysis.

 

  • Track 3-1Multi-sketching
  • Track 3-2Genre, theory and classification in relation to animation
  • Track 3-3Animation beyond the frame
  • Track 3-4Animation in other art forms & industries
  • Track 3-5Immersive, interactive, experiential animation
  • Track 3-6Animation and documentary
  • Track 3-7Animation Pedagogy
  • Track 3-8Animation Software Industry
  • Track 3-9Managing an Animation Studio
  • Track 3-10Historical perspectives on individual studios, producers and directors
  • Track 3-11Animated Special Effects
  • Track 3-12Story-Boarding
  • Track 3-13Storytelling and Story structure
  • Track 3-14Animation Production
  • Track 3-15Animated television series
  • Track 3-16Animation for education
  • Track 3-17Animation aesthetics
  • Track 3-18Animation Studios
  • Track 3-19Online Animation Appliations
  • Track 3-20Forecasting Animation Content Demand

Modeling is the representation of an object or phenomena, which is used by simulation. Models may be mathematical, physical, or logical representations of a system, entity, phenomenon, or process. Models are, in turn, used by simulation to predict a future state. It is a discipline for developing a level of understanding of the interaction of the parts of a system, and of the system as a whole.

 

  • Track 4-12D & 3D Modeling
  • Track 4-23D Meshes
  • Track 4-3Deformable Models
  • Track 4-43D model segmentation
  • Track 4-5Mesh Reconstruction
  • Track 4-6Shape Analysis
  • Track 4-7Model-Based Recognition
  • Track 4-8Fracture modeling
  • Track 4-9Scene Modeling
  • Track 4-10Stochastic Modeling
  • Track 4-113D Reconstruction
  • Track 4-12Geometric modeling and meshing
  • Track 4-13Modeling Transformations
  • Track 4-14Image-based Modeling
  • Track 4-15Point-based Modeling
  • Track 4-16Face and Gesture Modeling
  • Track 4-17Graphics Data Structures - Implicit Functions
  • Track 4-18Polygon Mesh Data Structure for 3D Graphics
  • Track 4-19Polygonal mesh modeling
  • Track 4-20Splines: Representations of 2D and 3D Curved Surfaces
  • Track 4-21Metball Modelling
  • Track 4-22Procedural Modeling
  • Track 4-23Shape modeling, synthesis, manipulation, and analysis

Simulations are abstractions of reality. It is defined as the process of creating a model of an existing or proposed system (e.g., a project, a business, a mine, a watershed, a forest, the organs in your body) in order to identify and understand those factors which control the system to predict the future behavior of the system. Simulation is a powerful and important tool because it provides a way in which alternative designs, plans and policies can be evaluated without having to experiment on a real system, which may be prohibitively costly, time-consuming, or simply impractical to do.

 

  • Track 5-1Numerical simulation
  • Track 5-2Crowd Simulation
  • Track 5-3Simulation for Education and Training
  • Track 5-43D Simulation
  • Track 5-5Graphics in simulation
  • Track 5-6Advanced Applications
  • Track 5-7Simulation performance
  • Track 5-8Rigid body physical animation
  • Track 5-9Rigid body dynamics
  • Track 5-103D Programming for Rage Programmable Shaders
  • Track 5-113D Studio Max
  • Track 5-12Plausible Motion Simulation
  • Track 5-13Simulation of Natural Environments
  • Track 5-14Stochastic simulation
  • Track 5-15Statistical simulations
  • Track 5-16Agent based simulation
  • Track 5-17Flight simulators
  • Track 5-18Robot simulators
  • Track 5-19Computer simulation games
  • Track 5-20Simulation software
  • Track 5-21Monte Carlo Simulations
  • Track 5-22Visual analytics
  • Track 5-23Real-time Visual Simulation
  • Track 5-24Delta 3D and other Open Source Games Software

Gaming is evolving from the traditional in-home console based platforms to digital titles being played on mobile devices and connected consoles. Mobile gaming in its various flavours is the fastest growth segment of digital gaming Game design is the art of applying design and aesthetics to create a game to facilitate interaction between players for playful, healthful, educational, or simulation purposes.

Game development is the software development process by which a video game is produced. The game industry requires innovations, as publishers cannot profit from constant release of repetitive sequels and imitations.

 

  • Track 6-1Gaming Hardware and Accessories
  • Track 6-2Games and Intellectual Property Rights
  • Track 6-3Laws, Regulations, Certifications and Policies for Gaming
  • Track 6-4Censorship of Video Games Content
  • Track 6-5Artificial Intelligence in the Context of Gaming
  • Track 6-6Human Factors of Games
  • Track 6-7Game GUI and GPU design
  • Track 6-8Tools and Systems for Games and Virtual Reality
  • Track 6-9Intelligent Agents and Gamebots
  • Track 6-10Online game architectures
  • Track 6-113D Development tools and techniques and games engines
  • Track 6-12Uses of GPU for non-graphical algorithms in games
  • Track 6-13Game Security
  • Track 6-14Mobile and Multiuser Games
  • Track 6-15Games Simulations and Dynamic Models
  • Track 6-16Gaming - Mobile, PC, Online, Console
  • Track 6-17Aesthetic Approaches to Game Design & Development
  • Track 6-18Graphics & Visualisation
  • Track 6-19Game Development Contract Outsourcing
  • Track 6-20Interactive Dynamic Response for Games
  • Track 6-21Mapping the Mental Space of Game Genres
  • Track 6-22Cultural and Media Studies on Computer Games
  • Track 6-23Experiential Spatiality in Games
  • Track 6-24Social/Humanities Aspects of Games
  • Track 6-25Audio Techniques for Racing Games
  • Track 6-263D Engine optimization

Gamification: The utilization of diversion mechanics and prizes to energize conduct change in a non-amusement setting. While this definition gives a satisfactory review of gamification, it doesn't give much understanding into how it truly functions.

Social Game Mechanics are a notoriety enhancer. In isolation, notoriety is just a curiosity; you feel great when the framework names you as a shrewd individual yet you're most likely not going to care all that profoundly. When the framework recognizes user as a brilliant individual and shares their data with a thousand other individuals, all of a sudden the notoriety is a great deal more noteworthy.

 

  • Track 7-1Game Design and Research Methods
  • Track 7-2Gaming with Robots
  • Track 7-3Mobile Gaming and VR Gaming
  • Track 7-4Perceptual User Interfaces for Games
  • Track 7-5Methods to improve emotional gameplay 
  • Track 7-6User behaviour and social network in games?
  • Track 7-7Cinematography in games
  • Track 7-83D Real-time animation and computer graphics for video games
  • Track 7-9Interactivity, latency and lag compensation
  • Track 7-10Games for art/culture
  • Track 7-11Game case studies
  • Track 7-12Game research
  • Track 7-13Games Console Design
  • Track 7-14Game Analysis
  • Track 7-15Game Design elements and techniques to non-game contexts
  • Track 7-16Point scoring game
  • Track 7-173D in Game Animation
  • Track 7-18Scaling of special effects and texture tricks
  • Track 7-19Particle systems for generating smoke and fire
  • Track 7-20Affective Gaming
  • Track 7-21Affective user modeling
  • Track 7-22Games for well-being
  • Track 7-23Persuasive games
  • Track 7-24Music in games
  • Track 7-25Affective audio in games
  • Track 7-26Cheat Codes -To Cheat or Not to Cheat

Computer graphics applications may be used in the following areas:

Computer Aided Designing is mainly used for detailed engineering of 3D models and/or 2D drawings of physical components.

Education and Training: Computer generated models of physical, financial, and economic systems are often used as educational aids.

Entertainment: Motion pictures, music videos, and television shows.

Computer Graphics in Medicine: In medical research, treatments and other experiments.

 

 

  • Track 8-1Digital art
  • Track 8-2Computational Geometry
  • Track 8-3Computer Aided Design
  • Track 8-4Computational Biology
  • Track 8-5Computational physics
  • Track 8-6Multiuser Virtual Environments (Muves) in Education
  • Track 8-7IPTV and Service Convergence
  • Track 8-8Pay-As-You-Play and IPTV
  • Track 8-9Learning to Play or Learning through Play
  • Track 8-10Education, Training, and Edutainment Technologies
  • Track 8-11User studies and evaluation
  • Track 8-12Social agents in computer graphics
  • Track 8-13Computational Imaging and Display
  • Track 8-14Computer Graphics in Medicine
  • Track 8-15Artificial Intelligence Techniques
  • Track 8-16Graphical Modelling
  • Track 8-17Geometric Algorithms
  • Track 8-18Education
  • Track 8-19Graphic design
  • Track 8-20Infographics
  • Track 8-21Entertainment
  • Track 8-22Computer art
  • Track 8-23User interfaces
  • Track 8-24Computer Graphics for Defense
  • Track 8-25Digital filmmaking
  • Track 8-26Mathematical Methods for Computer Vision, Robotics, and Graphics
  • Track 8-27Mathematical Methods for Fluids, Solids and Interfaces
  • Track 8-28Digital Photography
  • Track 8-29Graphics architectures
  • Track 8-30Media technologies for graphics
  • Track 8-31Applications of Machine Learning in Computer Graphics and Animation

Computer vision (image understanding) is a discipline that studies how to reconstruct, interpret and understand a 3D scene from its 2D images in terms of the properties of the structures present in the scene. The ultimate goal of computer vision is to model, replicate, and more importantly exceed human vision using computer software and hardware at different levels.

Pattern Recognition techniques related to real-world problems, interdisciplinary research, experimental and/or theoretical studies yielding new insights that advance Pattern Recognition methods are especially encouraged.

 

  • Track 9-1Object Recognition
  • Track 9-2Video: events, activities and surveillance
  • Track 9-3Segmentation, grouping and shape representation
  • Track 9-4Recognition: detection, categorization, indexing, matching
  • Track 9-5Physics-based vision and shape-from-X
  • Track 9-6Optimization methods
  • Track 9-7Real-time Tracking
  • Track 9-8Vision for Web
  • Track 9-9Vision for Graphics
  • Track 9-10Vision for Robotics
  • Track 9-11Computational Photography
  • Track 9-12Human-Computer Interaction
  • Track 9-13Action Recognition
  • Track 9-14Human Motion Analysis/Capture
  • Track 9-15Gesture/Hand Recognition
  • Track 9-16Face Detection and Recognition
  • Track 9-17Motion/Stereo Processing and Augmented Reality
  • Track 9-18Applications and research

Virtual reality is a form of technology which creates computer generated worlds or immersive environments which people can explore and in many cases, interact with. It refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels.

Augmented reality is a similar form of technology in which the lines are blurred between the real world and computer generated imagery, e.g. video. Sound, video or images are overlaid onto a real world environment in order to enhance the user experience.

 

  • Track 10-1Virtual Reality Games & Gaming
  • Track 10-2VR systems hardware and software.
  • Track 10-3Augmented reality software interfaces
  • Track 10-4Interactions between Augmented Humans and Smart Cities
  • Track 10-5Mixed Reality
  • Track 10-6Augmented Fashion, Art and Tourism
  • Track 10-7Location-based and Recognition-based Augmented Reality
  • Track 10-8Visual Aspects of Augmented Reality Games
  • Track 10-9Augmenting Reality Visualization for Medicine, Architecture, Design, Marketing, Advertising, Training and other areas
  • Track 10-10AR-based Navigation and Information Systems
  • Track 10-11Mobile Augmented Reality
  • Track 10-12Augmented Reality in Scientific Visualization
  • Track 10-13Visualization Techniques for Augmented Reality
  • Track 10-14Information Visualization Using Augmented Reality Technologies
  • Track 10-15Applications on VR, AR or MR
  • Track 10-16Human-computer Interaction (haptics, audio, and other visual and non-visual interfaces)
  • Track 10-17Multi-user and Distributed VR
  • Track 10-18Ergonomics
  • Track 10-19Haptics / Audio Interface
  • Track 10-20Virtual Reality Gear
  • Track 10-21Virtual Reality and the Military
  • Track 10-22Virtual Reality and Education
  • Track 10-23Virtual Reality and Healthcare
  • Track 10-24Semi-immersive VR
  • Track 10-25CAVE VR
  • Track 10-26VR Systems and Toolkits
  • Track 10-27VR Systems and Toolkits
  • Track 10-28Computer Graphics Techniques for VR
  • Track 10-29Advanced Display Technology
  • Track 10-30Immersive Projection Technology
  • Track 10-31Performance Testing & Evaluation
  • Track 10-32Avatars and Virtual Humans in VR
  • Track 10-333D Interaction for VR
  • Track 10-34Perception Study in VR Environment
  • Track 10-35VR in medical applications

Image processing is a method to convert an image into digital form and perform some operations on it, in order to get an enhanced image or to extract some useful information from it. It is a type of signal dispensation in which input is image, like video frame or photograph and output may be image or characteristics associated with that image.

 

  • Track 11-1Feature extraction
  • Track 11-2Image/video coding and transmission
  • Track 11-3Interpolation and super-resolution
  • Track 11-4Biomedical Image Processing
  • Track 11-5Mobile Image Processing
  • Track 11-6Computational Imaging and Display
  • Track 11-7Visual Quality Assessment
  • Track 11-8Document and Synthetic Visual Processing
  • Track 11-9Applications to various fields
  • Track 11-10Stereo Vision and Shape Acquisition Techniques
  • Track 11-11Color Manipulation
  • Track 11-12Digital Image Processing
  • Track 11-13Pattern recognition
  • Track 11-14Image segmentation
  • Track 11-15Image enhancement
  • Track 11-16Image scanning, display, and printing
  • Track 11-17Image sharpening and restoration
  • Track 11-18Image retrieval
  • Track 11-19Image Recognition
  • Track 11-20Analog Image Processing
  • Track 11-21Medical Image Processing

Rendering refers to the process of building output files from computer animations. When an animation renders, the animation program takes the various components, variables, and actions in an animated scene and builds the final viewable result. A render can be an individual image or a series of images saved individually or sequenced into video format.

 

  • Track 12-1Rendering Equations and architectures
  • Track 12-2Pixel path and Voxel Animation
  • Track 12-3Parametric surfaces for representing 3D Geometry
  • Track 12-4Curved surfaces and tri-linear flip-flopping
  • Track 12-5Matrix Manipulations
  • Track 12-6Progressive meshes and subdivision surfaces
  • Track 12-73D rendering software
  • Track 12-8Photorealistic & Non-photorealistic rendering
  • Track 12-9Ray casting and tracing
  • Track 12-10Equation on a per pixel basis
  • Track 12-11Light maps and changing texture coordinates
  • Track 12-12Image Based Rendering and overdraw
  • Track 12-13Photorealistic rendering using Open GL and Direct 3D
  • Track 12-14Multi texture tricks
  • Track 12-15Dynamic environment mapping
  • Track 12-16Full floating point setup 
  • Track 12-17Setup, Rendering and Transforms
  • Track 12-18Creating Reflections and shadows with stencil buffers and Z-Buffers
  • Track 12-19Methods for scaling lighting and shadows
  • Track 12-20Software and hardware systems for rendering

Visualization is a related subcategory of visualization dealing with statistical graphics and geographic or spatial data (as in thematic cartography) that is abstracted in schematic form. Educational visualization is using a simulation not usually normally created on a computer to create an image of something so it can be taught about. Information visualization concentrates on the use of computer-supported tools to explore large amount of abstract data.

 

 

  • Track 13-1Market insight and sector appraisal
  • Track 13-2Educational and Knowledge visualization
  • Track 13-3Product visualization and Product Rendering
  • Track 13-4Medical visualization
  • Track 13-5Interactive visualization
  • Track 13-6Software visualization
  • Track 13-7Creative Visualization
  • Track 13-8Guided imagery in Visualization
  • Track 13-9Information Visualization
  • Track 13-10Visual communication
  • Track 13-11Visual analytics
  • Track 13-12Business Models
  • Track 13-13Color models and imaging
  • Track 13-14Software design and development
  • Track 13-15Sonification and haptics
  • Track 13-16Visualization and high performance computing
  • Track 13-17Data visualisation
  • Track 13-18Scientific visualization
  • Track 13-19Interface Software and Tools
  • Track 13-20Graphic Visualization

3D Printing (also known as additive manufacturing) is any of various processes used to synthesize a three-dimensional object. In 3D printing, additive processes are used, in which successive layers of material are laid down under computer control These objects can be of almost any shape or geometry, and are produced from a 3D model or other electronic data source.

 

  • Track 14-13D printing processes and materials
  • Track 14-23D Printing Services
  • Track 14-3Patents/IP in 3D Printing
  • Track 14-4Supply Chain in 3D Printing
  • Track 14-53D Printing Software
  • Track 14-6Additive Manufacturing Technology
  • Track 14-73D scanning

Human Computer Interaction (HCI) is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. HCI has expanded rapidly and steadily for three decades, attracting professionals from many other disciplines and incorporating diverse concepts and approaches. To a considerable extent, HCI now aggregates a collection of semi-autonomous fields of research and practice in human-centered informatics.

 

  • Track 15-1Intelligent User Interfaces
  • Track 15-2Impact of interfaces on attitudes, behavior, performance, perception, learning and productivity
  • Track 15-3Cognitive neuroscience for HCI
  • Track 15-4Human information seeking behavior on the digital platforms
  • Track 15-5Novel HCI theories, techniques, and methodologies
  • Track 15-6Psychological, social and cultural aspects of HCI
  • Track 15-7Brain-computer Interfaces
  • Track 15-8Artificial Intelligence
  • Track 15-9e-Learning
  • Track 15-10User Requirements
  • Track 15-11Mobile Interfaces
  • Track 15-12Graphical Interfaces
  • Track 15-13Collaborative System Design
  • Track 15-14Animal-computer Interface
  • Track 15-15Speech Recognition
  • Track 15-16Interfaces and Agents
  • Track 15-17HCI in Medical applications

Web3D was at first the thought to completely show and explore Web destinations utilizing 3D. By expansion, the term now alludes to all intuitive 3D content which are inserted into pages html, and that we can see through a web program. Present day Web3D pages are usually controlled by WebGL.

Advances are Flash Stage3d, Unity3d and Unreal Engine and so forth. 3D illustrations on the web have made some amazing progress. There are many contending advances out there, all battling to be the lord of the 3D web. It can turn out to be exceptionally hard to pick one from the changing instruments and document designs for your venture. Despite everything it stays to be seen which one, assuming any, get to be institutionalized.

 

  • Track 16-1Web-based User Interaction
  • Track 16-2Web-based 3D Graphics
  • Track 16-33D similarity search and matchin
  • Track 16-43D City Models & Web3D
  • Track 16-5Web3D and associated APIs, toolkits, and frameworks.
  • Track 16-6Interactive Web 3D applications
  • Track 16-7Script algorithms & programming for lightweight Web3D
  • Track 16-8Data analysis & intelligent algorithms for big Web3D data
  • Track 16-9Novel Web3D interaction paradigms for mobile/handheld applications
  • Track 16-103D digitization.
  • Track 16-11Web-wide human-computer interface and 3D User Interfaces
  • Track 16-12Creativity and Digital Art
  • Track 16-133D Web Gaming
  • Track 16-14Web Graphic Design in digital layout
  • Track 16-15Virtual Environments and Web Applications for eLearning
  • Track 16-16Web Services based Systems and Applications
  • Track 16-17Web security, authentication, accounting and digital rights management
  • Track 16-18Web Technologies and Applications
  • Track 16-19P2P Systems and Applications
  • Track 16-20Collaborative and web based visualization
  • Track 16-21Web-based simulation
  • Track 16-22Web Designing
  • Track 16-23Professional graphics tools