Call for Abstract

3rd International Conference on Computer Graphics & Animation, will be organized around the theme ““Where Art meets Science…. Imagine the Possibilities!””

Computer Graphics 2016 is comprised of 14 tracks and 309 sessions designed to offer comprehensive sessions that address current issues in Computer Graphics 2016.

Submit your abstract to any of the mentioned tracks. All related abstracts are accepted.

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

  • Track 1-12D computer graphics
  • Track 1-2Anti-aliasing
  • Track 1-3Computational Imaging and Display
  • Track 1-4Algorithms for Shape and Motion
  • Track 1-5Digital Photography
  • Track 1-6Mathematical Methods for Computer Vision, Robotics, and Graphics
  • Track 1-7Mathematical Methods for Fluids, Solids and Interfaces
  • Track 1-8Interactive Computer Graphics
  • Track 1-9Media technologies for graphics
  • Track 1-10Graphics architectures
  • Track 1-11GPU design
  • Track 1-12Vector Graphics
  • Track 1-13Sprite Graphics
  • Track 1-143-D computer graphics
  • Track 1-15Graphics hardware
  • Track 1-16Models and generation
  • Track 1-17Ray tracing
  • Track 1-183D Graphics Software
  • Track 1-19Reflectance and light source estimation
  • Track 1-20Shaders, GPGPU and parallelisation
  • Track 1-21Social agents in computer graphics
  • Track 1-22User studies and evaluation
  • Track 1-23Advanced computer graphics
  • Track 2-1Motion Control
  • Track 2-22D animation
  • Track 2-33D animation
  • Track 2-4Cel-shaded animation
  • Track 2-5Machinima
  • Track 2-6Animatronics
  • Track 2-7Hydrotechnics
  • Track 2-8Paint-on-glass animation
  • Track 2-9Pinscreen animation
  • Track 2-10Character animation
  • Track 2-11Special effects animation
  • Track 2-12A.I. based animation
  • Track 2-13Animation Algorithms and Techniques
  • Track 2-14Stop motion animation
  • Track 2-15Traditional animation
  • Track 2-16Path Planning
  • Track 2-17Photo-realistic animation
  • Track 2-18Motion Capture and Retargeting
  • Track 2-19Physics-based Animation
  • Track 2-20Vision-based Techniques
  • Track 2-21Behavioral Animation
  • Track 2-22Artificial Life
  • Track 2-23Deformation
  • Track 2-24Facial Animation
  • Track 2-25Image-based Animation
  • Track 2-26Multi-Resolution and Multi-Scale Models
  • Track 2-27Knowledge-based Animation
  • Track 2-28Film Making
  • 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
  • Track 3-20Forecasting Animation Content Demand
  • Track 4-1Graphics Data Structures - Implicit Functions
  • Track 4-23D model segmentation
  • Track 4-3Mesh reconstruction
  • Track 4-4Shape Analysis
  • Track 4-5Model-Based Recognition
  • Track 4-6Fracture modeling
  • Track 4-7Scene modelling
  • Track 4-8Stochastic modeling
  • Track 4-9Image-based Modeling
  • Track 4-10Point-based Modeling
  • Track 4-11Face and Gesture Modeling
  • Track 4-12Deformable Models
  • Track 4-133D Meshes
  • Track 4-14Polygon Mesh Data Structure for 3D Graphics
  • Track 4-15Polygonal mesh modeling
  • Track 4-16Splines: Representations of 2D and 3D Curved Surfaces
  • Track 4-17Metball modelling
  • Track 4-18Procedural Modeling
  • Track 4-19Modeling Transformations
  • Track 4-202D Modeling
  • Track 4-213D Modeling
  • Track 4-22Geometric modeling and meshing
  • Track 4-233D Reconstruction
  • Track 4-24Shape modeling, synthesis, manipulation, and analysis
  • Track 5-1Numerical simulation
  • Track 5-2Graphics in simulation
  • Track 5-33D Simulation
  • Track 5-4Simulation for Education and Training
  • Track 5-5Crowd Simulation
  • Track 5-6Plausible Motion Simulation
  • Track 5-7Simulation of Natural Environments
  • Track 5-8Real-time Visual Simulation
  • Track 5-9Visual analytics
  • Track 5-10Monte Carlo Simulations
  • Track 5-11Simulation software
  • Track 5-12Computer simulation games
  • Track 5-13Web-based simulation
  • Track 5-14Robot simulators
  • Track 5-15Flight simulators
  • Track 5-16Agent based simulation
  • Track 5-17Statistical simulations
  • Track 5-18Stochastic simulation
  • Track 5-19Advanced Applications
  • Track 6-1Feature extraction
  • Track 6-2Stereo Vision and Shape Acquisition Techniques
  • Track 6-3Image/video coding and transmission
  • Track 6-4Interpolation and super-resolution
  • Track 6-5Biomedical imaging
  • Track 6-6Mobile imaging
  • Track 6-7Computational Imaging and Display
  • Track 6-8Visual Quality Assessment
  • Track 6-9Document and Synthetic Visual Processing
  • Track 6-10Color Manipulation
  • Track 6-11Digital Image Processing
  • Track 6-12Pattern recognition
  • Track 6-13Image segmentation
  • Track 6-14Image enhancement
  • Track 6-15Image scanning, display, and printing
  • Track 6-16Image sharpening and restoration
  • Track 6-17Image retrieval
  • Track 6-18Image Recognition
  • Track 6-19Analog Image Processing
  • Track 6-20Applications to various fields
  • Track 7-1Game production pipelines, Tools and Middleware
  • Track 7-2Location/context based games
  • Track 7-3Artificial intelligence for games
  • Track 7-4Game GUI
  • Track 7-5Game design and game genres
  • Track 7-6Games and feelings
  • Track 7-7Games for art/culture
  • Track 7-8User behaviour and social network in games?
  • Track 7-9Impact of online game growth on network infrastructure
  • Track 7-10Cheat detection and prevention
  • Track 7-11Games and social networks
  • Track 7-12Operating systems solutions for games
  • Track 7-13Experiences on large-scale gaming system design and implementation
  • Track 7-14Cinematography in games
  • Track 7-153D Development tools and techniques and games engines
  • Track 7-16Multi-processor techniques for games
  • Track 7-17Uses of GPU for non-graphical algorithms in games
  • Track 7-18Distributed simulation and communication in multi-player games
  • Track 7-193D Real-time animation and computer graphics for video games
  • Track 7-20User and usability studies
  • Track 7-21System benchmarking, performance evaluation, and provisioning
  • Track 7-22Security, authentication, accounting and digital rights management in games
  • Track 7-23Interactivity, latency and lag compensation
  • Track 7-24Consistency and fairness
  • Track 7-25MMORPG
  • Track 7-26Online/Networked Games
  • Track 7-27Emotioneering
  • Track 7-28Machine Learning for Games
  • Track 7-29Machinima
  • Track 7-30Digital storytelling
  • Track 7-31Gesture and interaction control
  • Track 7-32Gamification
  • Track 7-33Serious games
  • Track 7-34Mobile games
  • Track 7-35Massively multiplayer online games
  • Track 7-36Pervasive games
  • Track 7-37Scalability for online games
  • Track 7-38Game performance
  • Track 7-39Quality of Experience
  • Track 7-40Network traffic measurement and modelling
  • Track 7-41Online game architectures
  • Track 7-42Network protocols and support for online games
  • Track 7-43Delay tolerant network games
  • Track 7-44P2P games
  • Track 7-45Cloud based games
  • Track 7-46Interactive games
  • Track 8-1Computational biology
  • Track 8-2Computer Graphics for Defense
  • Track 8-3User interfaces
  • Track 8-4Computer art
  • Track 8-5Entertainment
  • Track 8-6Web design
  • Track 8-7Infographics
  • Track 8-8Graphic design
  • Track 8-9Education
  • Track 8-10Digital art
  • Track 8-11 Computer-aided design
  • Track 8-12Computational physics
  • Track 8-13Digital filmmaking
  • 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 9-18Scene Understanding
  • Track 9-19Applications
  • Track 10-1Shading
  • Track 10-2Radiosity
  • Track 10-3Visual perception
  • Track 10-43D rendering software
  • Track 10-5Architectural Rendering
  • Track 10-6Image rendering
  • Track 10-7Real-time rendering
  • Track 10-8Offline rendering
  • Track 10-9Software and hardware systems for rendering
  • Track 10-10Rendering software
  • Track 10-11Video rendering
  • Track 10-12Texture-mapping
  • Track 10-13Shadows
  • Track 10-14Transparency and Transparency
  • Track 10-15Rasterization
  • Track 10-16Photorealistic rendering
  • Track 10-17Non-photorealistic rendering
  • Track 10-18Ray casting
  • Track 10-19Ray tracing
  • Track 10-20Audio/sound rendering
  • Track 11-1Virtual Reality Games & Gaming
  • Track 11-2Augmented reality software interfaces
  • Track 11-3Interactions between Augmented Humans and Smart Cities
  • Track 11-4Mixed Reality
  • Track 11-5Augmented Fashion, Art and Tourism
  • Track 11-6Location-based and Recognition-based Augmented Reality
  • Track 11-7Visual Aspects of Augmented Reality Games
  • Track 11-8Augmenting Reality Visualization for Medicine, Architecture, Design, Marketing, Advertising, Training and other areas
  • Track 11-9Visual Aspects of Augmented Reality Games
  • Track 11-10Visual Aspects of Augmented Reality Games
  • Track 11-11AR-based Navigation and Information Systems
  • Track 11-12Mobile Augmented Reality
  • Track 11-13Augmented Reality in Scientific Visualization
  • Track 11-14Visualization Techniques for Augmented Reality
  • Track 11-15Information Visualization Using Augmented Reality Technologies
  • Track 11-16Applications on VR, AR or MR
  • Track 11-17VR systems hardware and software.
  • Track 11-18Multi-user and Distributed VR
  • Track 11-19Ergonomics
  • Track 11-20Virtual Reality Gear
  • Track 11-21Virtual Reality and the Military
  • Track 11-22Virtual Reality and Education
  • Track 11-23Virtual Reality and Healthcare
  • Track 11-24Semi-immersive VR
  • Track 11-25CAVE VR
  • Track 11-26VR Systems and Toolkits
  • Track 11-27Computer Graphics Techniques for VR
  • Track 11-28Advanced Display Technology
  • Track 11-29Immersive Projection Technology
  • Track 11-30Performance Testing & Evaluation
  • Track 11-31Avatars and Virtual Humans in VR
  • Track 11-32 3D Interaction for VR
  • Track 11-33Perception Study in VR Environment
  • Track 11-34Haptics / Audio Interface
  • Track 11-35Human-computer Interaction (haptics, audio, and other visual and non-visual interfaces)
  • Track 12-1Educational visualization
  • Track 12-2Visual analytics
  • Track 12-3Interface Software and Tools
  • Track 12-4Scientific visualization
  • Track 12-5Data visualisation
  • Track 12-6Visualization and high performance computing
  • Track 12-7Sonification and haptics
  • Track 12-8Software design and development
  • Track 12-9Human computer interface
  • Track 12-10Color models and imaging
  • Track 12-11Guided imagery
  • Track 12-12Creative Visualization
  • Track 12-13Software visualization
  • Track 12-14Interactive visualization
  • Track 12-15Medical visualization
  • Track 12-16Product visualization
  • Track 12-17Knowledge visualization
  • Track 12-18Visual communication
  • Track 12-19Collaborative and web based visualization
  • Track 13-13D printing processes and materials
  • Track 13-2Market insight and sector appraisal
  • Track 13-33D Printing Services
  • Track 13-4Patents/IP
  • Track 13-5Business Models
  • Track 13-6Supply Chain
  • Track 13-73D Printing Software
  • Track 14-1Intelligent User Interfaces
  • Track 14-2Impact of interfaces on attitudes, behavior, performance, perception, learning, and productivity
  • Track 14-3Human information seeking behavior on the digital platforms
  • Track 14-4Novel HCI theories, techniques, and methodologies
  • Track 14-5Psychological, social and cultural aspects of HCI
  • Track 14-6Brain Computer Interfaces
  • Track 14-7Artificial Intelligence
  • Track 14-8e-Learning
  • Track 14-9User Requirements
  • Track 14-10Mobile Interfaces
  • Track 14-11Graphical Interfaces
  • Track 14-12Collaborative System Design
  • Track 14-13Web Designing
  • Track 14-14Speech Recognition
  • Track 14-15Interfaces and Agents
  • Track 14-16Cognitive neuroscience for HCI