Call for Abstract
Scientific Program
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 16 tracks and 389 sessions designed to offer comprehensive sessions that address current issues in Computer Graphics 2017.
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.
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 1-1Sound Design and Music Systems
- Track 1-2Advanced computer graphics
- Track 1-3Interactive Computer Graphics
- Track 1-4Algorithms for Shape and Motion
- Track 1-5Anti-aliasing
- Track 1-6Reflectance and light source estimation
- Track 1-73D Graphics Software
- Track 1-8Ray tracing
- Track 1-9Models and generation
- Track 1-103D Geometric models
- Track 1-11Art, Design and New Media
- Track 1-12Project Funding and Financing
- Track 1-13Player Behavior and Consumer Demographics
- Track 1-14Media Theory
- Track 1-15Multichanel Audio
- Track 1-162D & 3D computer graphics
- Track 1-17Cinematography
- Track 1-18Stereographics in Real Time
- Track 1-19Texture and Shader Programming
- Track 1-20Design Documentation
- Track 1-21Sprite & Vector Graphics
- Track 1-22Storytelling and Narrative Landscapes
- Track 1-23Optoelectronic instrumentation, measurement and metrology
- Track 1-24Shaders, GPGPU and parallelisation
- Track 1-253D Object Extraction
- Track 1-26 Graphical User Interface
- Track 1-27 GPU and Graphics Systems
- Track 1-28 Interactive Devices
- Track 1-29 Geometric Modeling
- Track 1-30Shading and Rendering
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 2-1Animation Languages
- Track 2-2Special effects animation
- Track 2-3Animation Algorithms and Techniques
- Track 2-4Film Making
- Track 2-5Inverse kinematics
- Track 2-6Biomechanics models
- Track 2-7Motion capture and motion retargeting
- Track 2-8Physical-based animation
- Track 2-9Facial and body animation
- Track 2-10Cloth and hair animation
- Track 2-11LOD and impostors
- Track 2-12Real-time rendering
- Track 2-13Character animation
- Track 2-14Animation Systems
- Track 2-15Artificial Intelligence and Animation
- Track 2-16Collision Detection
- Track 2-17Human Figure Animation
- Track 2-18Motion Capture
- Track 2-19Motion Control and Kinematics
- Track 2-20Particle Systems
- Track 2-21Plausible Motion Simulation
- Track 2-22Robotics and Animation
- Track 2-23Virtual Humans
- Track 2-24Virtual Tours
- Track 2-25Image-based Animation
- Track 2-26Motion Control
- Track 2-27Path Planning
- Track 2-28Motion Capture and Retargeting
- Track 2-29Photo-realistic animation
- Track 2-30Motion Capture and Retargeting
- Track 2-31Physics-based Animation
- Track 2-32Vision-based Techniques
- Track 2-33Behavioral Animation
- Track 2-34Artificial Life
- Track 2-35Deformation
- Track 2-36Facial Animation
- Track 2-372D & 3D animation
- Track 2-38Multi-Resolution and Multi-Scale Models
- Track 2-39Knowledge-based Animation
- Track 2-40Traditional animation
- Track 2-41Stop motion animation
- Track 2-42Cel-shaded animation
- Track 2-43Machinima
- Track 2-44Animatronics
- Track 2-45Hydrotechnics
- Track 2-46Paint-on-glass animation
- Track 2-47Pinscreen 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 3-1Historical perspectives on individual studios, producers and directors
- Track 3-2Forecasting Animation Content Demand
- Track 3-3Managing an Animation Studio
- Track 3-4Animation Software Industry
- Track 3-5Animation Pedagogy
- Track 3-6Animation and documentary
- Track 3-7Immersive, interactive, experiential animation
- Track 3-8Animation in other art forms & industries
- Track 3-9Animation beyond the frame
- Track 3-10Genre, theory and classification in relation to animation
- Track 3-11Multi-sketching
- Track 3-12Animated Special Effects
- Track 3-13Online Animation Appliations
- Track 3-14Animation Studios
- Track 3-15Animation aesthetics
- Track 3-16Animation for education
- Track 3-17Animated television series
- Track 3-18Animation Production
- Track 3-19Storytelling and Story structure
- Track 3-20Story-Boarding
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 4-1Geometric modeling and meshing
- Track 4-2Shape modeling, synthesis, manipulation, and analysis
- Track 4-3Stochastic Modeling
- Track 4-4Scene Modeling
- Track 4-5Fracture modeling
- Track 4-6Model-Based Recognition
- Track 4-7Shape Analysis
- Track 4-8Mesh Reconstruction
- Track 4-93D model segmentation
- Track 4-10Deformable Models
- Track 4-113D Meshes
- Track 4-123D Reconstruction
- Track 4-132D & 3D Modeling
- Track 4-14Modeling Transformations
- Track 4-15Procedural Modeling
- Track 4-16Metball Modelling
- Track 4-17Splines: Representations of 2D and 3D Curved Surfaces
- Track 4-18Polygonal mesh modeling
- Track 4-19Polygon Mesh Data Structure for 3D Graphics
- Track 4-20Graphics Data Structures - Implicit Functions
- Track 4-21Face and Gesture Modeling
- Track 4-22Point-based Modeling
- Track 4-23Image-based Modeling
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 5-1Plausible Motion Simulation
- Track 5-2Delta 3D and other Open Source Games Software
- Track 5-33D Studio Max
- Track 5-43D Programming for Rage Programmable Shaders
- Track 5-5Rigid body dynamics
- Track 5-6Rigid body physical animation
- Track 5-7Simulation performance
- Track 5-8Advanced Applications
- Track 5-9Graphics in simulation
- Track 5-103D Simulation
- Track 5-11Simulation for Education and Training
- Track 5-12Crowd Simulation
- Track 5-13Numerical simulation
- Track 5-14Simulation of Natural Environments
- Track 5-15Real-time Visual Simulation
- Track 5-16Visual analytics
- Track 5-17Monte Carlo Simulations
- Track 5-18Simulation software
- Track 5-19Computer simulation games
- Track 5-20Robot simulators
- Track 5-21Flight simulators
- Track 5-22Agent based simulation
- Track 5-23Statistical simulations
- Track 5-24Stochastic simulation
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 6-1Game Security
- Track 6-23D Engine optimization
- Track 6-3Uses of GPU for non-graphical algorithms in games
- Track 6-43D Development tools and techniques and games engines
- Track 6-5Online game architectures
- Track 6-6Intelligent Agents and Gamebots
- Track 6-7Tools and Systems for Games and Virtual Reality
- Track 6-8Game GUI and GPU design
- Track 6-9Human Factors of Games
- Track 6-10Artificial Intelligence in the Context of Gaming
- Track 6-11Censorship of Video Games Content
- Track 6-12Laws, Regulations, Certifications and Policies for Gaming
- Track 6-13Games and Intellectual Property Rights
- Track 6-14Gaming Hardware and Accessories
- Track 6-15Mobile and Multiuser Games
- Track 6-16Audio Techniques for Racing Games
- Track 6-17Social/Humanities Aspects of Games
- Track 6-18Experiential Spatiality in Games
- Track 6-19Cultural and Media Studies on Computer Games
- Track 6-20Mapping the Mental Space of Game Genres
- Track 6-21Interactive Dynamic Response for Games
- Track 6-22Game Development Contract Outsourcing
- Track 6-23Graphics & Visualisation
- Track 6-24Aesthetic Approaches to Game Design & Development
- Track 6-25Gaming - Mobile, PC, Online, Console
- Track 6-26Games Simulations and Dynamic Models
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 7-1Artificial Intelligence Techniques
- Track 7-2VFX and Application
- Track 7-3Applications of Machine Learning in Computer Graphics and Animation
- Track 7-4Computer Graphics in Medicine
- Track 7-5Computational Imaging and Display
- Track 7-6Social agents in computer graphics
- Track 7-7User studies and evaluation
- Track 7-8Education, Training, and Edutainment Technologies
- Track 7-9Learning to Play or Learning through Play
- Track 7-10Pay-As-You-Play and IPTV
- Track 7-11IPTV and Service Convergence
- Track 7-12Multiuser Virtual Environments (Muves) in Education
- Track 7-13Computational physics
- Track 7-14Computational Biology
- Track 7-15Computer Aided Design
- Track 7-16Computational Geometry
- Track 7-17Digital art
- Track 7-18Graphical Modelling
- Track 7-19Geometric Algorithms
- Track 7-20Media technologies for graphics
- Track 7-21Graphics architectures
- Track 7-22Digital Photography
- Track 7-23Mathematical Methods for Fluids, Solids and Interfaces
- Track 7-24Mathematical Methods for Computer Vision, Robotics, and Graphics
- Track 7-25Digital filmmaking
- Track 7-26Computer Graphics for Defense
- Track 7-27User interfaces
- Track 7-28Computer art
- Track 7-29Entertainment
- Track 7-30Infographics
- Track 7-31Graphic design
- Track 7-32Education
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 8-1Games Console Design
- Track 8-2Cheat Codes -To Cheat or Not to Cheat
- Track 8-3Game research
- Track 8-4Game case studies
- Track 8-5Games for art/culture
- Track 8-6Interactivity, latency and lag compensation
- Track 8-73D Real-time animation and computer graphics for video games
- Track 8-8Cinematography in games
- Track 8-9User behaviour and social network in games?
- Track 8-10Methods to improve emotional gameplayÂ
- Track 8-11Perceptual User Interfaces for Games
- Track 8-12Mobile Gaming and VR Gaming
- Track 8-13Gaming with Robots
- Track 8-14Game Design and Research Methods
- Track 8-15Game Analysis
- Track 8-16Affective audio in games
- Track 8-17Music in games
- Track 8-18Persuasive games
- Track 8-19Games for well-being
- Track 8-20Affective user modeling
- Track 8-21Affective Gaming
- Track 8-22Particle systems for generating smoke and fire
- Track 8-23Scaling of special effects and texture tricks
- Track 8-243D in Game Animation
- Track 8-25Point scoring game
- Track 8-26Game Design elements and techniques to non-game contexts
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 9-1Vision for Graphics
- Track 9-2Applications and research
- Track 9-3Video: events, activities and surveillance
- Track 9-4Segmentation, grouping and shape representation
- Track 9-5Recognition: detection, categorization, indexing, matching
- Track 9-6Physics-based vision and shape-from-X
- Track 9-7Optimization methods
- Track 9-8Real-time Tracking
- Track 9-9Vision for Web
- Track 9-10Object Recognition
- Track 9-11Vision for Robotics
- Track 9-12Computational Photography
- Track 9-13Human-Computer Interaction
- Track 9-14Action Recognition
- Track 9-15Human Motion Analysis/Capture
- Track 9-16Gesture/Hand Recognition
- Track 9-17Face Detection and Recognition
- Track 9-18Motion/Stereo Processing and Augmented Reality
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 10-1Augmenting Reality Visualization for Medicine, Architecture, Design, Marketing, Advertising, Training and other areas
- Track 10-2Multi-user and Distributed VR
- Track 10-3VR systems hardware and software.
- Track 10-4Augmented reality software interfaces
- Track 10-5Interactions between Augmented Humans and Smart Cities
- Track 10-6Mixed Reality
- Track 10-7Augmented Fashion, Art and Tourism
- Track 10-8Location-based and Recognition-based Augmented Reality
- Track 10-9Visual Aspects of Augmented Reality Games
- Track 10-10Ergonomics
- Track 10-11AR-based Navigation and Information Systems
- Track 10-12Mobile Augmented Reality
- Track 10-13Augmented Reality in Scientific Visualization
- Track 10-14Visualization Techniques for Augmented Reality
- Track 10-15Information Visualization Using Augmented Reality Technologies
- Track 10-16Applications on VR, AR or MR
- Track 10-17Human-computer Interaction (haptics, audio, and other visual and non-visual interfaces)
- Track 10-18VR in medical applications
- Track 10-19Computer Graphics Techniques for VR
- 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 10-28Virtual Reality Games & Gaming
- 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 10-35Haptics / Audio Interface
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 11-1Color Manipulation
- Track 11-2Medical Image Processing
- Track 11-3Applications to various fields
- Track 11-4Document and Synthetic Visual Processing
- Track 11-5Visual Quality Assessment
- Track 11-6Computational Imaging and Display
- Track 11-7Mobile Image Processing
- Track 11-8Biomedical Image Processing
- Track 11-9Interpolation and super-resolution
- Track 11-10Image/video coding and transmission
- Track 11-11Stereo Vision and Shape Acquisition Techniques
- Track 11-12Feature extraction
- Track 11-13Digital Image Processing
- Track 11-14Analog Image Processing
- Track 11-15Image Recognition
- Track 11-16Image retrieval
- Track 11-17Image sharpening and restoration
- Track 11-18Image scanning, display, and printing
- Track 11-19Image enhancement
- Track 11-20Image segmentation
- Track 11-21Pattern recognition
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 12-1Equation on a per pixel basis
- Track 12-2Software and hardware systems for rendering
- Track 12-3Ray casting and tracing
- Track 12-4Photorealistic & Non-photorealistic rendering
- Track 12-53D rendering software
- Track 12-6Progressive meshes and subdivision surfaces
- Track 12-7Matrix Manipulations
- Track 12-8Curved surfaces and tri-linear flip-flopping
- Track 12-9Parametric surfaces for representing 3D Geometry
- Track 12-10Pixel path and Voxel Animation
- Track 12-11Rendering Equations and architectures
- Track 12-12Light maps and changing texture coordinates
- Track 12-13Methods for scaling lighting and shadows
- Track 12-14Creating Reflections and shadows with stencil buffers and Z-Buffers
- Track 12-15Setup, Rendering and Transforms
- Track 12-16Full floating point setupÂ
- Track 12-17Dynamic environment mapping
- Track 12-18Multi texture tricks
- Track 12-19Photorealistic rendering using Open GL and Direct 3D
- Track 12-20Image Based Rendering and overdraw
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 13-1Visual communication
- Track 13-2Graphic Visualization
- Track 13-3Information Visualization
- Track 13-4Guided imagery in Visualization
- Track 13-5Creative Visualization
- Track 13-6Software visualization
- Track 13-7Interactive visualization
- Track 13-8Medical visualization
- Track 13-9Product visualization and Product Rendering
- Track 13-10Educational and Knowledge visualization
- Track 13-11Market insight and sector appraisal
- Track 13-12Visual analytics
- Track 13-13Interface Software and Tools
- Track 13-14Scientific visualization
- Track 13-15Data visualisation
- Track 13-16Visualization and high performance computing
- Track 13-17Sonification and haptics
- Track 13-18Software design and development
- Track 13-19Color models and imaging
- Track 13-20Business Models
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 14-1e-Learning
- Track 14-2HCI in Medical applications
- Track 14-3Impact of interfaces on attitudes, behavior, performance, perception, learning and productivity
- Track 14-4Cognitive neuroscience for HCI
- Track 14-5Human information seeking behavior on the digital platforms
- Track 14-6Novel HCI theories, techniques, and methodologies
- Track 14-7Psychological, social and cultural aspects of HCI
- Track 14-8Brain-computer Interfaces
- Track 14-9Artificial Intelligence
- Track 14-10Intelligent User Interfaces
- Track 14-11User Requirements
- Track 14-12Mobile Interfaces
- Track 14-13Graphical Interfaces
- Track 14-14Collaborative System Design
- Track 14-15Animal-computer Interface
- Track 14-16Speech Recognition
- Track 14-17Interfaces and Agents
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 15-13D printing processes and materials
- Track 15-23D Printing Services
- Track 15-3Patents/IP in 3D Printing
- Track 15-4Supply Chain in 3D Printing
- Track 15-53D Printing Software
- Track 15-6Additive Manufacturing Technology
- Track 15-73D scanning
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