Call for Abstract

5th International Conference and Expo on Computer Graphics & Animation, will be organized around the theme “Rendering the possibilities with Computer Graphics & Animation techniques”

Computer Graphics 2018 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 2018

Submit your abstract to any of the mentioned tracks.

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 where physical body and imagination will develop or created. Computer graphics to of physical nature, geometry, displaying image, motion, animation of 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 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, 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 1-18Geometric Modeling
  • Track 1-19Interactive Devices
  • Track 1-20GPU and Graphics Systems
  • Track 1-21Graphical 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 2-2Cloth and hair animation
  • Track 2-3Facial and body animation
  • Track 2-4Motion capture and motion retargeting
  • Track 2-5Biomechanics models
  • Track 2-6Inverse kinematics
  • Track 2-7Film Making
  • Track 2-8Animation Algorithms and Techniques
  • Track 2-9A.I. based animation
  • Track 2-10Special effects animation
  • Track 2-11LOD and impostors
  • Track 2-12Animation Languages
  • Track 2-13Animation Systems
  • 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 2-23Real-time rendering
  • Track 2-24Character animation
  • Track 2-25Deformation
  • Track 2-26Artificial Life
  • Track 2-27Behavioral Animation
  • Track 2-28Vision-based Techniques
  • Track 2-29Physics-based Animation
  • Track 2-30Photo-realistic animation
  • Track 2-31Motion Capture and Retargeting
  • Track 2-32Path Planning
  • Track 2-33Motion Control
  • Track 2-34Facial Animation
  • Track 2-35Image-based Animation
  • Track 2-36Multi-Resolution and Multi-Scale Models
  • Track 2-37Pinscreen animation
  • Track 2-38Paint-on-glass animation
  • Track 2-39Hydrotechnics
  • Track 2-40Animatronics
  • Track 2-41Machinima
  • Track 2-42Cel-shaded animation
  • Track 2-43Stop motion animation
  • Track 2-44Traditional animation
  • Track 2-45Knowledge-based Animation
  • Track 2-462D & 3D animation

The 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 4-15Face and Gesture Modeling
  • Track 4-16Point-based 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
  • Track 6-1GPU Computing Technologies
  • Track 6-2Integrated Graphics
  • Track 6-3AI Application Deployment / Inference
  • Track 6-4Computer Aided Engineering
  • Track 6-5Deep Learning and AI Frameworks
  • Track 6-6Real-Time Graphics
  • Track 6-7Gaming Applications
  • Track 6-8Animation and VFX
  • Track 6-9Consumer Engagement and Personalization
  • Track 6-10Graphics and AI
  • Track 6-11Graphics Virtualization
  • Track 6-12Product and Building Design
  • Track 6-13HPC and Supercomputing
  • Track 6-14Computer and Machine Vision
  • Track 6-15Virtual and Augmented Reality
  • Track 6-16Hardware Architectures
  • Track 6-17Advantages of GPU technology
  • Track 6-18GPU Computing and ApplicationsĀ 
  • Track 6-19Hybrid Graphics Processing

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 flavors is the fastest growing 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 the constant release of repetitive sequels and imitations.

  • Track 7-1Gaming Hardware and Accessories
  • Track 7-2Games and Intellectual Property Rights
  • Track 7-3Laws, Regulations, Certifications and Policies for Gaming
  • Track 7-4Censorship of Video Games Content
  • Track 7-5Artificial Intelligence in the Context of Gaming
  • Track 7-6Human Factors of Games
  • Track 7-7Game GUI and GPU design
  • Track 7-8Tools and Systems for Games and Virtual Reality
  • Track 7-9Intelligent Agents and Gamebots
  • Track 7-10Online game architectures
  • Track 7-113D Development tools and techniques and games engines
  • Track 7-12Uses of GPU for non-graphical algorithms in games
  • Track 7-13Game Security
  • Track 7-14Mobile and Multiuser Games
  • Track 7-15Games Simulations and Dynamic Models
  • Track 7-16Gaming - Mobile, PC, Online, Console
  • Track 7-17Aesthetic Approaches to Game Design & Development
  • Track 7-18Graphics & Visualisation
  • Track 7-19Game Development Contract Outsourcing
  • Track 7-20Interactive Dynamic Response for Games
  • Track 7-21Mapping the Mental Space of Game Genres
  • Track 7-22Cultural and Media Studies on Computer Games
  • Track 7-23Experiential Spatiality in Games
  • Track 7-24Social/Humanities Aspects of Games
  • Track 7-25Audio Techniques for Racing Games
  • Track 7-263D 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 the 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 8-1Cheat Codes -To Cheat or Not to Cheat
  • Track 8-2Gaming with Robots
  • Track 8-3Mobile Gaming and VR Gaming
  • Track 8-4Perceptual User Interfaces for Games
  • Track 8-5Methods to improve emotional gameplay
  • Track 8-6User behaviour and social network in games?
  • Track 8-7User behaviour and social network in games?
  • Track 8-8Cinematography in games
  • Track 8-93D Real-time animation and computer graphics for video games
  • Track 8-10Interactivity, latency and lag compensation
  • Track 8-11Games for art/culture
  • Track 8-12Game case studies
  • Track 8-13Games Console Design
  • Track 8-14Game Analysis
  • Track 8-15Affective audio in games
  • Track 8-16Game Design and Research Methods
  • Track 8-17Game Design elements and techniques to non-game contexts
  • Track 8-18Point scoring game
  • Track 8-193D in Game Animation
  • Track 8-20Scaling of special effects and texture tricks
  • Track 8-21Particle systems for generating smoke and fire
  • Track 8-22Affective Gaming
  • Track 8-23Affective user modeling
  • Track 8-24Games for well-being
  • Track 8-25Persuasive games
  • Track 8-26Music in games
  • Track 8-27Game research

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 9-1Computer Graphics in Medicine
  • Track 9-2Artificial Intelligence Techniques
  • Track 9-3Computational Geometry
  • Track 9-4Computer Aided Design
  • Track 9-5Computational Biology
  • Track 9-6Computational Physics
  • Track 9-7Multiuser Virtual Environments (Muves) in Education
  • Track 9-8IPTV and Service Convergence
  • Track 9-9Pay-As-You-Play and IPTV
  • Track 9-10Learning to Play or Learning through Play
  • Track 9-11Education, Training, and Edutainment Technologies
  • Track 9-12User studies and Evaluation
  • Track 9-13Social Agents in Computer Graphics
  • Track 9-14VFX and Application
  • Track 9-15Computational Imaging and Display
  • Track 9-16Graphical Modelling
  • Track 9-17Geometric Algorithms
  • Track 9-18Digital art
  • Track 9-19Education
  • Track 9-20Graphic design
  • Track 9-21Infographics
  • Track 9-22Entertainment
  • Track 9-23Computer Art
  • Track 9-24User Interfaces
  • Track 9-25Computer Graphics for Defense
  • Track 9-26Digital Filmmaking
  • Track 9-27Mathematical Methods for Computer Vision, Robotics, and Graphics
  • Track 9-28Mathematical Methods for Fluids, Solids and Interfaces
  • Track 9-29Digital Photography
  • Track 9-30Graphics Architectures
  • Track 9-31Media technologies for Graphics
  • Track 9-32Applications 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 10-1Pattern recognition
  • Track 10-2Video: events, activities and surveillance
  • Track 10-3Segmentation, grouping and shape representation
  • Track 10-4Recognition: detection, categorization, indexing, matching
  • Track 10-5Physics-based vision and shape-from-X
  • Track 10-6Optimization methods
  • Track 10-7Real-time Tracking
  • Track 10-8Vision for Web
  • Track 10-9Vision for Graphics
  • Track 10-10Vision for Robotics
  • Track 10-11Computational Photography
  • Track 10-12Human-Computer Interaction
  • Track 10-13Action Recognition
  • Track 10-14Human Motion Analysis/Capture
  • Track 10-15Gesture/Hand Recognition
  • Track 10-16Face Detection and Recognition
  • Track 10-17Motion/Stereo Processing and Augmented Reality
  • Track 10-18Object Recognition
  • Track 10-19Applications 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 11-1Virtual Reality Games & Gaming
  • Track 11-2VR systems hardware and software
  • Track 11-3Augmented reality software interfaces
  • Track 11-4Interactions between Augmented Humans and Smart Cities
  • Track 11-5Mixed Reality
  • Track 11-6Augmented Fashion, Art and Tourism
  • Track 11-7Location-based and Recognition-based Augmented Reality
  • Track 11-8Visual Aspects of Augmented Reality Games
  • Track 11-9Augmenting Reality Visualization for Medicine, Architecture, Design, Marketing, Advertising, Training and other areas
  • Track 11-10AR-based Navigation and Information Systems
  • Track 11-11Mobile Augmented Reality
  • Track 11-12Augmented Reality in Scientific Visualization
  • Track 11-13Visualization Techniques for Augmented Reality
  • Track 11-14Information Visualization Using Augmented Reality Technologies
  • Track 11-15Applications on VR, AR or MR
  • Track 11-16Multi-user and Distributed VR
  • Track 11-17Ergonomics
  • Track 11-18Haptics / Audio Interface
  • Track 11-19Virtual Reality Gear
  • Track 11-20Virtual Reality and Education
  • Track 11-21Virtual Reality and Healthcare
  • Track 11-22Semi-immersive VR
  • Track 11-23VR in medical applications
  • Track 11-24CAVE VR
  • Track 11-25VR Systems and Toolkits
  • Track 11-26Computer Graphics Techniques for VR
  • Track 11-27Advanced Display Technology
  • Track 11-28Immersive Projection Technology
  • Track 11-29Performance Testing & Evaluation
  • Track 11-30Avatars and Virtual Humans in VR
  • Track 11-313D Interaction for VR
  • Track 11-32Perception Study in VR Environment
  • Track 11-33Human-computer Interaction (haptics, audio, and other visual and non-visual interfaces)

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 an image, like video frame or photograph and output, may be image or characteristics associated with that image.

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

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 13-1Rendering Equations and architectures
  • Track 13-2Parametric surfaces for representing 3D Geometry
  • Track 13-3Parametric surfaces for representing 3D Geometry
  • Track 13-4Curved surfaces and tri-linear flip-flopping
  • Track 13-5Matrix Manipulations
  • Track 13-6Progressive meshes and subdivision surfaces
  • Track 13-73D rendering software
  • Track 13-8Photorealistic & Non-photorealistic rendering
  • Track 13-9Ray casting and tracing
  • Track 13-10Pixel path and Voxel Animation
  • Track 13-11Equation on a per pixel basis
  • Track 13-12Light maps and changing texture coordinates
  • Track 13-13Image Based Rendering and overdraw
  • Track 13-14Photorealistic rendering using Open GL and Direct 3D
  • Track 13-15Multi texture tricks
  • Track 13-16Dynamic environment mapping
  • Track 13-17Full floating point setup
  • Track 13-18Setup, Rendering and Transforms
  • Track 13-19Creating Reflections and shadows with stencil buffers and Z-Buffers
  • Track 13-20Methods for scaling lighting and shadows
  • Track 13-21Software 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 a large amount of abstract data.

  • Track 14-1Visual analytics
  • Track 14-2Sonification and Haptics
  • Track 14-3Visualization and high performance computing
  • Track 14-4Data visualisation
  • Track 14-5Scientific visualization
  • Track 14-6Interface Software and Tools
  • Track 14-7Additive Manufacturing Technology
  • Track 14-83D scanning
  • Track 14-93D printing processes and materials
  • Track 14-103D Printing Services
  • Track 14-11Patents/IP in 3D Printing
  • Track 14-12Supply Chain in 3D Printing
  • Track 14-13Software design and development
  • Track 14-14Color models and imaging
  • Track 14-15Business Models
  • Track 14-16Visual communication
  • Track 14-17Educational and Knowledge visualization
  • Track 14-18Product visualization and Product Rendering
  • Track 14-19Medical visualization
  • Track 14-20Interactive visualization
  • Track 14-21Software visualization
  • Track 14-22Creative Visualization
  • Track 14-23Guided imagery in Visualization
  • Track 14-24Graphic Visualization
  • Track 14-25Information Visualization
  • Track 14-26Market insight and sector appraisal
  • Track 14-273D Printing Software

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 is 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 16-23D Web Gaming
  • Track 16-3Web Graphic Design in digital layout
  • Track 16-4Virtual Environments and Web Applications for eLearning
  • Track 16-5Web Services based Systems and Applications
  • Track 16-6Web Technologies and Applications
  • Track 16-7P2P Systems and Applications
  • Track 16-8Collaborative and web based visualization
  • Track 16-9Web-based simulation
  • Track 16-10Web Designing
  • Track 16-11Creativity and Digital Art
  • Track 16-12Web-wide human-computer interface and 3D User Interfaces
  • Track 16-13Web-based 3D Graphics
  • Track 16-143D similarity search and matching
  • Track 16-153D City Models & Web3D
  • Track 16-16Web3D and associated APIs, toolkits, and frameworks.
  • Track 16-17Interactive Web 3D applications
  • Track 16-18Script algorithms & programming for lightweight Web3D
  • Track 16-19Data analysis & intelligent algorithms for big Web3D data
  • Track 16-20Novel Web3D interaction paradigms for mobile/handheld applications
  • Track 16-213D digitization
  • Track 16-22Professional graphics tools