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GRAPP 2016 : The 11th International Conference on Computer Graphics Theory and Applications

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Conference Series : International Conference on Computer Graphics Theory and Applications
 
Link: http://www.grapp.visigrapp.org/
 
When Feb 27, 2016 - Feb 29, 2016
Where Rome, Italy
Submission Deadline Sep 17, 2015
Notification Due Nov 12, 2015
Final Version Due Nov 27, 2015
Categories    computer graphics   modeling
 

Call For Papers

Conference name:
The 11th International Conference on Computer Graphics Theory and Applications – GRAPP 2016

Venue:
Rome, Italy

Event Date
27-29 February, 2016

Regular Papers
Paper Submission: September 17, 2015
Authors Notification: November 12, 2015
Camera Ready and Registration: November 27, 2015

Position Papers
Paper Submission: October 29, 2015
Authors Notification: December 4, 2015
Camera Ready and Registration: December 18, 2015

Workshops
Workshop Proposal: September 7, 2015

Special Sessions
Special Session Proposal: September 17, 2015

Tutorials, Demos and Panels Proposals
October 12, 2015

Scope:
The International Conference on Computer Graphics Theory and Applications aims at becoming a major point of contact between researchers, engineers and practitioners in Computer Graphics. The conference will be structured along five main tracks, covering different aspects related to Computer Graphics, from Modelling to Rendering, including Animation, Interactive Environments and Social Agents In Computer Graphics.


CONFERENCE AREAS

Each of these topic areas is expanded below but the sub-topics list is not exhaustive. Papers may address one or more of the listed sub-topics, although authors should not feel limited by them. Unlisted but related sub-topics are also acceptable, provided they fit in one of the following main topic areas:

1. GEOMETRY AND MODELING
2. RENDERING
3. ANIMATION AND SIMULATION
4. INTERACTIVE ENVIRONMENTS
5. SOCIAL AGENTS IN COMPUTER GRAPHICS


AREA 1: GEOMETRY AND MODELING

• Modeling and Algorithms
• Scene and Object Modeling
• Modeling of Natural Scenes and Phenomena
• Image-Based Modeling
• Solid and Heterogeneous Modeling
• Geometric Computing
• Surface Modeling
• Physics-Based Modeling
• Sketch-Based Modelling
• Multi-Resolution Modeling
• Fundamental Methods and Algorithms
• Model Validation
• Texture Models, Analysis, and Synthesis
• Reflection and Illumination Models
• Anthropometric Virtual Human Models
• CAGD/CAD/CAM Systems

AREA 2: RENDERING

• Real-Time Rendering
• Systems and Software Architectures for Rendering
• Volume Rendering
• Rendering Algorithms
• Image-Based Rendering
• Lighting and Appearance
• Non-Photorealistic Rendering, Painting-like rendering, Drawing
• Rendering Hardware
• Point-Based Rendering
• Shadows, Translucency and Visibility
• High-Performance Computing and Parallel Rendering
• Audio/Sound Rendering
• Computational Photography

AREA 3: ANIMATION AND SIMULATION

• Animation Algorithms and Techniques
• Real-time Visual Simulation
• Special Effects
• Facial Animation
• Animation Systems
• Animation and Simulation of Natural Environments
• Behavioural Animation
• Animation from Motion Capture
• Character Animation
• Plausible Motion Simulation
• Animation of Particle Systems
• Animation Languages
• Human Figure Animation
• Motion Control
• Crowd Simulation
• Physics-based Animation
• Image-based Animation
• Knowledge-based Animation
• Modeling and Simulation for Education and Training
• Motion Synthesis
• Retargeting of Motion Capture Data
• Animation Retargeting

AREA 4: INTERACTIVE ENVIRONMENTS

• Augmented, Mixed and Virtual Environments
• Virtual Tours
• Hardware Technologies for Augmented, Mixed and Virtual Environments
• Collaborative Augmented, Mixed and Virtual Environments
• Distributed Augmented, Mixed and Virtual Reality
• Collision Detection
• Real-time Graphics
• Advanced User Interfaces
• Mobile Interfaces
• Graphical Interfaces
• Virtual Humans and Artificial Life
• Graphics in Computer Games
• Interactive 3D Graphics and Immersive Systems for Servers, Desktop and Thin Clients
• Interactive 3D Graphics for Mobile Devices Like Smart phones, PDAs and UMPCs
• Non-Desktop Interfaces
• Sketch-based Interfaces
• Virtual Reality Tools and Languages (X3D, VRML, Java3D, OpenGL, ...)
• Integration and Interoperation Between 3D Documents and Web/Multimedia Technologies, Including the Semantic Web
• e-Learning Applications and Computer Graphics
• Games for Education and Training
• Evaluation of Human Performance and Usability in Virtual Environments

AREA 5: SOCIAL AGENTS IN COMPUTER GRAPHICS

• Social Agents and Avatars
• Emotion and Personality
• Autonomous Actors
• Artificial Inteligence based Animation
• Social and Conversational Agents
• Inter-Agent Communication
• Social Behavior
• Gesture Generation
• Emotional and Social Interaction with Virtual Agents

VISIGRAPP KEYNOTE SPEAKER
Torsten Moeller, University of Vienna, Austria.

VISIGRAPP CONFERENCE CHAIR
José Braz, Escola Superior de Tecnologia de Setúbal, Portugal

PROGRAM CO-CHAIRS
Nadia Magnenat-Thalmann, University of Geneva, Switzerland
Paul Richard, University of Angers, France

PROGRAM COMMITTEE
http://www.grapp.visigrapp.org/ProgramCommittee.aspx


GRAPP Secretariat
Address: Av. D. Manuel I, 27A, 2º esq.
2910-595 Setúbal - Portugal
Tel.: +351 265 520 184
Fax: +44 203 014 8813
e-mail: grapp.secretariat@insticc.org
Web: http://www.grapp.visigrapp.org/

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