Conference Information
GRAPP 2025: International Conference on Computer Graphics Theory and Applications
https://grapp.scitevents.org/
Submission Date:
2024-10-02
Notification Date:
2024-12-04
Conference Date:
2025-02-26
Location:
Porto, Portugal
Years:
20
CORE: b   QUALIS: b4   Viewed: 19025   Tracked: 4   Attend: 0

Call For Papers
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 four main tracks, covering different aspects related to Computer Graphics, from Modeling to Rendering, including Animation and Interactive Environments. We welcome papers describing original work in any of the areas listed below. Papers describing advanced prototypes, systems, tools and techniques as well as general survey papers indicating future directions are also encouraged. Paper acceptance will be based on quality, relevance to the conference themes and originality. The conference program will include both oral and poster presentations. Special sessions, dedicated to case-studies and commercial presentations, as well as technical tutorials, dedicated to technical/scientific topics, are also encouraged.

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

AREA 1: GEOMETRY AND MODELING

    Procedural and Multiresolution Modeling
    Image-Based Modeling
    Geometric Computing
    Surface Modeling
    Physics-Based Modeling
    Fundamental Methods and Algorithms
    Model Validation
    Texture Models, Analysis, and Synthesis
    CAGD/CAD/CAM Systems
    Mesh Processing
    Hexahedral Meshing
    3D Model Repair and Scene Reconstruction
    Architectural Geometry
    Processing Frameworks and Data Structures
    Modeling and Algorithms
    Scene and Object Modeling
    Modeling of Natural Scenes and Phenomena
    Neural and Differentiable Representations

AREA 2: RENDERING

    Real-Time Rendering
    Shadows, Translucency and Visibility
    High-Performance Computing and Parallel Rendering
    High Dynamic Range Rendering
    Computational Photography
    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
    Neural Rendering

AREA 3: ANIMATION AND SIMULATION

    Real-Time Clothing and Virtual Fashion
    Animation from Motion Capture
    Real-Time Character Animation
    Plausible Motion Simulation
    Human Figure Animation
    Crowd Simulation
    Physics-Based Animation
    Image-Based Animation
    Modeling and Simulation for Education and Training
    Scalable Fluid Simulation
    Simulation of Elastic Rods, Shells, and Solids
    Dynamic Simulation of Physical Behaviour
    Animation Algorithms and Techniques
    Real-Time Visual Simulation
    Special Effects
    Facial Animation
    Animation Systems
    Neural Approaches for Animation and Simulation

AREA 4: INTERACTIVE ENVIRONMENTS

    Procedural and Interactive Artworks
    Graphical Interfaces
    Virtual Humans and Artificial Life
    Interactive 3D Graphics and Immersive Systems
    Sketch-Based Interfaces
    Virtual Reality Tools and Languages
    Integration and Interoperation between 3D Documents and Web/Multimedia Technologies, including the Semantic Web
    eLearning Applications and Computer Graphics
    Games for Education and Training
    Human Performance and Usability of Virtual 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
    Real-Time Graphics
    Advanced User Interfaces
    Mobile Interfaces
Last updated by Dou Sun in 2024-06-30
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