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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