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: 22490 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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