Conference Information

GRAPP 2025: International Conference on Computer Graphics Theory and Applications

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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: 27928   Tracked: 4   Attend: 0

Call For Papers

GRAPP 2025 (International Conference on Computer Graphics Theory and Applications) is a CORE B / QUALIS B4 conference held in Porto, Portugal on 2025-02-26. The paper submission deadline is 2024-10-02. Acceptance notifications are sent on 2024-12-04.

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
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Best Papers

YearBest Papers
2025Single-Exemplar Lighting Style Transfer via Emissive Texture Synthesis and Optimization
2025Backface Distance Fields: Relaxing Signed Distance Fields
2025Exploring Seated Locomotion Techniques in Virtual Reality for People with Limited Mobility
2024Trajectory Augmentation for Robust Neural Locomotion Controllers
2024Real-Time Editing of Path-Traced Scenes with Prioritized Re-Rendering
2023Shape Morphing as a Minimal Path in the Graph of Cubified Shapes
2023Local Reflectional Symmetry Detection in Point Clouds Using a Simple PCA-Based Shape Descriptor
2022Prototyping Context-aware Augmented Reality Applications for Smart Environments inside Virtual Reality
2022A Hybrid System for Real-time Rendering of Depth of Field Effect in Games
2021On the Link between Mesh Size Adaptation and Irregular Vertices
2021Disentangled Rendering Loss for Supervised Material Property Recovery
2020Parallel Reconstruction of Quad Only Meshes from Volume Data
2020Single Sketch Image based 3D Car Shape Reconstruction with Deep Learning and Lazy Learning
2019Character Motion in Function Space
2019A Unified Curvature-driven Approach for Weathering and Hydraulic Erosion Simulation on Triangular Meshes
2018Accelerated Simulation of Brittle Objects for Interactive Applications
2018Transformation of the Beta Distribution for Color Transfer
2017Transposition Based Blendshape Direct Manipulation
2017Fast Capture of Spectral Image Series
2016Generating Straight Outlines of 2D Point Sets and Holes using Dominant Directions or Orthogonal Projections
2016Fast Screen Space Curvature Estimation on GPU
2015The Influence of Gravity-adapted Target Resizing on Direct Augmented Reality Pointing under Simulated Hypergravity
2015A Particle-based Dissolution Model using Chemical Collision Energy
2014Shape Transformation of Multidimensional Density Functions using Distribution Interpolation of the Radon Transforms
2014Floor Plan Generation and Room Labeling of Indoor Environments from Laser Range Data
2013Rotationally Invariant 3D Shape Contexts using Asymmetry Patterns
2013DAAPMed: A Data-aware Anchor Point Selection Tool for Medical Models in VR Environments
2012AN OCCLUSION-AWARE AR AUTHORING TOOL FOR ASSEMBLY AND REPAIR TASKS
2012VISUAL SIMULATION OF MAGNETIC FLUIDS
2011OUTDOOR ILLUMINATION ESTIMATION IN IMAGE SEQUENCES FOR AUGMENTED REALITY
2010PROJECTED GAUSS–SEIDEL SUBSPACE MINIMIZATION METHOD FOR INTERACTIVE RIGID BODY DYNAMICS - Improving Animation Quality using a Projected Gauss–Seidel Subspace Minimization Method
2010CHANGE-POINT DETECTION ON THE LIE GROUP SE(3) FOR SEGMENTING GESTURE-DEFINED SPATIAL RIGID MOTION
2009AN INVERSE PROBLEM APPROACH TO BRDF MODELING
2009FACIAL NORMAL MAP CAPTURE USING FOUR LIGHTS - An Effective and Inexpensive Method of Capturing the Fine Scale Detail of Human Faces using Four Point Lights

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