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Previous Speakers

Susan Johnston

Susan Johnston

Founder/Director - New Media Film Festival USA

William Hoff

William Hoff

Associate Professor, Colorado School of Mines USA

Jingtian Li

Jingtian Li

3D Character Artist and Animator, University of the Incarnate Word USA

Biju Dhanapalan

Biju Dhanapalan

Associate Professor, Nanyang Technological University Singapore

Matthew Tovar

Matthew Tovar

University of the Incarnate Word USA

Anna Yankovskaya

Anna Yankovskaya

Professor, Tomsk State University of Architecture and Building Russia

Ines A G Boaventura

Ines A G Boaventura

Professor and HOD, Sao Paulo State University Brazil

John Quarles

John Quarles

University of Texas at San Antonio. USA

Computer Graphics Congress 2018

About conference

We welcome you to attend the Global Expo on Computer Graphics & Animation which is going to be held on November 19-20, 2018 at Tokyo, Japan. We cordially invite all the participants who are interested to share their innovative ideas and research in the arena of the history, technologies, and scientific visualization of computer graphics, animation and games catered to industry professionals, researches and academic communities worldwide.

Computer Graphics and Animation 2018 is glad to invite Graphic Designers, Animators, Game Designers and Developers, Researchers, Professionals, Practitioners,  Educators, Software Developers, Artists and Students to share and exchange their views by innovative ideas and creativity. The main theme of the conference is  “Scientific Visualization of Modern Computer Graphics & Animation” with 15 Sessions/Tracks designed in order to address the widespread knowledge about current issues and scientific innovations in the field of Computer Graphics & Animation world. The attending delegates include Editorial Board Members of high impact factor Open Access Journals related to Conference Series LLC Ltd.

This will be an excellent opportunity to explore the scientific innovations in the Modern Computer Graphics & Animation world. The scientific research and innovative knowledge in Modern Computer Graphics & Animation have made a tremendous paradigm shift towards innovative, stylish, modern approach and there is an extensive research funding for these projects. The event also organizes a meeting to attract investors from various sectors of media, film industry, future technologies who are eagerly seeking for novel inventions in Animation and Graphics world.


WHY to Attend?

Conference Series LLC Ltd brings together 10,000+ people across a wide variety of practices, researchers, eminent professors and professionals. Who should attend? Anyone in a creative & innovative field working to: put an idea into action, get inspiration from eminent speakers, connect with potential collaborators, the participant in the effective session, or understand the trends affecting the innovation of future trends.


Conference Highlights:

1. Computer Graphics

2. Computer Animations

3. Animation Industry

4. Modelling

5. Simulation

6. Game Design and Development

7. Gamification and Social Game Mechanics

8. Computer Graphics Applications

9. Computer Vision and Pattern Recognition

10. Virtual, Augmented and Virtual Reality

11. Imaging and Image Processing

12. Rendering

13. Visualization& 3D Printing

14. Human-Computer Interaction

15. 3D Web Technology


Computer graphics and Animation refers to computer-generated image data created from specialized graphical hardware and software. Computer graphics displays art and image data and process the image data received from the physical world. It is an art of creating moving images via the use of computers.

2D computer graphics are the computer-based generation of digital images. They are mainly used in applications developed upon traditional printing and drawing technologies such as typography.

3D computer graphics are the same as 3D models. Despite these differences, 3D computer graphics rely on similar algorithms as 2D computer graphics. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve rendering techniques.

Computer Graphics development has a significant impact on different media and has revolutionized animation, movies, advertising, video games, and graphic design. Some topics in Computer Graphics include the use of interface designs, sprite graphicsvector graphics, 3Dmodeling, GPU Designs, implicit surface visualization. The overall Methodology depends heavily on the underlying sciences of geometry, optics and physics. 



                          Theme: Scientific visualization of Modern Computer Graphics and Animation.



Track 1: Computer Graphics:

Computer graphics is the branch of Computer Science and Technology.
By using specific software and hardware, a graphical pattern of an image or objects is created. The physical body, data and imagination will develop or created in the field of computer graphics. Computer graphics provide a platform for design interface and helps in grip of physical nature, geometry, displaying image, motion, and animation of an object. Computer graphics are applied in movies, animation, video games, advertising and graphic design. This track will be able to provide programming software, basic tools, from algorithms to colour perception and texture mapping, graphics hardware, GPU design, social agents in computer graphics and other interactive computer graphics techniques.

Track 2: Computer Animation:

The method of creation movies with designs, computer graphics or images which are of static objects, which includes all techniques other than the continuous filming of live-action images. It is the “illusion of movement” using a sequence of still images. This track covers the following subtopics: Traditional animation, Special effects animation, Stop-motion animationCharacter animation, Physics-based Animation and Behavioral Animation.

Track 3: Animation Industry:

People think animation is used for entertainment in movies, TV shows, and video games, it has many other uses but it’s also used in educational videos and promotions both on TV internet and it can also be used in the research and development to create simulations. By using digital animation scientist create visualizations of abstract concepts or objects that are too large or small to be seen easily, which is helpful for research and for analysis.
The growth of technology has made computer animation available to the masses and the animation industry. The demand for animated entertainment has developed with the increase in broadcasting hours by cable and satellite TV along with the growing demand of the Internet. The major markets include the United States, Japan, Canada, France, Britain and Germany. More broadly speaking, the animation is increasingly used in video games, and movies are also increasingly on animation and computer graphic special effects.

Track 4: Modeling:

Modeling is the characterization of an object or phenomena, where simulation is used. Models are mathematical, physical, or logical representations of a system, entity, phenomenon, entity. Models are, in turn, used by simulation to predict a future state. It is a regulation for developing a level of understanding of the interaction of the parts of a system.

Track 5: Simulation:

Simulations are abstractions of truth. It defines the process of creating a model of a prevail or proposed system to recognize and understand the factors which control the system. The simulation tool is important because it gives way in which alternative designs, ideas and policies can be evaluated without having to experiment on a real system, which may be prohibitively costly, time-consuming, or simply impractical to do.
The upcoming of innovation is the simulation. Modeling and simulation is a ruling way that companies are minimizing their development time while maintaining or increasing the quality of their products. This resembles helps engineers explore plan alternatives rapidly without the need for as much prototype hardware.

Track 6: Game Design and Development:

Gaming is advance from the traditional in-home console-based platforms to digital games being played on mobile devices and attached consoles. Mobile gaming in its various indication of the fastest growing segment of digital gaming. Game design is the technique of applying design and elegant to create a game to facilitate interaction between players for playful, educational, or simulation purposes. Video games are a $30 billion industry in the U.S., because people play games on their mobile phones, according to Reuters. 
Game designers are the major part of a complete team of designers and developers that synchronize the complex task of creating a new video game. Game development is the software development task by which a video game is produced. The game requires industry innovations, as publishers cannot profit from the constant release of repetitive sequels and imitations.
Mobile, the fastest growing digital gaming division, is projected to account for 34% of the global gaming market in 2017 compared to 20% in 2012, growing from $12.3 billion to $29.6 billion or at a 19% CAGR, according to IDG. The Quarterly Global Games Market, from the new zoo, pins the complete gauge value of mobile games at $25 billion for the year, a huge leap of 42 per cent from the total value in 2013. Presently, Apple stands on the top dog in terms of mobile gaming income, edging out an anticipate revenue total of $3 billion dollars for Google Play in 2014.

Track 7: Gamification and Social Game Mechanics:

Gamification: The utilization of divergence mechanics and prizes to simulate conduct change in a non-amusement setting. While this definition gives a satisfactory inspection of gamification, it does not give the abundant understanding of how it truly functions. One valuable method for understanding gamification is to discrete it into Game Mechanics, Reputation Mechanics and Social Mechanics.

Track 8: Computer Graphics Applications:

Computer graphics may be applied in the following areas:
Computer Aided Designing is used for engineering of 3D models and/or 2D drawings of physical components, but for conceptual design and layout of products computer-aided design is used, through strength and dynamic analysis of assemblies to definition of manufacturing methods of components.
Education and Training: Models of physical, financial, and economic systems are used as educational aids that are generated by the computer. It helps in the perception of concepts like Simulators for practice sessions or training of ship captains, heavy equipment operators, aircraft pilots, and air-traffic-control personnel.
Entertainment: Motion pictures or movies, music videos, and television shows. Graphics objects are combined with the actors and live scenes or sometimes the graphics scenes are displayed by themselves.
Computational biology sometimes referred to as bioinformatics, is the science that uses biological data to develop relations among various biological systems and algorithms.
Computational physics is the study and which implies of numerical analysis to solve problems in physics for which a quantitative theory exists.
Digital art is a practice that uses digital technology as an essential part of the creative work or presentation process.

Track 9: Computer Vision and Pattern Recognition: 

Computer vision is a learning to redevelop, describe and understand 2D and its properties of the structures present in the scene for a 3D scene. The final goal of computer vision is to model, duplicate and exceed human vision using computer software and hardware at disparate levels. It demands knowledge in computer science, mathematics, biology, electrical engineering physiology and cognitive science. Computer vision is the establishment of clear, meaningful representation of physical objects from their images. The output of computer vision is an illustration or an interpretation of the structures in the 3D scene. Image recognition and Image processing are the techniques of computer vision employ to achieve its goals.

Track 10: virtual, Augmented and Virtual Reality:

Virtual reality headsets in union with physical spaces or multi-projected environments, that utilize computer technology to cause realistic Image, audio and other feelings that simulate a user’s physical presence in a virtual or imaginary environment. To describe a wide variety of applications, commonly associated with the immersive, highly visual, 3D environments virtual reality is used. Which leads to the development of graphics hardware acceleration, head mounted displays; CAD software, database gloves and miniaturization have helped popularize the concept.
Augmented reality is a physical view of direct and indirect, real-world environment whose elements are enlarged by computer-generated sensory input such as audio, video, graphics or GPS data. Both video games and cell phones are operating the evolution of augmented reality.  The view of the world is changed by augmented reality or at least the way its users see the world.

Track 11: Imaging and Image Processing:

The method to convert an image into digital form and execute operations on it, to get an amplified image or to extricate useful information from it is called image processing. It is one of the signal exceptions in which input is the image, like video or photograph and output, will be characteristics associated with that image or just an image. The most important information recognizes is visual information that is processed and interpreted by the human brain. In the human brain, one-third of the cortical area is dedicated to visual information processing.
Digital image processing transfers out automatic processing, administration and explanation of such visual information and it carries an important role in daily life, as well as in a wide variety of disciplines and fields in science, technology, with applications such as photography, robotics, remote sensing, television, medical diagnosis and industrial inspection.
There is a wide range of image processing ranging from industrial uses, security systems in medical technology and transportation. Industry experts report that 20% of all possible applications have been addressed. Approximation provided by several manufacturers, the worldwide market volume is 6.5 billion euros for machine vision system with annual growth rates extending into the double-digit range.

Track 12: Rendering:

Rendering refers to the process of building output files from computer animations. When an animation renders, the animation program takes the various components, variables, and actions in an animated scene and builds the final viewable result. A render can be an individual image or a series of images saved individually or sequenced into video format.
Rendering research and development has been largely motivated by finding ways to simulate these effects. Some relate directly to particular algorithms and techniques, while others are produced together: shading, texture mapping, shadows, reflections, transparency, photorealistic rendering, non-photorealistic rendering, etc.
The market is moving toward the mature phase in many developed countries. Therefore, 3D rendering service providers have begun to focus on alternative revenue generation. For instance, they are providing value-added services and packaged services. Currently, many 3D rendering service providers are offering 3D rendering as a part of their 3D modelling services. The analysts concluded that the Global 3D Rendering and Virtualization Software market grew at a CAGR of 21.4 % over the period 2011–2015.

Track 13: Visualization & 3D Printing:

Visualization is a technique to communicate a message by creating images, diagrams, or animations. Visualization has various application in science, education, engineering, associated multimedia and medicine. The use of Scientific visualization is for sensory representations, interactive, typically visual, hypothesis building, abstract data to reinforce cognition and reasoning.  Data visualization is a related grade of visualization dealing with geographic and statistical graphics or spatial data in a schematic form. To transfer knowledge the visual representation is useful between two persons who aim to improve the transfer of knowledge by using the computer and non-computer-based visualization methods complementarily is called knowledge visualization.
Product visualization is for viewing and manipulation of 3D models, specialist designs and related documentation of manufactured components and large assemblies of products. The communication of ideas through the visual display of information is called visual communication.
The process used to synthesize a three-dimensional object is called 3D printing. In 3D printing, the successive layers of material are laid down under computer control, these objects can of any shape or geometry, and procured for a 3D model and electronic data source. This kind of technology is used in architecture, jeweller, footwear, industrial design, construction, automotive, dental and medical industries, aerospace, education, geographic information systems, civil engineering, and many others.

Track 14: Human-Computer Interaction:

Implementation of interactive computing systems for human use and the study of major situations surrounding them that are concerned with the design, evaluation is called Human-Computer Interaction (HCI). For the three decades, HCI has expanded rapidly and steadily, attracting professionals from many other disciplines and incorporating diverse concepts and approaches. HCI aggregates a gathering of semi-autonomous fields of research and practice in human-centred informatics in an extended way.
GUI is a user interface that interacts human with a computer and HCI reaches the designing screens and menus that are easily used and studies the reasoning behind building specific functionality into computers and the long-term effects that systems will have on humans.
Brain-computer interface (BCI) is also called direct neural interface (DNI), brain-machine interface (BMI), is an instantaneous correspondence lane between an upgraded or wired cerebrum and an outside gadget. BCIs are often coordinated at considering, helping, mapping, expanding, or repairing human intellectual or tactile engine capacities.
Animal-Computer Interaction (ACI) is an expanding gathering of work, with an attention on a) Innovation in naturalistic settings, around particular creature exercises or interspecies relations and allowing the communication amongst the creatures b) creating client-focused innovation that can enhance creatures' welfare and bolster creatures in their exercises; c) educating client focused ways to deal with the outline of innovation planned for creatures, got from both association plan and creature science.

Track 15: 3D Web Technology:

Web destinations utilizing 3D was shown and explored by wed3D. All inborn 3D content is inserted into page HTML and can be viewed through web program. WebGL is controlled in Web3D pages.
3D web is costly concerned as computational power. In a program, 3D content is rendered by CPU and PC’s devoted design handling unit (GPU) are not profit. Beyond, into the site if the substance was put together instead of creating on the client's CPU, networks, surfaces, movement information and sound would back off load times, making the experience not exactly ideal.
Amazing progress is made on the web due to 3D illustrations. Many contending advances are battling to the lord 3D Web. It can turn out to be exceptionally hard to pick one from the changing instruments and document designs for your venture. Despite everything, it stays to be seen which one, assuming any, get to be institutionalized.


Market Analysis

Global Computer Graphics Market is the best tactic to lead the best business selections and the trust of an expected target group of onlookers. The analysis includes a wide range of secondary sources, databases and directories in order to identify and assemble market data.

The Market of Computer Graphics worth $32.68 Billion by 2019, the report “Computer Graphics Market by Software (CAD/CAM, Visualization/Simulation, Digital video, Imaging, Modelling/Animation), Service (Consulting, Training & Support, Integration), EndUser (Enterprise and SMB)” - Worldwide Forecasts & Analysis of the computer graphics Analysis.

The computer graphics market is estimated to grow from $23.33 billion in 2014 to $32.68 billion in 2019 at a Compound Annual Growth Rate (CAGR) of 6.97% from 2014 to 2019. On the basis of geographical grounds, followed by the Asia Pacific and Europe, North America is forecasted to be the biggest market for computer graphics. 


Global computer graphics and gaming application software market volume worldwide:

a.Visual computing market size (million dollars), 2013 to 2020:

. Visual computing interacts with the disciplines of computer science such as image processing, computer graphics, visualization, video processing, and augmented and virtual reality.
. Computing market is expected to grow from USD 4.19 Billion in 2013 to USD 22.02 Billion by 2020 at a CAGR of 22.59% between 2015 and 2020.
. It covers the visual computing market on the basis of components, display platforms, industries, and region.

b. Total computer graphics market (billion dollars), 2014 to 2018:

. The computer graphics hardware market worth $105 billion in 2014 and is expected to exceed $129 billion by        2018.
. The emerging technologies including 3D scanning, 3D printing augmented reality and VR.

c. Global gaming software revenue by platform, 2009- 2019:

.   Gaming and mobile, with the pair expectation of more than $70 billion between them in 2019.
.   In terms of PC gaming, the current peak of $26 billion all the way up to $36 billion every Year in
      Software sales.

d. Global video game market growth, 2014 to 2018:

 . DigiCapital estimates that the augmented/virtual reality market globally will reach $150 billion by 2020.
. The study found that in 2013, Ontario-based independent web series creators collectively generated $3.14                million in web series revenue, and the total volume of production budgets the same year was $7.45 million.

e. Computer graphic audience and participants:



Venue –Tokyo, Japan:

Tokyo is the marketing and tourist place for all technology that powers Computer Graphics, Animation & Interactive Techniques. It has around 500 companies that provide products and services related to computer graphics, Animation and Gaming.
Tokyo has numerous outlying islands. The Izu Islands are a group of volcanic islands and form part of the Fuji-Hakone-Izu National Park.
As the largest population centre in Japan and the site of the country's largest broadcasters and studios, Tokyo is frequently the setting for many Japanese movies, television shows, animated series (anime), webcomics, and comic books.

 Animated companies in Japan:

1. Arms Corporation
2. Bee Train
3. David Production
4. Gainax
5. Hal Film Maker
6. Kyoto Animation
7. Ordet
8. Lerche
9. Nippon Animation
10. Polygon Pictures
11. Radix Ace Entertainment
12. Seven Arcs
13. Shaft
14. TMS Entertainment
15. Tezuka Productions            
16. Topcraft
17. Toei Animation
18. TYO Animation
19. Ufotable
20. Wit Studio
21. Xebec
22. Zexcs

 Gaming companies in Japan:

1. Arc System Work
2. Atlus
3. Amusement Vision
4. Athena
5. Banpresto
6. Black Tower Studios
7. Capcom
8. Clover Studio
9. Climax Entertainment
10. Dingo Inc.
11. EasyGameStation
12. ELF Corporation
13. Hamster Corporation
14. Imageepoch
15. Kojima Productions
16. Koei Tecmo
17. Nintendo
18. Nippon Ichi Software
19. Nihon Falcom
20. Namco Bandai Games
21. Sony

To Collaborate Scientific Professionals around the World

Conference Date November 19-20, 2018

Speaker Opportunity

Day 1 Day 2

Supported By

Journal of Computer Engineering & Information Technology International Journal of Advancements in Technology Journal of Global Research in Computer Sciences

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