Call for Abstract

Global Expo on Computer Graphics & Animation, will be organized around the theme “Scientific Visualization of Modern Computer Graphics and Animation”

Computer Graphics Congress 2018 is comprised of keynote and speakers sessions on latest cutting edge research designed to offer comprehensive global discussions that address current issues in Computer Graphics Congress 2018

Submit your abstract to any of the mentioned tracks.

Register now for the conference by choosing an appropriate package suitable to you.

Computer graphics is branch of Computer Science and Technology

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

  • Track 1-12D & 3D computer graphics
  • Track 1-2Interactive Devices
  • Track 1-3GPU and Graphics Systems
  • Track 1-4Graphical User Interface
  • Track 1-53D Object Extraction
  • Track 1-6Shaders, GPGPU and parallelisation
  • Track 1-7Optoelectronic instrumentation, measurement and metrology
  • Track 1-8Storytelling and Narrative Landscapes
  • Track 1-9Sprite & Vector Graphics
  • Track 1-10Design Documentation
  • Track 1-11Texture and Shader Programming
  • Track 1-12Stereo graphics in Real Time
  • Track 1-13Advanced computer graphics
  • Track 1-14Audio Techniques for Racing Games
  • Track 1-15Geometric Modelling
  • Track 1-16Shading and Rendering
  • Track 1-17Multichanel Audio
  • Track 1-18Media Theory
  • Track 1-19Project Funding and Financing
  • Track 1-20Art, Design and New Media
  • Track 1-213D Geometric models
  • Track 1-22Models and generation
  • Track 1-23Ray tracing
  • Track 1-243D Graphics Software
  • Track 1-25Reflectance and light source estimation
  • Track 1-26Anti-aliasing
  • Track 1-27Algorithms for Shape and Motion
  • Track 1-28Interactive Computer Graphics
  • Track 1-29 Cinematography
  • Track 1-30Player Behaviour and Consumer Demographics

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 2-12D & 3D animation
  • Track 2-2Motion Control
  • Track 2-3Path Planning
  • Track 2-4Photo-realistic animation
  • Track 2-5Motion Capture and Retargeting
  • Track 2-6Physics-based Animation
  • Track 2-7Motion capture and motion retargeting
  • Track 2-8Physical-based animation
  • Track 2-9Facial and body animation
  • Track 2-10Cloth and hair animation
  • Track 2-11Deformation
  • Track 2-12Facial Animation
  • Track 2-13Image-based Animation
  • Track 2-14Multi-Resolution and Multi-Scale Models
  • Track 2-15Knowledge-based Animation
  • Track 2-16Traditional animation
  • Track 2-17Stop motion animation
  • Track 2-18Cell-shaded animation
  • Track 2-19Machinima
  • Track 2-20Animatronics
  • Track 2-21Hydrotechnics
  • Track 2-22Paint-on-glass animation
  • Track 2-23LOD and impostors
  • Track 2-24Virtual Tours
  • Track 2-25Plausible Motion Simulation
  • Track 2-26Robotics and Animation
  • Track 2-27Virtual Humans
  • Track 2-28Animation Systems
  • Track 2-29Animation Languages
  • Track 2-30Real-time rendering
  • Track 2-31Animation Algorithms and Techniques
  • Track 2-32Film Making
  • Track 2-33Inverse kinematics
  • Track 2-34Particle Systems
  • Track 2-35Motion Control and Kinematics
  • Track 2-36Motion Capture
  • Track 2-37Vision-based Techniques
  • Track 2-38Behavioural Animation
  • Track 2-39Artificial Life
  • Track 2-40Pin screen animation
  • Track 2-41Character animation
  • Track 2-42Special effects animation
  • Track 2-43Artificial Intelligence and Animation
  • Track 2-44Collision Detection
  • Track 2-45Human Figure Animation
  • Track 2-46Biomechanics models

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 development 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, animation is increasingly used in video games, and movies are also increasingly on animation and computer graphic special effects.

  • Track 3-1Multi-sketching
  • Track 3-2Story-Boarding
  • Track 3-3Storytelling and Story structure
  • Track 3-4Animation Production
  • Track 3-5Animated television series
  • Track 3-6Animation for education
  • Track 3-7Animation aesthetics
  • Track 3-8Animation Studios
  • Track 3-9Online Animation Applications
  • Track 3-10Animated Special Effects
  • Track 3-11Historical perspectives on individual studios, producers and directors
  • Track 3-12Genre, theory and classification in relation to animation
  • Track 3-13Animation beyond the frame
  • Track 3-14Animation in other art forms & industries
  • Track 3-15Immersive, interactive, experiential animation
  • Track 3-16Animation and documentary
  • Track 3-17Animation Pedagogy
  • Track 3-18Animation Software Industry
  • Track 3-19Managing an Animation Studio
  • Track 3-20Forecasting Animation Content Demand

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 4-12D & 3D Modeling
  • Track 4-2Image-based Modeling
  • Track 4-3Point-based Modeling
  • Track 4-4Face and Gesture Modeling
  • Track 4-5Graphics Data Structures - Implicit Functions
  • Track 4-6Polygon Mesh Data Structure for 3D Graphics
  • Track 4-7Polygonal mesh modeling
  • Track 4-8Splines: Representations of 2D and 3D Curved Surfaces
  • Track 4-9Metball Modelling
  • Track 4-10Procedural Modeling
  • Track 4-11Modeling Transformations
  • Track 4-12Geometric modeling and meshing
  • Track 4-13 3D Reconstruction
  • Track 4-143D Meshes
  • Track 4-15Deformable Models
  • Track 4-163D model segmentation
  • Track 4-17Mesh Reconstruction
  • Track 4-18Shape Analysis
  • Track 4-19Model-Based Recognition
  • Track 4-20Fracture modeling
  • Track 4-21Scene Modeling
  • Track 4-22Stochastic Modeling
  • Track 4-23Shape modeling, synthesis, manipulation, and analysis

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. 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 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 5-1Numerical simulation
  • Track 5-2Stochastic simulation
  • Track 5-3Statistical simulations
  • Track 5-4Agent based simulation
  • Track 5-5Flight simulators
  • Track 5-6Robot simulators
  • Track 5-7Computer simulation games
  • Track 5-8Simulation software
  • Track 5-9Monte Carlo Simulations
  • Track 5-10Visual analytics
  • Track 5-11Real-time Visual Simulation
  • Track 5-12Simulation of Natural Environments
  • Track 5-13Plausible Motion Simulation
  • Track 5-14Crowd Simulation
  • Track 5-15Simulation for Education and Training
  • Track 5-163D Simulation
  • Track 5-17Graphics in simulation
  • Track 5-18Advanced Applications
  • Track 5-19Simulation performance
  • Track 5-20Rigid body physical animation
  • Track 5-21Rigid body dynamics
  • Track 5-223D Programming for Rage Programmable Shaders
  • Track 5-233D Studio Max
  • Track 5-24Delta 3D and other Open Source Games Software

Gaming is advance from the traditional in-home console based platforms to digital names being played on mobile devices and attached consoles. Mobile gaming in its various indication of the fastest growth 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 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 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 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 6-1Gaming Hardware and Accessories
  • Track 6-2Gaming - Mobile, PC, Online, Console
  • Track 6-3Aesthetic Approaches to Game Design & Development
  • Track 6-4Graphics & Visualisation
  • Track 6-5 Game Development Contract Outsourcing
  • Track 6-6Interactive Dynamic Response for Games
  • Track 6-7 Mapping the Mental Space of Game Genres
  • Track 6-8Cultural and Media Studies on Computer Games
  • Track 6-9Experiential Spatiality in Games
  • Track 6-10Social/Humanities Aspects of Games
  • Track 6-113D Engine optimization
  • Track 6-12Audio Techniques for Racing Games
  • Track 6-13Games Simulations and Dynamic Models
  • Track 6-14Mobile and Multiuser Games
  • Track 6-15Game Security
  • Track 6-16Games and Intellectual Property Rights
  • Track 6-17Laws, Regulations, Certifications and Policies for Gaming
  • Track 6-18Censorship of Video Games Content
  • Track 6-19Artificial Intelligence in the Context of Gaming
  • Track 6-20Human Factors of Games
  • Track 6-21Game GUI and GPU design
  • Track 6-22Tools and Systems for Games and Virtual Reality
  • Track 6-23Intelligent Agents and Gamebots
  • Track 6-24Online game architectures
  • Track 6-253D Development tools and techniques and games engines
  • Track 6-26Uses of GPU for non-graphical algorithms in games
  • Track 6-27Affective audio in games

Gaming is advance from the traditional in-home console based platforms to digital names being played on mobile devices and attached consoles. Mobile gaming in its various indication of the fastest growth 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 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 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 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 7-1Game Design and Research Methods
  • Track 7-2Game Design elements and techniques to non-game contexts
  • Track 7-3Point scoring game
  • Track 7-43D in Game Animation
  • Track 7-5Scaling of special effects and texture tricks
  • Track 7-6Particle systems for generating smoke and fire
  • Track 7-7Affective Gaming
  • Track 7-8Affective user modeling
  • Track 7-9Games for well-being
  • Track 7-10Persuasive games
  • Track 7-11Music in games
  • Track 7-12Cheat Codes -To Cheat or Not to Cheat
  • Track 7-13Game Analysis
  • Track 7-14Games Console Design
  • Track 7-15Gaming with Robots
  • Track 7-16Mobile Gaming and VR Gaming
  • Track 7-17Perceptual User Interfaces for Games
  • Track 7-18Methods to improve emotional gameplay
  • Track 7-19User behaviour and social network in games?
  • Track 7-20Cinematography in games
  • Track 7-213D Real-time animation and computer graphics for video games
  • Track 7-22Interactivity, latency and lag compensation
  • Track 7-23Games for art/culture
  • Track 7-24Game case studies
  • Track 7-25Game research
  • Track 7-26Affective audio in games

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 computer. It helps in 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. Graphic 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 8-1Digital art
  • Track 8-2Education
  • Track 8-3Graphic design
  • Track 8-4Infographics
  • Track 8-5Entertainment
  • Track 8-6Computer art
  • Track 8-7User interfaces
  • Track 8-8Computer Graphics for Defence
  • Track 8-9Digital filmmaking
  • Track 8-10Mathematical Methods for Computer Vision, Robotics, and Graphics
  • Track 8-11Mathematical Methods for Fluids, Solids and Interfaces
  • Track 8-12Digital Photography
  • Track 8-13Graphics architectures
  • Track 8-14Media technologies for graphics
  • Track 8-15Geometric Algorithms
  • Track 8-16Graphical Modelling
  • Track 8-17Artificial Intelligence Techniques
  • Track 8-18Computational Geometry
  • Track 8-19Computer Aided Design
  • Track 8-20Computational Biology
  • Track 8-21Computational physics
  • Track 8-22Multiuser Virtual Environments (Muves) in Education
  • Track 8-23IPTV and Service Convergence
  • Track 8-24Pay-As-You-Play and IPTV
  • Track 8-25Learning to Play or Learning through Play
  • Track 8-26Education, Training, and Edutainment Technologies
  • Track 8-27User studies and evaluation
  • Track 8-28Social agents in computer graphics
  • Track 8-29Computational Imaging and Display
  • Track 8-30Computer Graphics in Medicine
  • Track 8-31Applications of Machine Learning in Computer Graphics and Animation
  • Track 8-32VFX and Application

Computer vision is a learning to redevelop, describe and understand a 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 employs to achieve its goals.

  • Track 9-1Object Recognition
  • Track 9-2Motion/Stereo Processing and Augmented Reality
  • Track 9-3Face Detection and Recognition
  • Track 9-4Gesture/Hand Recognition
  • Track 9-5Human Motion Analysis/Capture
  • Track 9-6Action Recognition
  • Track 9-7Human-Computer Interaction
  • Track 9-8Computational Photography
  • Track 9-9Vision for Robotics
  • Track 9-10Vision for Graphics
  • Track 9-11Vision for Web
  • Track 9-12Real-time Tracking
  • Track 9-13Optimization methods
  • Track 9-14Physics-based vision and shape-from-X
  • Track 9-15Recognition: detection, categorization, indexing, matching
  • Track 9-16Segmentation, grouping and shape representation
  • Track 9-17Video: events, activities and surveillance
  • Track 9-18Applications and research

Virtual reality headsets in union with physical spaces or multi-projected environments, that utilize computer technology to cause realistic Image, audio and other feeling 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 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 world is changed by Augmented reality or at least the way its users see the world.

  • Track 10-1Virtual Reality Games & Gaming.
  • Track 10-2Haptics / Audio Interface
  • Track 10-3Virtual Reality Gear
  • Track 10-4Virtual Reality and the Military
  • Track 10-5Virtual Reality and Education
  • Track 10-6Virtual Reality and Healthcare
  • Track 10-7Semi-immersive VR
  • Track 10-8CAVE VR
  • Track 10-9VR Systems and Toolkits
  • Track 10-10Computer Graphics Techniques for VR
  • Track 10-11Advanced Display Technology
  • Track 10-12Immersive Projection Technology
  • Track 10-13Performance Testing & Evaluation
  • Track 10-14Avatars and Virtual Humans in VR
  • Track 10-153D Interaction for VR
  • Track 10-16Perception Study in VR Environment
  • Track 10-17Ergonomics
  • Track 10-18Multi-user and Distributed VR
  • Track 10-19VR systems hardware and software.
  • Track 10-20Augmented reality software interfaces
  • Track 10-21Interactions between Augmented Humans and Smart Cities
  • Track 10-22Mixed Reality
  • Track 10-23Augmented Fashion, Art and Tourism
  • Track 10-24 Location-based and Recognition-based Augmented Reality
  • Track 10-25Visual Aspects of Augmented Reality Games
  • Track 10-26Augmenting Reality Visualization for Medicine, Architecture, Design, Marketing, Advertising, Training and other areas
  • Track 10-27AR-based Navigation and Information Systems
  • Track 10-28Mobile Augmented Reality
  • Track 10-29Augmented Reality in Scientific Visualization
  • Track 10-30Visualization Techniques for Augmented Reality
  • Track 10-31Information Visualization Using Augmented Reality Technologies
  • Track 10-32Applications on VR, AR or MR
  • Track 10-33 Human-computer Interaction (haptics, audio, and other visual and non-visual interfaces)
  • Track 10-34VR in medical applications

The method to convert an image into digital form and execute operations on it, to get amplified image or to extricate useful information from it is called image processing. It is one of the signal exception in which input is image, like video or photograph and output will be characteristics associated with that image or just an image. The most important information recognize is visual information, that is processed and interpreted by the human brain. In 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 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 are 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 manufactures, the worldwide market volume is 6.5 billion euros for machine vision system with annual growth rates extending into the double-digit range.

  • Track 11-1Feature extraction
  • Track 11-2Pattern recognition
  • Track 11-3Image segmentation
  • Track 11-4Image enhancement
  • Track 11-5Image scanning, display, and printing
  • Track 11-6Image sharpening and restoration
  • Track 11-7Image retrieval
  • Track 11-8Image Recognition
  • Track 11-9Analog Image Processing
  • Track 11-10Digital Image Processing
  • Track 11-11Color Manipulation
  • Track 11-12Stereo Vision and Shape Acquisition Techniques
  • Track 11-13Image/video coding and transmission
  • Track 11-14Interpolation and super-resolution
  • Track 11-15Biomedical Image Processing
  • Track 11-16Mobile Image Processing
  • Track 11-17Computational Imaging and Display
  • Track 11-18Visual Quality Assessment
  • Track 11-19Document and Synthetic Visual Processing
  • Track 11-20Applications to various fields
  • Track 11-21Medical Image Processing

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 efficiently. 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 modeling 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 12-1Rendering Equations and architectures
  • Track 12-2Image Based Rendering and overdraw
  • Track 12-3Photorealistic rendering using Open GL and Direct 3D
  • Track 12-4Multi texture tricks
  • Track 12-5Dynamic environment mapping
  • Track 12-6Full floating point setup
  • Track 12-7Setup, Rendering and Transforms
  • Track 12-8Creating Reflections and shadows with stencil buffers and Z-Buffers
  • Track 12-9Methods for scaling lighting and shadows
  • Track 12-10Light maps and changing texture coordinates
  • Track 12-11Equation on a per pixel basis
  • Track 12-12Pixel path and Voxel Animation
  • Track 12-13Parametric surfaces for representing 3D Geometry
  • Track 12-14Curved surfaces and tri-linear flip-flopping
  • Track 12-15Matrix Manipulations
  • Track 12-16Progressive meshes and subdivision surfaces
  • Track 12-173 D rendering software
  • Track 12-18 Photorealistic & Non-photorealistic rendering
  • Track 12-19Ray casting and tracing
  • Track 12-20Software and hardware systems for rendering

Track 12: 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 schematic form. To transfer knowledge the visual representation is useful between two persons who aims to improve the transfer of knowledge by using 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 procuced for 3D model and electronic data source. This kind of technology is used in architecture, jeweler, footwear, industrial design, construction, automotive, dental and medical industries, aerospace, education, geographic information systems, civil engineering, and many others.

  • Track 13-1Market insight and sector appraisal
  • Track 13-2Visualization and high performance computing
  • Track 13-3Data visualisation
  • Track 13-4Scientific visualization
  • Track 13-5Interface Software and Tools
  • Track 13-6Graphic Visualization
  • Track 13-73D printing processes and materials
  • Track 13-83D Printing Services
  • Track 13-9Patents/IP in 3D Printing
  • Track 13-10Supply Chain in 3D Printing
  • Track 13-113D Printing Software
  • Track 13-12Additive Manufacturing Technology
  • Track 13-13Sonification and haptics
  • Track 13-14Software design and development
  • Track 13-15Color models and imaging
  • Track 13-16Educational and Knowledge visualization
  • Track 13-17Product visualization and Product Rendering
  • Track 13-18Medical visualization
  • Track 13-19Interactive visualization
  • Track 13-20Software visualization
  • Track 13-21Creative Visualization
  • Track 13-22Guided imagery in Visualization
  • Track 13-23Information Visualization
  • Track 13-24Visual communication
  • Track 13-25Visual analytics
  • Track 13-26Business Models
  • Track 13-273D scanning

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-centered 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 14-1Intelligent User Interfaces
  • Track 14-2Interfaces and Agents
  • Track 14-3Speech Recognition
  • Track 14-4Animal-computer Interface
  • Track 14-5Collaborative System Design
  • Track 14-6Graphical Interfaces
  • Track 14-7Mobile Interfaces
  • Track 14-8User Requirements
  • Track 14-9e-Learning
  • Track 14-10Artificial Intelligence
  • Track 14-11Brain-computer Interfaces
  • Track 14-12Psychological, social and cultural aspects of HCI
  • Track 14-13Novel HCI theories, techniques, and methodologies
  • Track 14-14Human information seeking behaviour on the digital platforms
  • Track 14-15Cognitive neuroscience for HCI
  • Track 14-16 Impact of interfaces on attitudes, behaviour, performance, perception, learning and productivity
  • Track 14-17HCI in Medical applications

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 are controls 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 profited. 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 are 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.

  • Track 15-1Web-based User Interaction
  • Track 15-2Web Graphic Design in digital layout
  • Track 15-3Virtual Environments and Web Applications for eLearning
  • Track 15-4Web Services based Systems and Applications
  • Track 15-5Web security, authentication, accounting and digital rights management
  • Track 15-6Web Technologies and Applications
  • Track 15-7 P2P Systems and Applications
  • Track 15-8Collaborative and web based visualization
  • Track 15-9Web-based simulation
  • Track 15-10Web Designing
  • Track 15-113D Web Gaming
  • Track 15-12Creativity and Digital Art
  • Track 15-13Web-wide human-computer interface and 3D User Interfaces
  • Track 15-14Web-based 3D Graphics
  • Track 15-153D similarity search and matchin
  • Track 15-163D City Models & Web3D
  • Track 15-17Web3D and associated APIs, toolkits, and frameworks.
  • Track 15-18Interactive Web 3D applications
  • Track 15-19Script algorithms & programming for lightweight Web3D
  • Track 15-20Data analysis & intelligent algorithms for big Web3D data
  • Track 15-21Novel Web3D interaction paradigms for mobile/handheld applications
  • Track 15-223D digitization.
  • Track 15-23Professional graphics tools