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ICCGV 2026 — The Ninth International Conference on Computer Graphics and Virtuality
28. Mär 2026 - 30. Mär 2026 • Chengdu, China
Zusammenfassung:
Following the success of previous seven years' event in Tokyo(2018), Jeju Island(2019), online conferences from 2020-2022, Chengdu(2023), Hangzhou(2024), Chengdu(2025) respectively, the Ninth International Conference on Computer Graphics and Virtuality(ICCGV 2026) will take place in Chengdu, China, during March 28-30, 2026. Conference consists of keynote lectures, oral presentation, poster presentation, online presentation on all aspects of computer graphics and virtuality. All professors, researchers and university students in related fields are cordially invited to participate in the conference. You're welcome to contribute a paper to ICCGV 2026. It's advised that you read the Submission Guidelines before submission.
Kontakt:
Tel.: [+86-18080018263];     Email: Dunn@iact.net
Themen:
Computer Graphics; Images processing and computer vision; Rendering including real-time rendering, illumination, photo-realistic graphics; Computational photography; Graphics hardware, GPU, and hardware-related techniques; Image-based computer graphics; Geometric modeling, CAD, Simulation, Computer animation; image processing; Geometric data processing, GIS, BigData modeling and processing; Segmentation, Object Retrieval; Information visualization; Computer graphics and visualization; Scientific visualization, massive and bigData visualization; Computer vision; Virtual reality environments / augmented reality / mixed reality; Image scanning, display and printing; Volume graphics, semi-transparent media; Machine learning, computer graphics, biological vision; User interface design, and human-computer interaction, and advanced interaction; Storage and retrieval; Tracking and sensing; Input devices for VR/AR/MR; Advanced display technology; Immersive projection technology; Haptics, audio, and other non-visual interfaces; Modeling and simulation; Computer graphics techniques for VR/AR/MR; Virtual humans and avatars; Multi-user and distributed VR/AR/MR; VR systems and toolkits; Locomotion and navigation in virtual environments; User studies and evaluation; Perception, presence, virtual embodiment, and cognition; Teleoperation and telepresence; Applications of VR/AR/MR; Ethical issues in VR/AR/MR; Interactive storytelling in 360° videos; 3D interaction for VR/AR/MR; 3DUI metaphors for VR/AR/MR; Mobile, Desktop or Hybrid 3DUIs; Non-fatiguing 3DUIs; Evaluation methods for 3DUIs; Empirical studies of 3DUIs; Applications of 3DUIs: Games, entertainment, CAD, education, etc.
Eintrags-ID:
1687250


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