Computer Graphics & Animation 2019 is pleased to invites scientists, researchers, educators, professionals, practitioners, animators, graphic designers, software developers, artists, head of departments, professors, heads of innovation, brand managers, start-ups and innovators, tech providers, venture capitalists and students with their innovative ideas and creativity. The conference is organized with the theme "Global innovation and research techniques in Computer Graphics, Animation, Gamedesign & VR" which comprised of 16 Sessions/Tracks designed to offer widespread knowledge that address current issues and innovations in the field of Graphics & Animation world. This will be high-level tech conference which includes thinking brands, market leaders, CG evangelists and hot start-ups to explore and debate the advancements in Computer Graphics & Animation and the impacts within the Academic, Enterprise & Consumer sectors.
This conference consist of Oral presentations, Poster Presentations, Workshops/Symposiums, Young Researcher Forums, Exhibition to discuss the current trends, challenges, regulatory matters and future opportunities of Computer Graphics, Animation & interactive techniques.
► Selected paper/manuscript will be published on "Springer - Encyclopedia of Computer Graphics & Games (ECGG)"
► Opportunity to get sponsorship's for their research career by The Institute for Education, Research, and Scholarships (IFERS)
Dr. Newton Lee (Editor-in Chief)
Dr. Xiaoamo Wu (Industry Co-Chair)
Prof. Abdennour El Rhalibi (Academic Co-Chair)
Prof. Shlomo Dubnov (Academic Co-Chair)
Dr. Shuichi Kurabayashi (Industry Co-Chair)
This will be an excellent opportunity to explore the dynamic innovations in the Computer Graphics & Animation world. The research and innovative knowledge in Graphics & Animation have made a paradigm shift towards innovative, stylish, virtual approach and there is an extensive research funding for these projects. This event will also have a meeting to attract investors from various sectors of media, film industry, future technologies who are eagerly seeking for novel inventions in Graphics world.
Highlight topics and not limited to:
Game Design & Development
Gamification and Social Game Mechanics
Artificial Intelligence in Computer Graphics
Computer Graphics Applications
Computer Vision & Pattern Recognition
Virtual, Augmented and Mixed Reality
Imaging and Image Processing
Visualization & 3D Printing
3D Web Technology
Computer Graphics and Animation is a wide field inside itself and a theme to investigate and appreciate the work and developments what we do with different devices and exploratory strategies. It's more than offering life to an Animation, 2D, 3D and Virtual Reality. This meeting will be one of the World's best places to hang out with advancements for innovation nerds and renowned specialists both from the field of the scholarly community and industry.
Sessions secured are extended beneath however the sub-points rundown is not comprehensive. Papers may address at least one of the recorded sub-points, despite the fact that creators ought not to feel restricted by them. Unlisted yet related sub-points are additionally adequate, if they fit in one of the accompanying fundamental theme zones:
Theme: “Global innovation and research techniques in Computer Graphics, Animation, Gamedesign & VR”
Sessions of Computer Graphics & Animation 2019 Canada
Track 1: Computer Graphics
Computer graphics is branch of Computer Science and Technology…
It’s a graphical pattern of an image or objects which created by using specific software and hardware. Computer graphics is field where physical body, data and imagination will develop or created. Computer graphics helps to understanding of physical nature, geometry, displaying image, motion, animation of object and provide user design interface platform. Computer graphics used in motion picture or movies, video games, animation, advertising and graphic design. This track will provide to the programming software you’ll be using, basic tools of the trade, from algorithms to color perception and texture mapping, graphics hardware, social agents in computer graphics, GPU design and other interactive computer graphics techniques.
Track 2: Computer Animation
The art or process of making movies with drawings, computer graphics or photographs of static objects, including all techniques other than the continuous filming of live-action images. It is the creation of the “illusion of movement” using a series of still images. This track covers the following subtopics: Traditional animation, Stop motion animation, Character animation, Special effects animation, Physics-based Animation and Behavioural Animation.
Track 3: Animation Industry
Though most people think of animation as being used primarily for entertainment in movies, TV shows, and video games, it has many other uses. It's commonly used in educational videos and advertisements both on TV and on the Internet, and it can also be used in the process of research and development to create simulations of how a machine or process would work. Scientists use digital animation as well to create visualizations of abstract concepts or objects that are too small or large to be seen easily, which is helpful both for research and for analysis.
The rapid advancement of technology has made computer animation available to the masses and the animation industry is one of the fastest growing industries. The demand for animated entertainment has expanded with the increase in broadcasting hours by cable and satellite TV along with the growing popularity of the Internet. The major markets include the United States, Canada, Japan, France, Britain and Germany. More broadly speaking, animation is increasingly used in video games, and movies are also increasingly reliant on animation and computer graphic special effects.
Track 4: Modeling
Modeling is the representation of an object or phenomena, which is used by simulation. Models may be mathematical, physical, or logical representations of a system, entity, phenomenon, or process. Models are, in turn, used by simulation to predict a future state. It is a discipline for developing a level of understanding of the interaction of the parts of a system, and of the system as a whole.
Track 5: Simulation
Simulations are abstractions of reality. It is defined as the process of creating a model of an existing or proposed system (e.g., a project, a business, a mine, a watershed, a forest, the organs in your body) in order to identify and understand those factors which control the system to predict the future behaviour of the system. Simulation is a powerful and important tool because it provides a way in which alternative designs, plans 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 future of innovation is simulation. Whereas before, we would sit amongst ourselves, decide how the world might work and test our ideas in the market, now we can test them in a virtual environment built by real world data at much lower levels of cost and risk. Modeling and simulation is a leading way that companies are reducing their development time while maintaining or increasing the quality of their products. This approach helps engineers explore design alternatives quickly without the need for as much prototype hardware.
Track 6: GPU Technology
Graphics Processing Unit (GPU) is a particular electronic circuit outlined and create to increase the effectively & effective production of images in a frame by frame intended for better output to a display device. GPUs are used in mobile phones, embedded systems, workstations, personal computers and game consoles or platforms. GPU technology accelerates the computing and is the usage of a GPU together with a Control Processing Unit (CPU) to quicken profound investigation, learning, and building applications. GPU Technology accelerators now power energy-efficient & effective data centers in universities, government labs, industries, and small-and-medium businesses across the globe. They play an eminent role in accelerating applications in platforms ranging from artificial intelligence to cars, drones, robots and its applications.
Track 7: Game Design and Development
Gaming is evolving from the traditional in-home console based platforms to digital titles being played on mobile devices and connected consoles. Mobile gaming in its various flavours is the fastest growth segment of digital gaming Game design is the art of applying design and aesthetics to create a game to facilitate interaction between players for playful, healthful, educational, or simulation purposes. Game design can be applied both to games and, increasingly, to other interactions, particularly virtual ones. Video games are a $30 billion industry in the U.S., especially as more people play games on their mobile phones, according to Reuters. Game designers are an important part of a comprehensive team of designers and developers that coordinate the complex task of creating a new video game.
Game development is the software development process by which a video game is produced. The game industry requires innovations, as publishers cannot profit from constant release of repetitive sequels and imitations.
Mobile, the fastest growing digital gaming segment, 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 Update, from Newzoo, pins the total estimated value of mobile games at $25 billion for the year, a huge leap of 42 per cent from the total value in 2013. For now, Apple remains the top dog in terms of mobile gaming income, edging out a predicted revenue total of $3 billion dollars for Google Play in 2014. Brands have entered the scene to capitalize on this diverse demographic, and present a set of terrifying new market players to smaller developers looking to build and cultivate their own intellectual property.
Track 8: Gamification and Social Game Mechanics
Gamification: The utilization of diversion mechanics and prizes to energize conduct change in a non-amusement setting. While this definition gives a satisfactory review of gamification, it doesn't give much understanding into how it truly functions. One valuable method for comprehension gamification is to separate it into: Game Mechanics, Reputation Mechanics and Social Mechanics.
Social Game Mechanics are a notoriety enhancer. In isolation, notoriety is just a curiosity; you feel great when the framework names you as a shrewd individual yet you're most likely not going to care all that profoundly. When the framework recognizes user as a brilliant individual and shares their data with a thousand other individuals, all of a sudden the notoriety is a great deal more noteworthy. Social mechanics are any elements that empower or empower perceivability amongst players and include: Activity streams, Leader sheets, Teams, Status identifications, Followers and warnings, sharing and prescribing, Social mechanics give the way to share notoriety and empower client to-client connection. The more obvious notoriety is the all the more rousing it gets to be.
Track 09: Artificial Intelligence in Computer Graphics
Artificial Intelligence and Machine learning and their application for automatic solving of problems in computer vision and computer graphics. Artificial intelligence techniques in 3D scene modeling and rendering. Present research work of the Intelligent Computer Graphics community, a community evolving towards future. If at the beginning of Computer Graphics the use of Artificial Intelligence techniques and research which quite unknown, more and more researchers across the globe are nowadays interested in intelligent techniques allowing substantial improvements of traditional Computer Graphics methods, research, and technology. Its alternative main contribution of intelligent techniques in Computer Graphics is to allow invention of completely new methods.
Artificial Intelligence in Computer Graphics
Track 10: Computer Graphics Applications
Computer graphics may be used in the following areas:
Computer Aided Designing is mainly used for detailed engineering of 3D models and/or 2D drawings of physical components, but it is also used throughout the engineering process from conceptual design and layout of products, through strength and dynamic analysis of assemblies to definition of manufacturing methods of components. Education and Training: Computer generated models of physical, financial, and economic systems are often used as educational aids. It helps the trainees to understand the operation of the system like Simulators for practice sessions or training of ship captains, aircraft pilots, heavy equipment operators, and air traffic-control personnel. Entertainment: Motion pictures, music videos, and television shows. Sometimes the graphics scenes are displayed by themselves, and sometimes graphic objects are combined with the actors and live scenes Computational biology sometimes referred to as bioinformatics, is the science of using biological data to develop algorithms and relations among various biological systems. Computational physics is the study and implementation of numerical analysis to solve problems in physics for which a quantitative theory already exists. Digital art is an artistic work or practice that uses digital technology as an essential part of the creative or presentation process. Graphic design is the process of visual communication, and problem-solving through the use of type, space, image and color. Infographics are graphic visual representations of information, data or knowledge intended to present information quickly and clearly. They can improve cognition by utilizing graphics to enhance the human visual system's ability to see patterns and trends. Web design encompasses many different skills and disciplines in the production and maintenance of websites.
Track 11: Computer Vision and Pattern Recognition
Computer vision (image understanding) is a discipline that studies how to reconstruct, interpret and understand a 3D scene from its 2D images in terms of the properties of the structures present in the scene. The ultimate goal of computer vision is to model, replicate, and more importantly exceed human vision using computer software and hardware at different levels. It needs knowledge in computer science, electrical engineering, mathematics, physiology, biology, and cognitive science. Computer vision is the construction of explicit, meaningful descriptions of physical objects from their images. The output of computer vision is a description or an interpretation or some quantitative measurements of the structures in the 3D scene. Image processing and image recognition are among many techniques computer vision employs to achieve its goals.
After being a research technology for the past few decades, computer vision has become commercialized in the past few years and is being deployed in a wide range of application markets including security and surveillance, automotive, consumer, industrial, medical, and entertainment, to name a few. According to a new report from Tractica, the market for computer vision technologies will grow from $5.7 billion in 2014 to $33.3 billion by 2019, representing a compound annual growth rate (CAGR) of 42%. The market intelligence firm forecasts that the consumer segment will experience the highest growth rate, followed by the robotics and machine vision segment. “New technologies like deep learning are also evolving that promise to increase accuracy and reliability of computer vision systems dramatically, but these technologies need more research before they can become mainstream.”
Pattern Recognition systems to certifiable issues, interdisciplinary research, exploratory or potentially hypothetical reviews yielding new bits of knowledge that propel Pattern Recognition strategies are particularly supported. Pattern Recognition, there might be a higher enthusiasm to formalize, clarify and envision the example, while machine adapting customarily concentrates on augmenting the acknowledgment rates. However, these areas have advanced significantly from their underlying foundations in computerized reasoning, designing and insights, and they've turned out to be progressively comparative by incorporating improvements and thoughts from each other.
Track 12: Virtual, Augmented and Virtual Reality
Virtual reality is a form of technology which creates computer generated worlds or immersive environments which people can explore and in many cases, interact with. It refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays; database gloves and miniaturization have helped popularize the concept. Born of technology, virtual reality at its core is an organic experience. Yes, it’s man meets machine, but what happens is strictly within the mind.
Augmented reality is a similar form of technology in which the lines are blurred between the real world and computer generated imagery, e.g. video. Sound, video or images are overlaid onto a real world environment in order to enhance the user experience. On the spectrum between virtual reality, which creates immersive, computer-generated environments, and the real world, augmented reality is closer to the real world. Augmented reality adds graphics, sounds, haptic feedback and smell to the natural world as it exists. Both video games and cell phones are driving the development of augmented reality. Augmented reality is changing the way we view the world - or at least the way its users see the world.
Global dedicated devices augmented reality market is expected to reach $659.98 million by 2018, whereas the immersive virtual reality market is expected to reach $407.51 million by 2018. The major driving forces of augmented reality technology and virtual reality are the advancement and in computer technology and internet connectivity. The major companies included which offer AR & VR technology in various applications are Total immersion (France), Qualcomm Inc. (USA), Metaio GmBH (Germany), Vuzix Corporation (USA), Layar B.V (The Netherlands), Wikitude GmBH (Austria) and so on.
Track 13: Imaging and Image Processing
Image processing is a method to convert an image into digital form and perform some operations on it, in order to get an enhanced image or to extract some useful information from it. It is a type of signal dispensation in which input is image, like video frame or photograph and output may be image or characteristics associated with that image.
Visual information is the most important type of information perceived, processed and interpreted by the human brain. One third of the cortical area of the human brain is dedicated to visual information processing. Digital image processing, as a computer-based technology, carries out automatic processing, manipulation and interpretation of such visual information, and it plays an increasingly important role in many aspects of our daily life, as well as in a wide variety of disciplines and fields in science and technology, with applications such as television, photography, robotics, remote sensing, medical diagnosis and industrial inspection.
Image processing applications already range from industrial uses and security systems to transportation and medical technology. Even so, industry experts agree that only about 20% of all possible applications have been addressed so far. According to estimates provided by a number of manufacturers, the worldwide market volume for machine vision systems presently amounts to about 6.5 billion euros, with annual growth rates extending into the double-digit range.
Track 14: 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 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 15: Visualization & 3D Printing
Visualization is any technique for creating images, diagrams, or animations to communicate a message. Visualization today has ever-expanding applications in science, education, engineering (e.g., product visualization), interactive multimedia, medicine. Scientific visualization is the use of interactive, sensory representations, typically visual, of abstract data to reinforce cognition, hypothesis building, and reasoning. Data visualization is a related subcategory of visualization dealing with statistical graphics and geographic or spatial data (as in thematic cartography) that is abstracted in schematic form. Educational visualization is using a simulation not usually normally created on a computer to create an image of something so it can be taught about. Information visualization concentrates on the use of computer-supported tools to explore large amount of abstract data. The use of visual representations to transfer knowledge between at least two person aims to improve the transfer of knowledge by using computer and non-computer-based visualization methods complementarily is called knowledge Visualization. Product visualization involves visualization software technology for the viewing and manipulation of 3D models, technical drawing and other related documentation of manufactured components and large assemblies of products. Visual communication is the communication of ideas through the visual display of information.
3D printing (also known as additive manufacturing) is any of various processes used to synthesize a three-dimensional object. In 3D printing, additive processes are used, in which successive layers of material are laid down under computer control These objects can be of almost any shape or geometry, and are produced from a 3D model or other electronic data source. The technology is used in the fields of jewellery, footwear, industrial design, architecture, engineering and construction (AEC), automotive, aerospace, dental and medical industries, education, geographic information systems, civil engineering, and many others.
Track 16: Human-Computer Interaction
Human-Computer Interaction (HCI) is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. HCI has expanded rapidly and steadily for three decades, attracting professionals from many other disciplines and incorporating diverse concepts and approaches. To a considerable extent, HCI now aggregates a collection of semi-autonomous fields of research and practice in human-centred informatics. A user interface, such as a GUI, is how a human interacts with a computer, and HCI goes beyond designing screens and menus that are easier to use 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) also known as direct neural interface (DNI), or brain–machine interface (BMI), is an immediate correspondence pathway between an upgraded or wired cerebrum and an outside gadget. BCIs are frequently coordinated at looking into, mapping, helping, expanding, or repairing human intellectual or tactile engine capacities.
Animal-Computer Interaction (ACI) as of late an expanding collection of work, with an attention on: a) considering the communication amongst creatures and innovation in naturalistic settings, around particular creature exercises or interspecies relations; 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 17: 3D Web Technology
Web3D was at first the thought to completely show and explore Web destinations utilizing 3D. By expansion, the term now alludes to all intuitive 3D content which are inserted into pages html, and that we can see through a web program. Present day Web3D pages are usually controlled by WebGL. 3D web substance can be costly regarding computational power. Previously, 3D content in a program would be rendered by the CPU and couldn't profit by your PC's devoted design handling unit (GPU). Besides, if the substance was stacked into a site instead of created on the client's CPU, surfaces, networks, movement information, and sound would back off load times, making the experience not exactly ideal.
Advances are Flash Stage3d, Unity3d and Unreal Engine and so forth. 3D illustrations on the web have made some amazing progress. There are many contending advances out there, all battling to be the lord of the 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.
2019 Upcoming Soon
Day 1 September 26, 2018
Conference Hall: Merchant Villa 1
09:30-09:50 Opening Ceremony
10:00-10:45 Title: Art of fluid animation
Jos Stam, University of Toronto, Canada
Networking & Refreshment Break 10:45-11:00
11:00-11:45 Title: Using AI to create frictionless motion capture
Paul Kruszewski, Wrnch Inc., Canada
Group Photo 11:45-12:00
Sessions: Computer Graphics | Computer Animation | Animation Industry | Modeling | Simulation |
Game Design & Development | Gamification and Social Game Mechanics
Session Chair: David Xu, Regent University, USA
12:00-12:35 Title: How to use maya dynamic hair system to model realistic hairstyles
David Xu, Regent University, USA
12:35-13:10 Title: Flickblocks and Airpunch
David Fugere-Lamarre, iLLOGIKA, Canada
Lunch Break 13:10-14:00 @ Foyer
14:00-14:35 Title: Characterization of pore space using a non-hierarchical decomposition model
Irving Cruz-Matías, University of Monterrey, Mexico
14:35-15:10 Title: Stylistic mixture of Monet and Chinese ink painting by deep learning
Xupu Geng, Xiamen University, China
15:10-15:45 Title: Perception: Being art in virtual reality
Tian Li, Xiamen University, China
Networking & Refreshment Break 15:45-16:00
16:00-16:35 Title: Improvement on top of Pixar USD
Gregory Ducatel, Mill Film, Canada
16:35-17:10 Title: Exploring animation technology
Derek Ng-Cummings, Kabam, Canada
Day 2 September 27, 2018
Conference Hall: Merchant Villa 1
10:00:10:45 Title: Machine learning in KINECT Image Processing for biometric and medical
Marina L Gavrilova, University of Calgary, Canada
Networking & Refreshment Break 10:45-11:00
11:00:11:45 Title: Entertainment and the future of virtual reality
Awane Jones, Phenomena, Canada
Sessions: Computer Vision & Pattern Recognition | Imaging and Image Processing | Visualization & 3D
Printing | Human-Computer Interaction | 3D Web Technology
Session Chair: Marina L Gavrilova, University of Calgary, Canada
11:45-12:20 Title: Realtime processing of huge 3D data in web browsers
Evgeny Rodygin and Roman Sementsov, Artec3D, Russian Federation
Title: Opportunities and challenges of 360-degree imaging technologies and immersive
David Wortley, 360in360 Immersive Experiences, UK
Lunch Break 13:00-13:50 @ Foyer
13:50-14:20 Title: Parametric architecture with software and impact on architectural design process
Fatemeh Alijani, Zista D.S. Consulting Engineers, Iran
Title: Kathakali and motion capture: An experimental dialogue between Indian classical
dance and technology
Biju Dhanapalan, Nanyang Technological University, Singapore
14:50-15:20 Title: On geometry and equilibrium of forces in 3D
Masuod Akbarzadeh, University of Pennsylvania, USA
Title: Ethical AI in computer graphics and computer vision: How do we balance progress
with negative outcomes?
Abhishek Gupta, Montreal AI Ethics Institute, Canada
Networking and Refreshments Break 15:50-16:25
Awards & Certificates Felicitation 16:25-17:15
Networking 1-1 Meeting 17:15-18:00
NM 01 Awane Jones, Phenomena, Canada
NM 02 Carolyn Lall, Lockheed Martin, Canada
NM 03 David Fugere-Lamarre, iLLOGIKA, Canada
NM 04 David Xu, Regent University, USA
NM 05 Evgeny Rodygin, Artec3D, Russian Federation
NM 06 Gareth Eaves, Electronics Arts, Canada
NM 07 Gregory Ducatel, Mill Film, Canada
NM 08 Inwhan Cho, Spotify, USA
NM 09 Irving Cruz-Matías, University of Monterrey, Mexico
NM 10 Jos Stam, University of Toronto, Canada
NM 11 Marina L Gavrilova, University of Calgary, Canada
NM 12 Patrick Callahan, Lockheed Martin, Canada
NM 13 Paul Kruszewski, Wrnch Inc., Canada
NM 14 Roman Sementsov, Artec3D, Russian Federation
NM 15 Tian Li, Xiamen University, China
NM 16 Victor Yudi, MPC, Montreal
NM 17 Xupu Geng, Xiamen University, China
Together To Build A Network
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