Computer Graphics International is one of the oldest international annual conferences in Computer Graphics and one of the most important ones worldwide, founded by the Computer Graphics Society (CGS). It is a yearly meeting where academics present their latest algorithms, models and technologies, and explore new trends and ideas on various computer graphics topics. Since 1983 it has been held in numerous different cities worldwide including Geneva, Tokyo, Sydney, Boston, Singapore and many different countries in Europe, Asia, Australia and North & South America.
CGI'17, the 34th annual conference will take place on June 27th – June 30th 2017 in Yokohama, Japan. The conference is organized by the Computer Graphics Society (CGS) and hosted by Faculty of Science and Engineering, Keio University, in cooperation with ACM-SIGGRAPH and Eurographics.
TetraMan is a virtual human with a fully volumetric mesh.
4-10-6 Hiyoshi, Kohoku-ku, Yokohama, Kanagawa 223-8521,
|Full Papers||Abstract Deadline||Paper Deadline||Paper Notification||Camera-Ready|
|February 13, 2017 (mandatory)||February 20, 2017 (extended)||March 27, 2017||April 10, 2017|
|Short Papers||Paper Deadline||Paper Notification||Camera-Ready|
|April 10, 2017||May 8, 2017||May 22, 2017|
|Posters||Poster Deadline||Poster Notification||Camera-Ready|
|May 24, 2017(extended)||May 29, 2017||June 5, 2017|
The scientific program of the conference will include full papers, short papers and posters. The accepted full papers will be published in the Visual Computer Journal (impact factor 1.06) by Springer-Verlag. The accepted short papers will be included in the conference proceedings to be published as part of International Conference Proceedings Series and will be available online from the ACM Digital Library. Authors of the highest-ranked short papers will be invited to submit an extended version of their work to the Visual Computer; these papers will follow a fast track review process. The accepted posters will be included in the conference USB.
We invite original contributions that advance the state-of-the-art in topics related to:
Since ACM SIGGRAPH 2001 and 2003 conferences, there has been limited attention on the benefits of employing W. K. Clifford's geometric algebras (GA) in solving computer graphics and vision problems. In the meantime, the geometric algebra community focused on GA applications and greatly advanced it as an adequate and viable computing technology. The CGI’16 “Geometric Algebra in Computer Science and Engineering Workshop” began to bridge that gap.
Under the auspices of CGI’17, ENGAGE (Empowering Novel Geometric Algebra for Graphics & Engineering) (new workshop name 2017) on Tuesday, 27th June 2017 in Yokohama, Japan, will again engage in a novel multi-disciplinary approach from mathematics, to computer graphics, computer vision and general computer science fields where GA has strong potential to provide novel answers to existing mathematical problems.
GA is in a particularly well suited position to allow cross-disciplinary solutions in software engineering as it provides an intuitive and insightful common denominator across mathematical disciplines that have often advanced and specialized for specific application purposes; the use and knowledge of GA encourages us to overcome distinct, seemingly incompatible paths by providing a shareable mathematical base again. For example, we expect geometric algebra based contributions to GIS research, data modelling & data structures, adaptive & parallel computing, remote sensing data analysis, UAV target location and other domains.
We invite original contributors in the form of full and short papers, that advance the state-of-the-art of the application of geometric algebra as well as of its computing technology in topics related, but not limited to:
Accepted full length ENGAGE papers will be published in Mathematical Methods in the Applied Sciences (MMA), published by John Wiley & Sons, and will be orally presented at the conference. See also the “Author Guidelines” at MMA. Online submission opens Jan. 1st 2017 at https://mc.manuscriptcentral.com/mma. At the time of submission, authors must indicate the Special Issue “Engage (Staples)”.
All authors of accepted short ENGAGE papers will be invited either to an oral presentation or to a poster presentation. The accepted CGI’17 ENGAGE short papers will be published by the ACM Digital Library within its International Conference Proceedings Series. For author instructions please refer to CGI's "for authors" section. When submitting a short paper via EasyChair please choose the track "ENGAGE"!
After the workshop, extended versions of the highest ranked short papers of the workshop proceedings will be invited for publication in Mathematical Methods in the Applied Sciences (MMA), published by John Wiley & Sons.
Full Papers: (10-15 pages, use attached MMA latex style file latex_class_files.htm)
Short Papers: (same as the CGI’17 short papers, 4-6 pages length, ACM DL format sigconf)
For further information, please turn directly to the ENGAGE Workshop organizers: Andreas Aristidou (firstname.lastname@example.org), Dietmar Hildenbrand (email@example.com), Eckhard Hitzer (firstname.lastname@example.org), G. Stacey Staples (email@example.com), Werner Benger, Olav Egeland, George Papagiannakis, Kanta Tachibana, Yu Zhaoyuan.
Department of Computer Science and Engineering
Department of Computer Science and Engineering
Department of Computer Science and Engineering
University of Calgary
Cyprus University of Technology
Swiss Federal Institute of Technology in Lausanne, Switzerland
Nanyang Technological University, Singapore
University of Crete & FORTH
There is a tremendous interest among researchers and creative industries professionals for the development of virtual, augmented reality and gamification technologies for cultural heritage. To date the major applications of these technologies, include photogrammetric modelling, artifact-whole heritage site digitization, museum guides and a wide range of virtual museum applications. Very recently there has been a renewed rapid proliferation in virtual (VR) and augmented reality (AR) –together termed Mixed Reality (MR)-, due to the renaissance in MR hardware (such as Oculus Rift, Google Cardboard etc.) and respective intensive commitment from the ICT industrial sector (Google, Microsoft, Sony, Facebook etc.) that propels this field dramatically, by instilling ‘Presence’ (feeling of being and doing there in the virtual or augmented world). To aid in this direction the recent advances in gamification (employment of game design elements in non-game contexts and activities) have been placed in the central focus of the creative industries, resulting in a new breed of smart education and heritage applications. Many recent studies have identified the benefits of employing Mixed Reality in these applications by further fusing it with gamification principles.
This tutorial offers an insightful introduction to the theories, development and applications of latest advances of the enabling technologies of VR/AR and gamified interaction in cultural as well as literature theories and reconstruction techniques for cultural heritage and virtual museums.
NTU, Singapore & MIRALab, Switzerland
Keio University, Japan
The University of Yamanashi, Japan
NTU, Singapore & EPFL IC-DO, Switzerland
University of Calgary, Canada
The University of Yamanashi, Japan
by Professor Ming C. Lin
With increasing availability of data in various forms from images, audio, video, 3D models, motion capture, simulation results, to satellite imagery, representative samples of the various phenomena constituting the world around us bring new opportunities and research challenges. Such availability of data has led to recent advances in data-driven modeling. However, most of the existing example-based synthesis methods offer empirical models and data reconstruction that may not provide an insightful understanding of the underlying process or may be limited to a subset of observations.
In this talk, I present recent advances that integrate classical model-based methods and statistical learning techniques to tackle challenging problems that have not been previously addressed. These include flow reconstruction for traffic visualization, learning heterogeneous crowd behaviors from video, simultaneous estimation of deformation and elasticity parameters from images and video, and example-based multimodal display for VR systems. These approaches offer new insights for understanding complex collective behaviors, developing better models for complex dynamical systems from captured data, delivering more effective medical diagnosis and treatment, as well as cyber-manufacturing of customized apparel. I conclude by discussing some possible future directions and challenges.
Ming C. Lin is currently John R. & Louise S. Parker Distinguished Professor of Computer Science at the University of North Carolina (UNC), Chapel Hill. She was also an honorary Chair Professor (Yangtze Scholar) at Tsinghua University in China from 2013-2015. She obtained her B.S., M.S., and Ph.D. in Electrical Engineering and Computer Science from the University of California, Berkeley. She received several honors and awards, including the NSF Young Faculty Career Award in 1995, Honda Research Initiation Award in 1997, UNC/IBM Junior Faculty Development Award in 1999, UNC Hettleman Award for Scholarly Achievements in 2003, Beverly W. Long Distinguished Professorship 2007-2010, Carolina Women’s Center Faculty Scholar in 2008, UNC WOWS Scholar 2009-2011, IEEE VGTC Virtual Reality Technical Achievement Award in 2010, and several best paper awards at international conferences. She is a Fellow of ACM and IEEE.
Her research interests include physically-based modeling, virtual environments, sound rendering, haptics, robotics, and geometric computing. She has (co-)authored more than 250 refereed publications in these areas and co-edited/authored four books. She has served on hundreds of program committees of leading conferences and co-chaired dozens of international conferences and workshops. She is currently a member of IEEE Computer Society (CS) Board of Governors, a member of Computing Research Association-Women (CRA-W) Board of Directors, the Chair of 2015 IEEE CS Transactions Operations Committee and a member of 2015 Executive Committee of IEEE CS Publications Board. She is a former Editor-in-Chief of IEEE Transactions on Visualization and Computer Graphics (2011-2014) and a member of several editorial boards. She also has served on several steering committees and advisory boards of international conferences, as well as government and industrial technical advisory committees.
by Professor Hiroshi Ishiguro
We, humans, have innate brain function to recognize humans. Therefore, very humanlike robots, androids, can be ideal information media for human-robot/computer interaction.
The speaker has developed various types of interactive robots and androids.
Geminoid that is a teleoperated android of an existing person can transmit the presence of the operator to the distant place. The operator recognizes the android body as his/her own body after talking with someone through the geminoid and has virtual feeling to be touched when someone touches to the geminoid.
However, the geminoid is not the ideal medium for everybody. For example, elderly people often hesitate to talk with adult humans and the adult androids. A question is what the ideal medium for everybody is. In order to investigate it, the speaker proposes the minimum design of interactive humanoids. It is called Telenoid. The geminoid is the perfect copy of an existing person and it is the maximum design of interactive humanoids. On the other hand, the minimum design looks like a human but we cannot judge the age and gender. Elderly people like to talk with the Telenoid very much. In this talk, the speaker discusses the design principles for the robots and their effects to conversations with humans.
Hiroshi Ishiguro (M’) received a D.Eng. in systems engineering from Osaka University, Japan in 1991.
He is currently Professor of Department of Systems Innovation in the Graduate School of Engineering Science at Osaka University (2009-), Distinguished Professor of Osaka University (2013-) and visiting Director (2014-) of Hiroshi Ishiguro Laboratories at the Advanced Telecommunications Research Institute and an ATR fellow.His research interests include distributed sensor systems, interactive robotics, and android science. He has published more than 300 papers in major journals and conferences, such as Robotics Research and IEEE PAMI. On the other hand, he has developed many humanoids and androids, called Robovie, Repliee, Geminoid, Telenoid, and Elfoid. These robots have been reported many times by major media, such as Discovery channel, NHK, and BBC. He has also received the best humanoid award four times in RoboCup. In 2011, he won the Osaka Cultural Award presented by the Osaka Prefectural Government and the Osaka City Government for his great contribution to the advancement of culture in Osaka. In 2015, he received the Prize for Science and Technology (Research Category) by the Minister of Education, Culture, Sports, Science and Technology (MEXT).
He was also awarded the Sheikh Mohammed Bin Rashid Al Maktoum Knowledge Award in Dubai in 2015.
by Takeo Igarashi
I will introduce our research project (design interface project) aiming at the development of various design tools for end-users. We live in a mass-production society today and everyone buy and use same things all over the world. This is cheap, but not necessarily ideal for individual persons. We envision that computer tools that help people to design things by themselves can enrich their lives. To that end, we develop innovative interaction techniques for end users to (1) create rich graphics such as three-dimensional models and animations by simple sketching (2) design their own real-world, everyday objects such as clothing and furniture with realtime physical simulation integrated in a simple geometry editor, and (3) design the behavior of their personal robots and give instructions to them to satisfy their particular needs.
Takeo Igarashi is a professor at CS department, the University of Tokyo. He received PhD from Dept of Information Engineering, the University of Tokyo in 2000. His research interest is in user interface in general and current focus is on interaction techniques for 3D graphics. He is known as the inventor of sketch-based modeling system called Teddy, and received The Significant New Researcher Award at SIGGRAPH 2006.
Full papers published in the Visual Computer can be accessed through Springer's website. Registered participants will receive the password for accessing the site at conference venue.
Short papers and posters are included in the conference USB.