Computer Animation and Virtual Worlds

Papers
(The median citation count of Computer Animation and Virtual Worlds is 1. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-08-01 to 2025-08-01.)
ArticleCitations
37
Motion In‐Betweening via Recursive Keyframe Prediction29
The uncanny valley of a virtual animal19
Underwater image enhancement method based on entropy weight fusion17
A multi‐species material point method with a mixture model17
Hybrid attention adaptive sampling network for human pose estimation in videos16
CLPFusion: A Latent Diffusion Model Framework for Realistic Chinese Landscape Painting Style Transfer15
Data‐driven based double‐layer bicycle simulation model14
SCNet: A Dual‐Branch Network for Strong Noisy Image Denoising Based on Swin Transformer and ConvNeXt14
Simulation of Ocean Waves With Spectrum‐Based Wave Particle14
A novel jigsaw game with eye‐tracking: A multimodel interaction based on psycholinguistics for ADHD therapeutic13
Laplacian face blending12
R‐CTM: A data‐driven macroscopic simulation model for heterogeneous traffic12
Interaction With Virtual Objects Using Human Pose and Shape Estimation12
Human action recognition in immersive virtual reality based on multi‐scale spatio‐temporal attention network11
A study on finger vein recognition with few samples based on residual connected meta‐learning11
Risk‐Aware Pedestrian Behavior Using Reinforcement Learning in Mixed Traffic11
Tooth instance segmentation based on capturing dependencies and receptive field adjustment in cone beam computed tomography11
DreamWalk: Dynamic remapping and multiperspectivity for large‐scale redirected walking10
Multiagent evacuation framework for a virtual fire emergency scenario based on generative adversarial imitation learning10
GPSwap: High‐resolution face swapping based on StyleGAN prior10
How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction10
Virtual body anthropomorphism increases drift in self‐location: Further support for the humanoid shape rule9
AGRMTS: A virtual aircraft maintenance training system using gesture recognition based on PSO‐BPNN model9
A spatial augmented reality based circuit experiment and comparative study with the conventional one9
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The impact of locomotion techniques on user experience on virtual reality on light of different scene contrasts8
Issue Information8
Multi‐feature subspace representation network for person re‐identification via bird's‐eye view image8
A “magic world” for children: Design and development of a serious game to improve spatial ability7
Issue Information7
Animation line art colorization based on the optical flow method7
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Source‐enhanced prototypical alignment for single image 3D model retrieval7
Design and development of a mixed reality teaching systems for IV cannulation and clinical instruction7
Dynamic leader role modeling for self‐organizing crowd evacuation simulation7
Special issue on computer graphics international 2022 part 17
Personalized facial makeup transfer based on outline correspondence7
Issue Information6
Diversified realistic face image generationGANfor human subjects in multimedia content creation6
State‐of‐the‐art improvements and applications of position based dynamics6
Yolov8‐HAC: Safety Helmet Detection Model for Complex Underground Coal Mine Scene6
Key‐point‐guided adaptive convolution and instance normalization for continuous transitive face reenactment of any person6
Learning based versus heuristic based: A comparative analysis of visual saliency prediction in immersive virtual reality6
An auxiliary development framework for lightweight RPG games based on Unity3D6
Editorial Issue 33.16
Fusing surveillance videos and three‐dimensional scene: A mixed reality system6
High‐performance virtual globe GPU terrain rendering using game engine6
Issue Information6
WDANet: Exploring Stylized Animation via Diffusion Model for Woodcut‐Style Design6
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Multi‐scale edge aggregation mesh‐graph‐network for character secondary motion5
Personality expression in cartoon animal characters using Sasang typology5
Folding by Skinning5
Correlation as a measure for alignment and similarity of human motions5
Toward Fluoroscopy Guided Robotic Needle Insertion for Radio Frequency Ablation5
Research on target recognition and tracking in mobile augmented reality assisted maintenance5
A Facial Motion Retargeting Pipeline for Appearance Agnostic 3D Characters5
Skeleton‐level control for multi‐agent simulation through deep reinforcement learning5
Editorial5
Using scaffolding theory in serious games to enhance traditional Chinese murals culture learning5
GSFaceMorpher: High‐Fidelity 3D Face Morphing via Gaussian Splatting5
AG‐SDM: Aquascape generation based on stable diffusion model with low‐rank adaptation5
Virtual emotional gestures to assist in the examination of the mental health of the deaf‐mutes5
Spatially distributed lane planning for navigation in 3D environments5
Issue Information5
Frontal person image generation based on arbitrary‐view human images5
Editorial Issue 34.55
Peridynamic‐based modeling of elastoplasticity and fracture dynamics4
PIPformers: Patch based inpainting with vision transformers for generalize paintings4
Research on the Application of Immersive Virtual Reality Intervention Model (IVRT) in the Context of Computer Anxiety Among the Older Adults4
Issue Information4
3D mesh pose transfer based on skeletal deformation4
Region feature smoothness assumption for weakly semi‐supervised crowd counting4
An Improved Social Force Model‐Driven Multi‐Agent Generative Adversarial Imitation Learning Framework for Pedestrian Trajectory Prediction4
KDPM: Knowledge‐driven dynamic perception model for evacuation scene simulation4
Learning frequency‐aware convolutional neural network for spatio‐temporal super‐resolution water surface waves4
MemorIA, an Architecture for Creating Interactive AI Historical Agents in Educational Contexts4
PerimetryNet: A multiscale fine grained deep network for three‐dimensional eye gaze estimation using visual field analysis4
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Facial action units detection using temporal context and feature reassignment4
Issue Information4
Enhancing virtual reality exposure therapy: Optimizing treatment outcomes for agoraphobia through advanced simulation and comparative analysis4
GestureTeach: A gesture guided online teaching interactive model4
Muscle‐driven virtual human motion generation approach based on deep reinforcement learning4
Design of a lightweight and easy‐to‐wear hand glove with multi‐modal tactile perception for digital human4
ADReFV: Face video dataset based on human‐computer interaction for Alzheimer's disease recognition3
Generation of cart‐pulling animation in a multiagent environment using deep learning3
The “rebirth” of traditional musical instrument: An interactive installation based on augmented reality and somatosensory technology to empower the exhibition of chimes3
Decoupling Density Dynamics: A Neural Operator Framework for Adaptive Multi‐Fluid Interactions3
Issue Information3
Toward comprehensive Chiroptera modeling: A parametric multiagent model for bat behavior3
Virtual scene generation promotes shadow puppet art conservation3
A double‐layer crowd evacuation simulation method based on deep reinforcement learning3
Augmented Reality‐Based Interactive Scheme for Robot‐Assisted Percutaneous Renal Puncture Navigation3
Fast and Incremental 3D Model Renewal for Urban Scenes With Appearance Changes3
3D facial attractiveness prediction based on deep feature fusion3
The realm of metaverse: A survey3
Microfacet rendering with diffraction compensation3
Functional narrative animation as visual feedback for interactions in 3D visualization3
Deep learning for assessing the aesthetics of professional photographs3
Body Part Segmentation of Anime Characters3
DCR‐Net: Dilated convolutional residual network for fashion image retrieval3
How Are Researchers Evaluating the Effectiveness of Educational VR Applications and What Outcomes Are They Obtaining? A Systematic Literature Review3
SADNet: Generating immersive virtual reality avatars by real‐time monocular pose estimation3
SocialVis: Dynamic social visualization in dense scenes via real‐time multi‐object tracking and proximity graph construction3
Optimized Multiuser Panoramic Video Transmission in VR: A Machine Learning‐Driven Approach3
Issue Information3
Human‐virtual crowd interaction: Towards understanding the effects of crowd avoidance proximity in an immersive virtual environment3
Uniform gradient magnetic field and spatial localization method based on Maxwell coils for virtual surgery simulation3
Issue Information2
MoFiM: A morphable fish modeling method for underwater binocular vision system2
Emotionally intelligent virtual tour guide in handling group conflicts: Effect on user outcomes2
TMSDNet: Transformer with multi‐scale dense network for single and multi‐view 3D reconstruction2
A Multi‐Model Approach for Attention Prediction in Gaming Environments for Autistic Children2
Controllable automatic generation of non‐player characters in 3D anime style2
Bidirectional temporal feature for 3D human pose and shape estimation from a video2
Chinese Painting Generation With a Stroke‐By‐Stroke Renderer and a Semantic Loss2
Realistic simulation of hydraulic erosion on slope2
Editorial Issue 33.22
S‐LASSIE: Structure and smoothness enhanced learning from sparse image ensemble for 3D articulated shape reconstruction2
Vectorizing binary image boundaries with symmetric shape detection, bisection and optimal parameterization2
Botanical‐based simulation of color change in fruit ripening: Taking tomato as an example2
Adaptive Sampling for Interactive Simulation of Granular Material2
Exploring the impact of non‐verbal cues on user experience in immersive virtual reality2
Highlight mask‐guided adaptive residual network for single image highlight detection and removal2
Anchor‐based crowd formation transformation2
OVS‐Net: An effective feature extraction network for optical coherence tomography angiography vessel segmentation2
The role of digital interactive technology in cultural heritage learning: Evaluating a mid‐air gesture‐based interactive media of Ruihetu2
RAIF: A deep learning‐based architecture for multi‐modal aesthetic biometric system2
Editorial2
Two‐particle debris flow simulation based on SPH2
Real‐time reconstruction of pipes using RGB‐D cameras2
Multi‐level crowd simulation using social LSTM2
Disentangling audio content and emotion with adaptive instance normalization for expressive facial animation synthesis2
Effects of Control Mapping Strategies on Task Performance, Motivation, and Engagement of Participants in a VR Upper Limb Training Task: A Randomized Controlled Trial1
DSANet: A lightweight hybrid network for human action recognition in virtual sports1
Dynparity: Dynamic disparity adjustment to avoid stereo window violations on stationary stereoscopic displays1
Interactive exploration of drapes by simulation parameters1
Precise Motion Inbetweening via Bidirectional Autoregressive Diffusion Models1
Linked motion image‐based dynamic hand gesture recognition1
Augmented Reality in Engineering Education: An Application for Electronic Circuits Laboratory1
DTGS: Defocus‐Tolerant View Synthesis Using Gaussian Splatting1
Stereoscopic 3D teaching material usability analysis for interactive boards1
Momentum‐preserving inversion alleviation for elastic material simulation1
Kernel triplet loss for image‐text retrieval1
Path planning for multiple agents in an unknown environment using soft actor critic and curriculum learning1
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UGSC‐GAN: User‐guided sketch colorization with deep convolution generative adversarial networks1
How generous interface affect user experience and behavior: Evaluating the information display interface for museum cultural heritage1
Exploring the Impact of Multimodal Long Conversations in VR on Attitudes Toward Behavior Change, Memory Retention, and Cognitive Load1
Diverse Motions and Responses in Crowd Simulation1
Natural conversations with a virtual being: How user experience with a current conversational AI model compares to expectations1
PR3D: Precise and realistic 3D face reconstruction from a single image1
Crowd evacuation simulation based on hierarchical agent model and physics‐based character control1
Struct2Hair: A hair shape descriptor for hairstyle modeling1
Going Further With Vertex Block Descent1
Single‐image human mesh reconstruction by parallel spatial feature aggregation1
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Neural foveated super‐resolution for real‐time VR rendering1
Adaptive information fusion network for multi‐modal personality recognition1
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Talking Face Generation With Lip and Identity Priors1
A Versatile Energy‐Based SPH Surface Tension With Spatial Gradients1
FFT‐based efficient Poisson solver in nonrectangular domain1
Issue Information1
Engagement estimation of the elderly from wild multiparty human–robot interaction1
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Comparing technologies for conveying emotions through realistic avatars in virtual reality‐based metaverse experiences1
A customized deep learning framework for skin lesion classification using dermoscopic images1
Supporting foot interaction of reaction time training system1
Issue Information1
Landscape Rippling: Context‐based water‐mediated interaction design1
Hand‐painted yuzen‐dyeing simulation for online handcraft experience1
Graph‐based control framework for motion propagation and pattern preservation in swarm flight simulations1
Angle based hand gesture recognition using graph convolutional network1
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Visual Expansion and Real‐Time Calibration for Pan‐Tilt‐Zoom Cameras Assisted by Panoramic Models1
Location of acupuncture points based on graph convolution and 3D deep learning in virtual humans1
MarkerNet: A divide‐and‐conquer solution to motion capture solving from raw markers1
Augmenting deep land use prediction with randomized simulation1
Enabling saccadic redirection through real‐time saccade prediction1
LFGarNet: Loose‐Fitting Garment Animation With Multi‐Attribute‐Aware Graph Network1
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3D scanning digital models for virtual museums1
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DeepORCA: Realistic crowd simulation for varying scenes1
A context‐aware mobile augmented reality pet interaction model to enhance user experience1
Virtual testing of a new conjecture for the stone ascending device in Egyptian pyramids by means of a multibody dynamics simulation1
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