Computer Animation and Virtual Worlds

Papers
(The TQCC of Computer Animation and Virtual Worlds is 3. 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
A multi‐species material point method with a mixture model17
Underwater image enhancement method based on entropy weight fusion17
Hybrid attention adaptive sampling network for human pose estimation in videos16
CLPFusion: A Latent Diffusion Model Framework for Realistic Chinese Landscape Painting Style Transfer15
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
Data‐driven based double‐layer bicycle simulation model14
A novel jigsaw game with eye‐tracking: A multimodel interaction based on psycholinguistics for ADHD therapeutic13
R‐CTM: A data‐driven macroscopic simulation model for heterogeneous traffic12
Interaction With Virtual Objects Using Human Pose and Shape Estimation12
Laplacian face blending12
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
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
How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction10
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
A spatial augmented reality based circuit experiment and comparative study with the conventional one9
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
Issue Information8
Multi‐feature subspace representation network for person re‐identification via bird's‐eye view image8
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The impact of locomotion techniques on user experience on virtual reality on light of different scene contrasts8
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
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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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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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
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
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
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
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
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
SocialVis: Dynamic social visualization in dense scenes via real‐time multi‐object tracking and proximity graph construction3
Fast and Incremental 3D Model Renewal for Urban Scenes With Appearance Changes3
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
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
ADReFV: Face video dataset based on human‐computer interaction for Alzheimer's disease recognition3
3D facial attractiveness prediction based on deep feature fusion3
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
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