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 2021-06-01 to 2025-06-01.)
ArticleCitations
35
Simulation of Ocean Waves With Spectrum‐Based Wave Particle29
A multi‐species material point method with a mixture model27
The uncanny valley of a virtual animal19
Hybrid attention adaptive sampling network for human pose estimation in videos15
Motion In‐Betweening via Recursive Keyframe Prediction14
R‐CTM: A data‐driven macroscopic simulation model for heterogeneous traffic14
Underwater image enhancement method based on entropy weight fusion14
Data‐driven based double‐layer bicycle simulation model12
Multiagent evacuation framework for a virtual fire emergency scenario based on generative adversarial imitation learning11
Laplacian face blending11
A study on finger vein recognition with few samples based on residual connected meta‐learning11
A novel jigsaw game with eye‐tracking: A multimodel interaction based on psycholinguistics for ADHD therapeutic11
Risk‐Aware Pedestrian Behavior Using Reinforcement Learning in Mixed Traffic11
Human action recognition in immersive virtual reality based on multi‐scale spatio‐temporal attention network11
Virtual body anthropomorphism increases drift in self‐location: Further support for the humanoid shape rule10
How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction10
Tooth instance segmentation based on capturing dependencies and receptive field adjustment in cone beam computed tomography10
DreamWalk: Dynamic remapping and multiperspectivity for large‐scale redirected walking10
The impact of locomotion techniques on user experience on virtual reality on light of different scene contrasts9
Multi‐feature subspace representation network for person re‐identification via bird's‐eye view image9
A spatial augmented reality based circuit experiment and comparative study with the conventional one9
GPSwap: High‐resolution face swapping based on StyleGAN prior9
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Issue Information8
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AGRMTS: A virtual aircraft maintenance training system using gesture recognition based on PSO‐BPNN model8
Special issue on computer graphics international 2022 part 18
Design and development of a mixed reality teaching systems for IV cannulation and clinical instruction7
A “magic world” for children: Design and development of a serious game to improve spatial ability7
Personalized facial makeup transfer based on outline correspondence7
Animation line art colorization based on the optical flow method7
Dynamic leader role modeling for self‐organizing crowd evacuation simulation6
Render‐based factorization for additive light field display6
Editorial Issue 33.16
Source‐enhanced prototypical alignment for single image 3D model retrieval6
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Skeleton‐level control for multi‐agent simulation through deep reinforcement learning5
Spatially distributed lane planning for navigation in 3D environments5
AG‐SDM: Aquascape generation based on stable diffusion model with low‐rank adaptation5
A Facial Motion Retargeting Pipeline for Appearance Agnostic 3D Characters5
Key‐point‐guided adaptive convolution and instance normalization for continuous transitive face reenactment of any person5
State‐of‐the‐art improvements and applications of position based dynamics5
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Personality expression in cartoon animal characters using Sasang typology5
Virtual emotional gestures to assist in the examination of the mental health of the deaf‐mutes5
GSFaceMorpher: High‐Fidelity 3D Face Morphing via Gaussian Splatting5
Diversified realistic face image generationGANfor human subjects in multimedia content creation5
High‐performance virtual globe GPU terrain rendering using game engine5
WDANet: Exploring Stylized Animation via Diffusion Model for Woodcut‐Style Design5
An auxiliary development framework for lightweight RPG games based on Unity3D5
Research on target recognition and tracking in mobile augmented reality assisted maintenance5
Toward Fluoroscopy Guided Robotic Needle Insertion for Radio Frequency Ablation5
Multi‐scale edge aggregation mesh‐graph‐network for character secondary motion5
Editorial Issue 34.55
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Learning based versus heuristic based: A comparative analysis of visual saliency prediction in immersive virtual reality5
Fusing surveillance videos and three‐dimensional scene: A mixed reality system5
Editorial4
Frontal person image generation based on arbitrary‐view human images4
Using scaffolding theory in serious games to enhance traditional Chinese murals culture learning4
MemorIA, an Architecture for Creating Interactive AI Historical Agents in Educational Contexts4
Design of a lightweight and easy‐to‐wear hand glove with multi‐modal tactile perception for digital human4
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KDPM: Knowledge‐driven dynamic perception model for evacuation scene simulation4
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GestureTeach: A gesture guided online teaching interactive model4
PIPformers: Patch based inpainting with vision transformers for generalize paintings4
Correlation as a measure for alignment and similarity of human motions4
Facial action units detection using temporal context and feature reassignment4
Building information modeling indoor path planning: A lightweight approach for complex BIM building4
Issue Information4
Peridynamic‐based modeling of elastoplasticity and fracture dynamics4
The “rebirth” of traditional musical instrument: An interactive installation based on augmented reality and somatosensory technology to empower the exhibition of chimes3
Functional narrative animation as visual feedback for interactions in 3D visualization3
How Are Researchers Evaluating the Effectiveness of Educational VR Applications and What Outcomes Are They Obtaining? A Systematic Literature Review3
Uniform gradient magnetic field and spatial localization method based on Maxwell coils for virtual surgery simulation3
Muscle‐driven virtual human motion generation approach based on deep reinforcement learning3
3D mesh pose transfer based on skeletal deformation3
Human‐virtual crowd interaction: Towards understanding the effects of crowd avoidance proximity in an immersive virtual environment3
PerimetryNet: A multiscale fine grained deep network for three‐dimensional eye gaze estimation using visual field analysis3
The realm of metaverse: A survey3
Disentangling audio content and emotion with adaptive instance normalization for expressive facial animation synthesis3
Decoupling Density Dynamics: A Neural Operator Framework for Adaptive Multi‐Fluid Interactions3
DCR‐Net: Dilated convolutional residual network for fashion image retrieval3
Toward comprehensive Chiroptera modeling: A parametric multiagent model for bat behavior3
Microfacet rendering with diffraction compensation3
Virtual scene generation promotes shadow puppet art conservation3
Region feature smoothness assumption for weakly semi‐supervised crowd counting3
Learning frequency‐aware convolutional neural network for spatio‐temporal super‐resolution water surface waves3
Issue Information3
Fast and Incremental 3D Model Renewal for Urban Scenes With Appearance Changes3
ADReFV: Face video dataset based on human‐computer interaction for Alzheimer's disease recognition3
SocialVis: Dynamic social visualization in dense scenes via real‐time multi‐object tracking and proximity graph construction3
3D facial attractiveness prediction based on deep feature fusion3
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Augmented Reality‐Based Interactive Scheme for Robot‐Assisted Percutaneous Renal Puncture Navigation3
A double‐layer crowd evacuation simulation method based on deep reinforcement learning3
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Interacting with virtual instructors: The effect of gender and years of study on the perception of in‐game instructors3
Enhancing virtual reality exposure therapy: Optimizing treatment outcomes for agoraphobia through advanced simulation and comparative analysis3
Body Part Segmentation of Anime Characters3
Deep learning for assessing the aesthetics of professional photographs3
Generation of cart‐pulling animation in a multiagent environment using deep learning3
SADNet: Generating immersive virtual reality avatars by real‐time monocular pose estimation3
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