Computer Animation and Virtual Worlds

Papers
(The TQCC of Computer Animation and Virtual Worlds is 4. 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 2021-10-01 to 2025-10-01.)
ArticleCitations
39
A multi‐species material point method with a mixture model35
Hybrid attention adaptive sampling network for human pose estimation in videos30
CLPFusion: A Latent Diffusion Model Framework for Realistic Chinese Landscape Painting Style Transfer28
SCNet: A Dual‐Branch Network for Strong Noisy Image Denoising Based on Swin Transformer and ConvNeXt22
Motion In‐Betweening via Recursive Keyframe Prediction20
The uncanny valley of a virtual animal19
Underwater image enhancement method based on entropy weight fusion18
Risk‐Aware Pedestrian Behavior Using Reinforcement Learning in Mixed Traffic14
R‐CTM: A data‐driven macroscopic simulation model for heterogeneous traffic14
Simulation of Ocean Waves With Spectrum‐Based Wave Particle14
Interaction With Virtual Objects Using Human Pose and Shape Estimation14
CoPadSAR: A Spatial Augmented Reality Interaction Approach for Collaborative Design via Pad‐Based Cross‐Device Interaction14
A study on finger vein recognition with few samples based on residual connected meta‐learning13
Laplacian face blending13
RIDGE: Rule‐Infused Deep Learning for Realistic Co‐Speech Gesture Generation12
Data‐driven based double‐layer bicycle simulation model12
Multiagent evacuation framework for a virtual fire emergency scenario based on generative adversarial imitation learning12
Enhancing Dragline Operational Area Visualization and Positional Analysis for Its Effective Guidance Through Immersive Virtual Reality Inspection12
A novel jigsaw game with eye‐tracking: A multimodel interaction based on psycholinguistics for ADHD therapeutic12
Tooth instance segmentation based on capturing dependencies and receptive field adjustment in cone beam computed tomography11
A spatial augmented reality based circuit experiment and comparative study with the conventional one11
Human action recognition in immersive virtual reality based on multi‐scale spatio‐temporal attention network11
The impact of locomotion techniques on user experience on virtual reality on light of different scene contrasts10
Multi‐feature subspace representation network for person re‐identification via bird's‐eye view image10
Virtual body anthropomorphism increases drift in self‐location: Further support for the humanoid shape rule10
GPSwap: High‐resolution face swapping based on StyleGAN prior10
DreamWalk: Dynamic remapping and multiperspectivity for large‐scale redirected walking9
How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction9
Issue Information9
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Personalized facial makeup transfer based on outline correspondence8
Special issue on computer graphics international 2022 part 18
Issue Information8
Source‐enhanced prototypical alignment for single image 3D model retrieval8
Issue Information8
Dynamic leader role modeling for self‐organizing crowd evacuation simulation8
Design and development of a mixed reality teaching systems for IV cannulation and clinical instruction7
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High‐performance virtual globe GPU terrain rendering using game engine7
A “magic world” for children: Design and development of a serious game to improve spatial ability7
Editorial Issue 33.17
Key‐point‐guided adaptive convolution and instance normalization for continuous transitive face reenactment of any person7
Animation line art colorization based on the optical flow method7
Issue Information7
Yolov8‐HAC: Safety Helmet Detection Model for Complex Underground Coal Mine Scene6
Fusing surveillance videos and three‐dimensional scene: A mixed reality system6
Research on target recognition and tracking in mobile augmented reality assisted maintenance6
Personality expression in cartoon animal characters using Sasang typology6
Diversified realistic face image generationGANfor human subjects in multimedia content creation6
WDANet: Exploring Stylized Animation via Diffusion Model for Woodcut‐Style Design6
Learning based versus heuristic based: A comparative analysis of visual saliency prediction in immersive virtual reality6
Folding by Skinning6
Skeleton‐level control for multi‐agent simulation through deep reinforcement learning6
State‐of‐the‐art improvements and applications of position based dynamics6
Issue Information6
Virtual emotional gestures to assist in the examination of the mental health of the deaf‐mutes6
Multi‐scale edge aggregation mesh‐graph‐network for character secondary motion6
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An auxiliary development framework for lightweight RPG games based on Unity3D6
Toward Fluoroscopy Guided Robotic Needle Insertion for Radio Frequency Ablation5
Frontal person image generation based on arbitrary‐view human images5
GSFaceMorpher: High‐Fidelity 3D Face Morphing via Gaussian Splatting5
PIPformers: Patch based inpainting with vision transformers for generalize paintings5
KDPM: Knowledge‐driven dynamic perception model for evacuation scene simulation5
An Improved Social Force Model‐Driven Multi‐Agent Generative Adversarial Imitation Learning Framework for Pedestrian Trajectory Prediction5
Spatially distributed lane planning for navigation in 3D environments5
Editorial Issue 34.55
Correlation as a measure for alignment and similarity of human motions5
Research on the Application of Immersive Virtual Reality Intervention Model (IVRT) in the Context of Computer Anxiety Among the Older Adults5
Issue Information5
A Facial Motion Retargeting Pipeline for Appearance Agnostic 3D Characters5
AG‐SDM: Aquascape generation based on stable diffusion model with low‐rank adaptation5
Editorial5
Using scaffolding theory in serious games to enhance traditional Chinese murals culture learning5
Facial action units detection using temporal context and feature reassignment5
Issue Information4
PerimetryNet: A multiscale fine grained deep network for three‐dimensional eye gaze estimation using visual field analysis4
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Learning frequency‐aware convolutional neural network for spatio‐temporal super‐resolution water surface waves4
A double‐layer crowd evacuation simulation method based on deep reinforcement learning4
MemorIA, an Architecture for Creating Interactive AI Historical Agents in Educational Contexts4
3D mesh pose transfer based on skeletal deformation4
Enhancing virtual reality exposure therapy: Optimizing treatment outcomes for agoraphobia through advanced simulation and comparative analysis4
Region feature smoothness assumption for weakly semi‐supervised crowd counting4
GestureTeach: A gesture guided online teaching interactive model4
Toward comprehensive Chiroptera modeling: A parametric multiagent model for bat behavior4
Peridynamic‐based modeling of elastoplasticity and fracture dynamics4
Virtual scene generation promotes shadow puppet art conservation4
More Than Following: Introducing Reversing Behavior for Irregular‐Aware Traffic Simulation by Interactive Editing4
Muscle‐driven virtual human motion generation approach based on deep reinforcement learning4
Issue Information4
Body Part Segmentation of Anime Characters4
Design of a lightweight and easy‐to‐wear hand glove with multi‐modal tactile perception for digital human4
Issue Information4
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