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 2021-05-01 to 2025-05-01.)
ArticleCitations
Synthesizing affective virtual reality multicharacter experiences32
Hybrid attention adaptive sampling network for human pose estimation in videos29
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A multi‐species material point method with a mixture model24
The uncanny valley of a virtual animal15
Simulation of Ocean Waves With Spectrum‐Based Wave Particle15
Laplacian face blending14
Underwater image enhancement method based on entropy weight fusion14
R‐CTM: A data‐driven macroscopic simulation model for heterogeneous traffic14
Data‐driven based double‐layer bicycle simulation model13
Human action recognition in immersive virtual reality based on multi‐scale spatio‐temporal attention network13
A study on finger vein recognition with few samples based on residual connected meta‐learning11
Tooth instance segmentation based on capturing dependencies and receptive field adjustment in cone beam computed tomography11
Multiagent evacuation framework for a virtual fire emergency scenario based on generative adversarial imitation learning11
A spatial augmented reality based circuit experiment and comparative study with the conventional one10
Virtual body anthropomorphism increases drift in self‐location: Further support for the humanoid shape rule10
The impact of locomotion techniques on user experience on virtual reality on light of different scene contrasts10
A novel jigsaw game with eye‐tracking: A multimodel interaction based on psycholinguistics for ADHD therapeutic10
How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction9
AGRMTS: A virtual aircraft maintenance training system using gesture recognition based on PSO‐BPNN model8
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ExpressGesture: Expressive gesture generation from speech through database matching8
GPSwap: High‐resolution face swapping based on StyleGAN prior8
DreamWalk: Dynamic remapping and multiperspectivity for large‐scale redirected walking8
Multi‐feature subspace representation network for person re‐identification via bird's‐eye view image8
Issue Information7
Issue Information7
Design and development of a mixed reality teaching systems for IV cannulation and clinical instruction7
Learning a deep motion interpolation network for human skeleton animations7
Special issue on computer graphics international 2022 part 17
Source‐enhanced prototypical alignment for single image 3D model retrieval7
Animation line art colorization based on the optical flow method6
Issue Information6
A “magic world” for children: Design and development of a serious game to improve spatial ability6
Editorial Issue 33.16
Personalized facial makeup transfer based on outline correspondence6
Dynamic leader role modeling for self‐organizing crowd evacuation simulation6
Render‐based factorization for additive light field display6
Iris recognition based on few‐shot learning5
Diversified realistic face image generationGANfor human subjects in multimedia content creation5
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Virtual emotional gestures to assist in the examination of the mental health of the deaf‐mutes5
State‐of‐the‐art improvements and applications of position based dynamics5
Key‐point‐guided adaptive convolution and instance normalization for continuous transitive face reenactment of any person5
Learning based versus heuristic based: A comparative analysis of visual saliency prediction in immersive virtual reality5
An auxiliary development framework for lightweight RPG games based on Unity3D5
Research on target recognition and tracking in mobile augmented reality assisted maintenance5
Editorial Issue 34.55
WDANet: Exploring Stylized Animation via Diffusion Model for Woodcut‐Style Design5
High‐performance virtual globe GPU terrain rendering using game engine5
Issue Information5
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Fusing surveillance videos and three‐dimensional scene: A mixed reality system5
Issue Information4
Skeleton‐level control for multi‐agent simulation through deep reinforcement learning4
Personality expression in cartoon animal characters using Sasang typology4
Issue Information4
Facial action units detection using temporal context and feature reassignment4
Interacting with virtual instructors: The effect of gender and years of study on the perception of in‐game instructors4
KDPM: Knowledge‐driven dynamic perception model for evacuation scene simulation4
Correlation as a measure for alignment and similarity of human motions4
AG‐SDM: Aquascape generation based on stable diffusion model with low‐rank adaptation4
Spatially distributed lane planning for navigation in 3D environments4
Using scaffolding theory in serious games to enhance traditional Chinese murals culture learning4
Frontal person image generation based on arbitrary‐view human images4
Issue Information4
A Facial Motion Retargeting Pipeline for Appearance Agnostic 3D Characters4
Multi‐scale edge aggregation mesh‐graph‐network for character secondary motion4
Editorial4
Building information modeling indoor path planning: A lightweight approach for complex BIM building4
PIPformers: Patch based inpainting with vision transformers for generalize paintings4
PerimetryNet: A multiscale fine grained deep network for three‐dimensional eye gaze estimation using visual field analysis3
Issue Information3
A double‐layer crowd evacuation simulation method based on deep reinforcement learning3
Design of a lightweight and easy‐to‐wear hand glove with multi‐modal tactile perception for digital human3
Uniform gradient magnetic field and spatial localization method based on Maxwell coils for virtual surgery simulation3
Body Part Segmentation of Anime Characters3
Virtual scene generation promotes shadow puppet art conservation3
Human‐virtual crowd interaction: Towards understanding the effects of crowd avoidance proximity in an immersive virtual environment3
Region feature smoothness assumption for weakly semi‐supervised crowd counting3
Peridynamic‐based modeling of elastoplasticity and fracture dynamics3
Enhancing virtual reality exposure therapy: Optimizing treatment outcomes for agoraphobia through advanced simulation and comparative analysis3
GestureTeach: A gesture guided online teaching interactive model3
3D facial attractiveness prediction based on deep feature fusion3
Deep learning for assessing the aesthetics of professional photographs3
Issue Information3
3D mesh pose transfer based on skeletal deformation3
Muscle‐driven virtual human motion generation approach based on deep reinforcement learning3
Learning frequency‐aware convolutional neural network for spatio‐temporal super‐resolution water surface waves3
Toward comprehensive Chiroptera modeling: A parametric multiagent model for bat behavior3
Toward understanding embodied human‐virtual character interaction through virtual and tactile hugging3
Functional narrative animation as visual feedback for interactions in 3D visualization3
Generation of cart‐pulling animation in a multiagent environment using deep learning3
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