Computer Animation and Virtual Worlds

Papers
(The TQCC of Computer Animation and Virtual Worlds is 5. 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 2022-05-01 to 2026-05-01.)
ArticleCitations
93
A multi‐species material point method with a mixture model63
Motion In‐Betweening via Recursive Keyframe Prediction49
43
SCNet: A Dual‐Branch Network for Strong Noisy Image Denoising Based on Swin Transformer and ConvNeXt42
CoPadSAR: A Spatial Augmented Reality Interaction Approach for Collaborative Design via Pad‐Based Cross‐Device Interaction28
CLPFusion: A Latent Diffusion Model Framework for Realistic Chinese Landscape Painting Style Transfer27
Simulation of Ocean Waves With Spectrum‐Based Wave Particle25
Hybrid attention adaptive sampling network for human pose estimation in videos25
Underwater image enhancement method based on entropy weight fusion22
A study on finger vein recognition with few samples based on residual connected meta‐learning21
R‐CTM: A data‐driven macroscopic simulation model for heterogeneous traffic21
Data‐driven based double‐layer bicycle simulation model20
A novel jigsaw game with eye‐tracking: A multimodel interaction based on psycholinguistics for ADHD therapeutic18
RIDGE: Rule‐Infused Deep Learning for Realistic Co‐Speech Gesture Generation17
Risk‐Aware Pedestrian Behavior Using Reinforcement Learning in Mixed Traffic17
Enhancing Dragline Operational Area Visualization and Positional Analysis for Its Effective Guidance Through Immersive Virtual Reality Inspection17
Interaction With Virtual Objects Using Human Pose and Shape Estimation16
Tooth instance segmentation based on capturing dependencies and receptive field adjustment in cone beam computed tomography16
15
A spatial augmented reality based circuit experiment and comparative study with the conventional one15
The impact of locomotion techniques on user experience on virtual reality on light of different scene contrasts15
Human action recognition in immersive virtual reality based on multi‐scale spatio‐temporal attention network15
Multi‐feature subspace representation network for person re‐identification via bird's‐eye view image15
How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction14
DreamWalk: Dynamic remapping and multiperspectivity for large‐scale redirected walking14
GPSwap: High‐resolution face swapping based on StyleGAN prior14
Issue Information14
Human‐Robot Interaction: Integrating BCI ‐Controlled Virtual Robotic Arm With Manual Control in VR 14
Issue Information14
Design and development of a mixed reality teaching systems for IV cannulation and clinical instruction13
Dynamic leader role modeling for self‐organizing crowd evacuation simulation13
Special issue on computer graphics international 2022 part 113
Personalized facial makeup transfer based on outline correspondence13
A “magic world” for children: Design and development of a serious game to improve spatial ability13
Source‐enhanced prototypical alignment for single image 3D model retrieval13
Dynamic Translational Gains Manipulation for Tiny Object Interaction13
12
Animation line art colorization based on the optical flow method12
Issue Information11
Key‐point‐guided adaptive convolution and instance normalization for continuous transitive face reenactment of any person11
Fusing surveillance videos and three‐dimensional scene: A mixed reality system10
Learning based versus heuristic based: A comparative analysis of visual saliency prediction in immersive virtual reality10
An auxiliary development framework for lightweight RPG games based on Unity3D10
High‐performance virtual globe GPU terrain rendering using game engine10
WDANet: Exploring Stylized Animation via Diffusion Model for Woodcut‐Style Design8
Estimating Torso Direction Based on a Head‐Mounted Display and Its Controllers for Steering During Virtual Locomotion8
8
Skeleton‐level control for multi‐agent simulation through deep reinforcement learning8
State‐of‐the‐art improvements and applications of position based dynamics8
Yolov8‐HAC: Safety Helmet Detection Model for Complex Underground Coal Mine Scene8
Virtual emotional gestures to assist in the examination of the mental health of the deaf‐mutes8
A Cost‐Effective Arduino‐Based Interface for Simulating the Gait of Able‐Bodied Individuals, Persons With Disabilities, and Zombies in Immersive Virtual Reality8
Diversified realistic face image generationGANfor human subjects in multimedia content creation8
Issue Information8
Folding by Skinning8
Turbulence Estimation in Smoke Simulation via Curvature‐Based Image Features8
Editorial Issue 34.57
Toward Fluoroscopy Guided Robotic Needle Insertion for Radio Frequency Ablation7
Research on target recognition and tracking in mobile augmented reality assisted maintenance7
Spatially distributed lane planning for navigation in 3D environments7
GSFaceMorpher: High‐Fidelity 3D Face Morphing via Gaussian Splatting7
A Facial Motion Retargeting Pipeline for Appearance Agnostic 3D Characters7
Multi‐scale edge aggregation mesh‐graph‐network for character secondary motion7
AG‐SDM: Aquascape generation based on stable diffusion model with low‐rank adaptation7
Dimension Expansion for Untangling Mass‐Spring System7
MAFC ‐Driven Dynamic Layout Transformation System for Reconfigurable Furniture7
Personality expression in cartoon animal characters using Sasang typology7
Facial action units detection using temporal context and feature reassignment6
Frontal person image generation based on arbitrary‐view human images6
Enhancing virtual reality exposure therapy: Optimizing treatment outcomes for agoraphobia through advanced simulation and comparative analysis6
Learning frequency‐aware convolutional neural network for spatio‐temporal super‐resolution water surface waves6
KDPM: Knowledge‐driven dynamic perception model for evacuation scene simulation6
Editorial6
Research on the Application of Immersive Virtual Reality Intervention Model (IVRT) in the Context of Computer Anxiety Among the Older Adults6
Peridynamic‐based modeling of elastoplasticity and fracture dynamics6
PIPformers: Patch based inpainting with vision transformers for generalize paintings6
Correlation as a measure for alignment and similarity of human motions6
Using scaffolding theory in serious games to enhance traditional Chinese murals culture learning6
An Improved Social Force Model‐Driven Multi‐Agent Generative Adversarial Imitation Learning Framework for Pedestrian Trajectory Prediction6
Issue Information6
5
Virtual scene generation promotes shadow puppet art conservation5
Predicting Learners' Attention Under Audiovisual Cues in Virtual Reality With a Deep Learning Model5
More Than Following: Introducing Reversing Behavior for Irregular‐Aware Traffic Simulation by Interactive Editing5
Design of a lightweight and easy‐to‐wear hand glove with multi‐modal tactile perception for digital human5
Muscle‐driven virtual human motion generation approach based on deep reinforcement learning5
SinMDGan: A Hybrid Deep Learning Framework for Single Motion Synthesis Using Diffusion‐GAN Models5
Toward comprehensive Chiroptera modeling: A parametric multiagent model for bat behavior5
Issue Information5
GestureTeach: A gesture guided online teaching interactive model5
3D mesh pose transfer based on skeletal deformation5
PerimetryNet: A multiscale fine grained deep network for three‐dimensional eye gaze estimation using visual field analysis5
Body Part Segmentation of Anime Characters5
Issue Information5
Multi‐Agent Learning With Hierarchical Biomechanical Priors for Efficient 3D Human Pose Estimation in Virtual Reality5
Region feature smoothness assumption for weakly semi‐supervised crowd counting5
MemorIA, an Architecture for Creating Interactive AI Historical Agents in Educational Contexts5
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