About Us

CGI’18

Computer Graphics International (CGI) 2018 will be held at Bintan, Indonesia. CGI is one of the oldest annual international conferences on computer graphics in the world. Researchers across the whole world are invited to share their experiences and novel achievements in various fields – like computer graphics and human-computer interaction. Former conferences have been held recently in Yokohama, Japan, Heraklion, Greece, Strasbourg, France and Sydney, Australia. It is organized by the Computer Graphics Society and Nanyang Technological University of Singapore (NTU).

The Visual Computer Journal – CGI’2018 Conference

Papers for the CGI’ 2018 Conference on The Visual Computer, Volume 34, Issue 6-8, June 2018 can be accessed with the following link:
https://link.springer.com/journal/371/34/6/page/1

In-cooperation

       


AWARDS

    CGI’2018 Career Achievement Award: Professor Xiaoyang MAO, Yamanashi University, Japan

    CGI’2018 Best Paper Award: Feixiang Lu, Bin Zhou, Yu Zhang and Qinping Zhao from Beihang University, Beijing, China for their paper: “Real-time 3D scene reconstruction with dynamically moving object using a single depth camera”

    CGI’2018 Second Best Paper Award equally given to:

    a) Nisha Jain, Andrzej Wydra, Wen Hai, Nadia Magnenat Thalmann from Institute for Media Innovation, Nanyang Technological University, Singapore and Daniel Thalmann from EPFL, Switzerland for their paper: “Time scaled interactive object driven Multi-party VR”

    b) Claudio Mura, Gregory Wyss and Renato Pajarola from University of Zurich, Switzerland for their paper: “Robust Normal Estimation in Unstructured 3D Point Clouds by Selective Normal Space Exploration”


    IMPORTANT INFORMATION

    Please book your ferry ticket early to avoid disappointment. This can be done via Bintan Resort Ferries website.

    Upon arrival at Singapore Changi Airport, take the Shuttle Service to Tanah Merah Ferry Terminal (TMFT). For more infomation, please refer to Changi Airport website (scroll down to the last point).

Call For Short Papers (Closed)

Short papers (4~6 pages including figures): A template for the short papers is provided here by ACM ICPS. Please use ACM sigconf (Word) or sample-sigconf.tex (LaTeX).

Accepted short papers will be published published online in the ACM Digital Library.

Note that the review process is double blind, which requires the paper and all supplemental materials to be anonymous. Ensure that self-referencing is anonymous (refer to your full name rather than “I” or “we”). Avoid providing information that may identify the authors in the acknowledgements (e.g. co-workers and grant IDs) and in the supplemental material (e.g. titles in the movies, or attached papers). Avoid providing links to websites that identify the authors. Violation of any of these guidelines will lead to rejection without review.

We invite original contributions that advance the state-of-the-art in topics related to:

  • Rendering Techniques
  • Geometric Computing
  • Virtual and Augmented Reality
  • Shape and Surface Modeling
  • Physically Based Modeling
  • Computer Vision for Computer Graphics
  • Scientific Visualization
  • Data Compression for Graphics
  • Medical Imaging
  • Computation Geometry
  • Image Based Rendering
  • Computational Photography
  • Computer Animation
  • Visual Analytics
  • Shape Analysis and Image Retrieval
  • Volume Rendering
  • Solid Modelling
  • Geometric Modelling
  • Computational Fabrication
  • Image Processing
  • 3D Reconstruction
  • Global Illumination
  • Graphical Human-Computer Interaction
  • Human Modelling
  • Image Analysis
  • Saliency Methods
  • Shape Matching
  • Sketch-based Modelling
  • Robotics and Vision
  • Stylized Rendering
  • Textures
  • Pattern Recognition
  • Machine Learning for Graphics

CALL FOR FULL PAPERS (CLOSED)

The scientific program of the conference will include full papers and short papers. Accepted full papers will be published in the Visual Computer Journal (impact factor 1.468) by Springer-Verlag. Accepted short papers will be included in the conference proceedings to be published online in the ACM Digital Library.

We invite original contributions that advance the state-of-the-art in topics related to:

  • Rendering Techniques
  • Geometric Computing
  • Virtual and Augmented Reality
  • Shape and Surface Modeling
  • Physically Based Modeling
  • Computer Vision for Computer Graphics
  • Scientific Visualization
  • Data Compression for Graphics
  • Medical Imaging
  • Computation Geometry
  • Image Based Rendering
  • Computational Photography
  • Computer Animation
  • Visual Analytics
  • Shape Analysis and Image Retrieval
  • Volume Rendering
  • Solid Modelling
  • Geometric Modelling
  • Computational Fabrication
  • Image Processing
  • 3D Reconstruction
  • Global Illumination
  • Graphical Human-Computer Interaction
  • Human Modelling
  • Image Analysis
  • Saliency Methods
  • Shape Matching
  • Sketch-based Modelling
  • Robotics and Vision
  • Stylized Rendering
  • Textures
  • Pattern Recognition
  • Machine Learning for Graphics

Paper Deadline Paper Notification Camera-Ready
Short Papers Final Deadline: March 27, 2018, 23:59 UTC April 10, 2018 April 25, 2018
Full Papers February 06, 2018, 23:59 UTC Due to numerous demands, deadline extended to February 13, 2018, 23:59 UTC March 22, 2018 April 10, 2018 (Visual Computer) April 22, 2018 (ACM Digital Library)
All deadlines are 23:59 UTC time on the date stated

KEYNOTES


speaker

“Can Machines Learn to Generate 3D Shapes?”

by Professor Richard Zhang

Simon Fraser University
Director of graphics (GrUVi) lab

Day 2, June 12 — 9:15~10:00

Abstract:

At heart, computer graphics is about synthesis and creation by computing machinery. Early success has been obtained on training deep neural networks for speech and image syntheses, while similar attempts on learning generative models for 3D shapes are met with difficult challenges. In this talk, I will first go over how the sub-field of 3D shape modeling and synthesis in computer graphics has evolved, from early model-driven approaches to recent data-driven paradigms, and highlight the challenges we must tackle. I would argue that the ultimate goal of 3D shape generation is not for the shapes to look right; they need to serve their intended (e.g., functional) purpose with the right part connection, arrangements, and geometry. Hence, I advocate the use of structural representations of 3D shapes and show our latest work on training machines to learn one such representation and an ensuing generative model. Finally, I would like to venture into creative modeling, perhaps a new territory in machine intelligence: can machines learn to generate 3D shapes creatively?

Biography:

Hao (Richard) Zhang is a professor at Simon Fraser University (SFU), Canada, where he directs the graphics lab. He has also been a visiting professor at Stanford, Shandong University, and Shenzhen University. Richard obtained his Ph.D. from the University of Toronto, and MMath and BMath degrees from Waterloo. He works in computer graphics with special interests in geometry modeling, shape analysis, machine learning, and computational design and fabrication, and has published more than 100 papers on these topics. Richard is an editor-in-chief of Computer Graphics Forum and has been a program chair for SGP’13, SIGGRAPH Asia Course’14, GI’15, and will be conference chair for Geometry Summit’19. He is an IEEE Senior Member and his awards include an NSERC DAS Award (2014), best paper awards from SGP 2008 and CAD/Graphics 2017, an SFU Research Excellence Award (2014), and a National Science Foundation of China Overseas Outstanding Young Researcher Award (2015).


speaker

“Simulating fluids with the “path bundle” method.”

by Dr. Bruno Levy

Inria Research Director

Day 3, June 13 — 9:15~10:00

Abstract:

In this presentation, I’ll introduce the “path bundle” method, a method for simulating fluid dynamics. Recent advances in computational mathematics (Gallouet-Merigot scheme, Brenier projection) had spectacular applications in computer graphics (DeGoes et.al, power particles). The “path bundle” method elaborates on these approaches, and aims at simulating fluid behaviors such as turbulence in incompressible fluids based on very simple considerations (Newton laws for a single Lagrangian particle). I consider a continuum of particles with their trajectories parameterized by time (characteristics). The “path bundle” method considers groups of characteristics, described by a small number of parameters (e.g. center of mass, momentum, angular momentum). The PDE that governs the time evolution of these parameters is deduced from a principle of least action under the constraint that each characteristic remains in the same group. The numerical problem is solved by specific algorithms that take into account the geometric nature of the equation. The benefits of the method is that interface tracking (including free surface) becomes very easy. More importantly, since the method is purely Lagrangian, another benefit is the absence of field interpolation that introduce dispersion/damping when fields are transfered between Lagrangian particles and the Eulerian grid (here there is no Euler grid), thus fine scale motion of the fluid is accurately represented. Finally, the formulation makes it easier to enforce conservation laws (mass, linear and angular momentum, energy).

Biography:

Bruno Levy is a senior researcher with Inria, and the head of the ALICE group (geometry processing and computer fabrication) that he created in 2004 (now eight faculties). He received the Inria/French Academy of Sciences young researcher award in 2011. He is associate editor for The Visual Computer, ACM TOG and Graphical Models, and he is a member of the steering committee of SMA/SPM. He was paper co-chair of Eurographics 2014, Pacific Graphic 2013, SGP 2010, SPM 2008 and 2007. From 1998 to 2006, he focused on mesh parameterization, texture mapping and conversion between representations (e.g. mesh to Splines). From 2007 to 2014, in the frame of his ERC projects GOODSHAPE and VORPALINE, he worked on sampling (vector quantization) and meshing (isotropic, anisotropic, hex-dominant mesh generation). His latest research concerns computational physics, more specifically numerical algorithms for solving some partial differential equations and practical geometric algorithms for generating structured and unstructured meshes. All of his research results are available as open-source software (Graphite/Geogram) or proprietary software (Vorpaline).