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Computer Animation & Virtual Worlds

Computer Animation & Virtual Worlds

Edited By:Nadia Magnenat Thalmann and Daniel Thalmann

Online ISSN: 1546427X Impact Factor: .697



With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.

Computer Animation & Virtual Worlds is the first journal to address this global thematic of the Virtual Worlds. This thematic has been subdivided into 6 areas:

  • Computer animation
  • Embodied agents
  • Virtual Environments
  • Augmented Reality
  • Virtual Life
  • Visualization

Computer Animation & Virtual Worlds seeks papers in all fields of Virtual Worlds. Contributions are solicited describing original research results, applications, and experience in the following topics:

Computer Animation

  • 2D animation
  • Keyframe animation
  • Inverse kinematics
  • Biomechanics models
  • Motion capture and motion retargeting
  • Physical-based animation
  • Facial and body animation
  • Path planning
  • Cloth and hair animation
  • LOD and impostors
  • Real-time rendering

Augmented Reality

  • Tracking
  • Mobile AR systems
  • Virtual Heritage

Embodied Agents

  • Perceptual models
  • Virtual Sensors
  • Interagent communication
  • Modelling of groups and crowds
  • Conversational agents
  • Goal driven behavior
  • Interaction with Virtual Humans
  • Intelligent virtual actors
  • Social behavior
  • Emotions and personality
  • Autonomous Virtual Human architectures
  • Simulation involving Virtual Humans
  • Autonomous Virtual Humans in games

Virtual Environments

  • Gesture and action recognition
  • Haptic interfaces
  • Audiospace
  • Simulators (flight, car drive etc…)
  • VR for emergency
  • VR for psychiatry
  • VR for rehabilitation
  • Virtual surgery

Virtual Life

  • Plant development and growing
  • L-systems
  • Artificial animals and animats
  • Population generation
  • Virtual cities
  • Persistent worlds


  • Medical imaging and reconstruction
  • Molecular graphics
  • Fluid visualization
  • Visualization of physical phenomena
  • Volume rendering