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VR (Virtual Reality) is a real-time simulation that creates the subjective illusion of being in a virtual world.This thesis explores how integrating the user's body and fingers can be achieved and beneficial for the user to experience VR.At the advent of V ...
We describe a model to calculate saliency of objects due to their motions. In a decision-theoretic fashion, perceptually significant objects inside a scene are detected. The work is based on psychological studies and findings on motion perception. By consi ...
Currently, the two main approaches to realistic facial animation are 1) blendshape models and 2) physics-based simulation. Blendshapes are fast and directly controllable, but it is not easy to incorporate features such as dynamics, collision resolution, or ...
We present a novel physics-based approach to facial animation. Contrary to commonly used generative methods, our solution computes facial expressions by minimizing a set of non-linear potential energies that model the physical interaction of passive flesh, ...
Renderings of animation sequences with physics-based Monte Carlo light transport simulations are exceedingly costly to generate frame-by-frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A ...
Virtual prototyping has become an important part during the product development process. The common way to let a user interact with the virtual prototype is the use of a three dimensional virtual mannequin that is controlled by the user. These human figure ...
Motion capture data is now widely available to create realistic character animation. However, it is difficult to reuse without any additional information. For this reason, annotating motion data with kinematic constraints is a clever step to ease further o ...
Motion LoD (Level of Detail) is a preprocessing technique that generates multiple details of captured motion by eliminating joints. This LoD technique is applied to movie, game or VR environments for the purpose of improving speed of crowd animation. So fa ...
Virtual environments need virtual humans that are capable of interacting with objects around them. Existing virtual environments have not found satisfactory general solutions for this problem. The common method is to combine pre-designed (or motion capture ...
Embodiments relate to a method for real-time facial animation, and a processing device for real-time facial animation. The method includes providing a dynamic expression model, receiving tracking data corresponding to a facial expression of a user, estimat ...