Recent technological improvement in character animation has increased the number of characters that can appear in a virtual scene. Besides, skeletal and mesh structures are expected to be more complex in the future. Therefore, simulating massive characters ...
2004
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We propose an approach to gait analysis that relies on fitting 3--D temporal motion models to synchronized video sequences. These models allow us not only to track but also to recover motion parameters that can be used to recognize people and characterize ...
There has been much effort invested in increasing the robustness of human body tracking by incorporating motion models. Most approaches are probabilistic in nature and seek to avoid becoming trapped into local minima by considering multiple hypotheses, whi ...
Representing motions as linear sums of principal components has become a widely accepted animation technique. While powerful, the simplest version of this approach is not particularly well suited to modeling the specific style of an individual whose motion ...
Representing motions as linear sums of principal components has become a widely accepted animation technique. While powerful, the simplest version of this approach is not particularly well suited to modeling the specific style of an individual whose motion ...
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 ...
By contrast, in this paper, we use temporal motion models based on Principal Component Analysis to formulate the tracking problem as one of minimizing differentiable objective functions. The differential structure of these functions is rich enough to yield ...
In motion capture applications whose aim is to recover human body postures from various input, the high dimensionality of the problem makes it desirable to reduce the size of the search-space by eliminating a priori impossible configurations. This can be c ...
Motion blending is widely accepted as a standard technique in computer animation, allowing the generation of new motions by interpolation and/or transition between motion capture sequences. To ensure smooth and seamless results, an important property has t ...
In this paper, we present an interactive motion deformation method to modify animations so that they satisfy a set of prioritized constraints. Our approach successfully handles the problem of retargetting, adjusting a motion, as well as adding significant ...