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Capturing and processing human geometry, appearance, and motion is at the core of computer graphics, computer vision, and human-computer interaction. The high complexity of human geometry and motion dynamics, and the high sensitivity of the human visual sy ...
This paper discusses how realtime face tracking and performance-based animation can facilitate new ways of interaction for computer gaming and other online applications. We identify a number of requirements for realtime face capture and animation systems, ...
The recent advances in immersive display technologies offer a unique opportunity for providing intuitive interaction techniques easing the user involvement in the Virtual Environment. This trend underlines the great potential of Performance Animation espec ...
We present a complete pipeline for creating fully rigged, personalized 3D facial avatars from hand-held video. Our system faithfully recovers facial expression dynamics of the user by adapting a blendshape template to an image sequence of recorded expressi ...
This paper presents a system for facial animation retargeting that al- lows learning a high-quality mapping between motion capture data and arbitrary target characters. We address one of the main chal- lenges of existing example-based retargeting methods, ...
Recently, short animated image sequences have become very popular in social networks. Most animated images are represented in GIF format. In this paper we propose an animated JPEG format, called aJPEG, which allows the standard JPEG format to be extended i ...
The D-Wave adiabatic quantum annealer solves hard combinatorial optimization problems leveraging quantum physics. The newest version features over 1000 qubits and was released in August 2015. We were given access to such a machine, currently hosted at NASA ...
This paper presents a system for performance-based character animation that enables any user to control the facial expressions of a digital avatar in realtime. The user is recorded in a natural environment using a non-intrusive, commercially available 3D s ...
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 ...
At the current state of the art, the agility of an autonomous flying robot is limited by its sensing pipeline, because the relatively high latency and low sampling frequency limit the aggressiveness of the control strategies that can be implemented. To obt ...