Related publications (104)

Real-time Self-contact Retargeting of Avatars down to Finger Level

Ronan Boulic, Bruno Herbelin, Mathias Guy Delahaye

We interact with the world through a body that includes hands and fingers. Likewise, providing an avatar allowing the control of a virtual body with fingers is an important step to improve the user experience in VR. When the user and their avatar skeleton ...
Jean-Marie Normand and Maki Sugimoto and Veronica Sundstedt2023

From finger animation to full-body embodiment of avatars with different morphologies and proportions

Mathias Guy Delahaye

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 ...
EPFL2023

Hand pose selection in a bimanual fine-manipulation task

Aude Billard, Kunpeng Yao

Many daily tasks involve the collaboration of both hands. Humans dexterously adjust hand poses and modulate the forces exerted by fingers in response to task demands. Hand pose selection has been intensively studied in unimanual tasks, but little work has ...
2021

Focus Is All You Need: Loss Functions For Event-based Vision

Davide Scaramuzza

Event cameras are novel vision sensors that output pixel-level brightness changes (“events”) instead of traditional video frames. These asynchronous sensors offer several advantages over traditional cameras, such as, high temporal resolution, very high dyn ...
2019

Reconciling Being in-Control vs. Being Helped for the Execution of Complex Movements in VR

Ronan Boulic, Bruno Herbelin

Performing motor tasks in virtual environments is best achieved with motion capture and animation of a 3D character that participants control in real time and perceive as being their avatar in the virtual environment. A strong Sense of Embodiment (SoE) for ...
IEEE2019

Event-Based Motion Segmentation by Motion Compensation

Davide Scaramuzza

In contrast to traditional cameras, whose pixels have a common exposure time, event-based cameras are novel bio-inspired sensors whose pixels work independently and asynchronously output intensity changes (called "events"), with microsecond resolution. Sin ...
2019

Phace: Physics-based Face Modeling and Animation

Mark Pauly, Ladislav Kavan, Alexandru Eugen Ichim

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, ...
Assoc Computing Machinery2017

Physics-based Reconstruction and Animation of Humans

Alexandru Eugen Ichim

Creating digital representations of humans is of utmost importance for applications ranging from entertainment (video games, movies) to human-computer interaction and even psychiatrical treatments. What makes building credible digital doubles difficult is ...
EPFL2017

SPA: Sparse Photorealistic Animation Using a Single RGB-D Camera

Ronan Boulic, Eray Molla, Jingyu Yang, Kun Li

Photorealistic animation is a desirable technique for computer games and movie production. We propose a new method to synthesize plausible videos of human actors with new motions using a single cheap RGB-D camera. A small database is captured in a usual of ...
Ieee-Inst Electrical Electronics Engineers Inc2017

Building and Animating User-Specific Volumetric Face Rigs

Mark Pauly, Ladislav Kavan, Alexandru Eugen Ichim, Merlin Eléazar Nimier-David

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 ...
The Eurographics Association2016

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