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In this paper, an interactive tool is proposed for the visualization, editing and manipulation of multiple track sequences. A sequence is associated with an articulated figure and can integrate different motion generators such as walking, inverse kinematic ...
The scope of this paper is to propose a system for the automatic derivation of a human curved walking trajectory from the analysis provided by its synthetic vision module. The study context is a planar environment with still and sparse foothold locations. ...
We describe the HUMANOID environment dedicated to human modeling and animation for general multimedia, VR, and CAD applications integrating virtual humans. We present the design of the system and the integration of the various features: generic modeling of ...
A new approach for the animation of articulated figures is presented. The authors propose a system of articulated motion design which offers a full combination of both direct and inverse kinematic control of the joint parameters. Such an approach allows an ...
An interactive tool is proposed for the visualization, editing, and manipulation of multiple track sequences. Multiple tracks sequences can be associated with an articulated figure and may retain motion issued from different motion generators such as walki ...
Presents an interactive tool dedicated to the design of walking trajectories for human figures. It uses a global human free-walking model built from experimental data on a wide range of normalized velocities. This tool is particularly efficient in that the ...
Presents a human walking model built from experimental data based on a wide range of normalized velocities. The model is structured on two levels. On the first level, global spatial and temporal characteristics are generated. On the second level, a set of ...
This paper presents a human walking model built from experimental data based on a wide range of normalized velocities. The model is structured in two levels. At a first level, global spatial and temporal characteristics (normalized length and step duration ...
With the broad range of motion capture devices available on the market, it is now commonplace to directly control the limb movement of an avatar during immersion in a virtual environment. Here, we study how the subjective experience of embodying a full-bod ...