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We show that we can effectively fit arbitrarily complex animation models to noisy image data. Our approach is based on least-squares adjustment using of a set of progressively finer control triangulations and takes advantage of three complementary sources ...
Current virtual reality technologies provide many ways to interact with virtual humans. Most of those techniques, however, are limited to synthetic elements and require cumbersome sensors. We have combined a real-time simulation and rendering platform with ...
Optical motion capture provides an impressive ability to replicate gestures. However, even with a highly professional system there are many instances where crucial markers are occluded or when the algorithm confuses the trajectory of one marker with that o ...
We show that we can effectively fit complex animation models to noisy image data. Our approach is based on robust least squares adjustment and takes advantage of three complementary sources of information: stereo data, silhouette edges and 2D feature point ...
In this paper, we show that, given video sequences of a moving person acquired with a multi-camera system, we can track joint locations during the movement and recover shape information. We outline techniques for fitting a simplified model to the noisy 3-D ...
We show that we can effectively fit arbitrarily complex animation models to noisy data extracted from ordinary face images. Our approach is based on least-squares adjustment, using of a set of progressively finer control triangulations and takes advantage ...
We propose an automated approach to modeling drainage channels and, more generally, linear features that lie on the terrain|from multiple images. It produces models of the features and of the surrounding terrain that are accurate and consistent and require ...
Our goal is to reconstruct both the shape and reflectance properties of surfaces from multiple images. To this end, we introduce an object-centered representation, specifically, a hexagonally-connected 3-D mesh of vertices with triangular facets. Such a re ...
This paper describes some of the work on stereo that has been going on at INRIA in the last four years. The work has concentrated on obtaining dense, accurate and reliable range maps of the environment at rates compatible with the real-time constraints of ...
Synthetic modeling of human bodies and the simulation of motion is a long-standing problem in animation and much work is involved before a near-realistic performance can be achieved. At present, it takes an experienced designer a very long time to build a ...