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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 ...
The use of inhabited Virtual Environments is continuously growing. People can embody a human-like avatar to participate inside these Virtual Environments or they can have personalized character acting as mediator; sometimes they can even customize it to so ...
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 ...
The virtual orchestra is a multimodal system architecture based on complex 3D sound environment processing and a compact user interface. The system architecture supports high-performance sound content for VR (virtual reality) applications, and the user con ...
The tutorial will explain the techniques for integrating virtual humans into virtual and real environments. It will first present the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). It wi ...
Synchronization of speech, facial expressions and body gestures is one of the most critical problems in realistic avatar animation in virtual environments. In this paper, we address this problem by proposing a new high-level animation language to describe ...
In combination with the rapid technical improvements of computers, building large virtual scenes has become a popular field in computer graphics for education, films or games. Often, virtual humans populate scenes such as real reconstructed city, disappear ...
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 ...
The paper describes a versatile, robust, and parametric ball animation model that can be used in many types of interactive virtual reality (VR) environments. The generic model is particularly useful for animation of ball-like objects such as tennis balls a ...
The authors present a virtual tennis game. They describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. They focus on the animation of the virtual tennis bal ...