StarlETH: A compliant quadrupedal robot for fast, efficient, and versatile locomotion
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This paper presents a solution to interactive navigation planning and real-time simulation of a very large number of entities moving in a virtual environment. From the environment geometry analysis, we deduce a structure called navigation graph, which is t ...
The objective of this paper is to assess the capability of existing lighting simulation methods to predict the performance of Complex Fenestration Systems (CFS), whose potential in daylight and sunlight control make them an increasingly popular alternative ...
The development of robot motion planning algorithms is inherently a challenging task. This is more than ever true when the latest trends in motion planning are considered. Some motion planners can deal with kinematic and dynamic constraints induced by the ...
Shapes incorporate geometry as well as semantics and can be defined in 2D, 3D or higher dimensions. Geometric models can be structured in such a way that they can provide a relevant framework to insert semantic information or view dependent information abo ...
Low trauma, reduced costs and fast recovery are only a few factors why minimally invasive surgery (MIS) is taking over classical surgical methods. Interventional Radiology (IR) is a minimally invasive procedure where thin tubular instruments are steered th ...
This paper describes a model for simulating crowds of humans in real time. We deal with a hierarchy composed of virtual crowds, groups, and individuals. The groups are the most complex structure that can be controlled in different degrees of autonomy. This ...
Institute of Electrical and Electronics Engineers Computer Society2001
This paper presents a method for wheel-ground contact angle measurement and a traction control strategy minimizing slip in rough terrain. The slip minimization algorithm has been tested and compared with a standard speed control in simulation, which allows ...
Integrating virtual human animation in networked virtual environments (NVEs) has the potential to create severe network load issues. In NVEs, users are represented by their virtual embodiments. The articulated structure of these embodiments introduces a ne ...
This paper describes a model for simulating crowds of humans in real time. We deal with a hierarchy composed of virtual crowds, groups and individuals. The groups are the most complex structure that can be controlled in different degrees of autonomy. This ...
In networked virtual environments (NVEs), users are represented by their virtual embodiments. The articulated structure of these embodiments introduces a new complexity in the representation and streaming of animations, especially when the number of partic ...