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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
In our everyday life we interact with the surrounding environment using our hands. A main focus of recent research has been to bring such interaction to virtual objects, such as the ones projected in virtual reality devices, or super-imposed as holograms i ...
EPFL2018
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Caching is a technique that alleviates networks during peak hours by transmitting partial information before a request for any is made. In a lossy setting of Gaussian databases, we study a single-user model in which good caching strategies minimize the dat ...
Accurate and robust 3D head pose estimation is important for face related analysis. Though high accuracy has been achieved by previous works based on 3D morphable model (3DMM), their performance drops with extreme head poses because such models usually onl ...
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 ...
Embodiments relate to a method for real-time facial animation, and a processing device for real-time facial animation. The method includes providing a dynamic expression model, receiving tracking data corresponding to a facial expression of a user, estimat ...
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 ...
We present a newalgorithm for real-time hand tracking on commodity depth-sensing devices. Our method does not require a user-specific calibration session, but rather learns the geometry as the user performs live in front of the camera, thus enabling seamle ...
Capturing and processing human geometry, appearance, and motion is at the core of computer graphics, computer vision, and human-computer interaction. The high complexity of human geometry and motion dynamics, and the high sensitivity of the human visual sy ...
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 ...