From finger animation to full-body embodiment of avatars with different morphologies and proportions
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How can the behaviour of humans who interact with other humans be simulated in virtual environments? This thesis investigates the issue by proposing a number of dedicated models, computer languages, software architectures, and specifications of computation ...
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 ...
Representing motions as linear sums of principal components has become a widely accepted animation technique. While powerful, the simplest version of this approach is not particularly well suited to modeling the specific style of an individual whose motion ...
In motion capture applications whose aim is to recover human body postures from various input, the high dimensionality of the problem makes it desirable to reduce the size of the search-space by eliminating a priori impossible configurations. This can be c ...
There has been much effort invested in increasing the robustness of human body tracking by incorporating motion models. Most approaches are probabilistic in nature and seek to avoid becoming trapped into local minima by considering multiple hypotheses, whi ...
This paper aims to propose a novel approach to generate new generic human walking patterns using motion-captured data, leading to a real-time engine intended for virtual humans animation. The method applies the PCA (principal component analysis) technique ...
Motion capture is mainly based on standard systems using optic, magnetic or sonic technologies. In this paper, the possibility to detect useful human motion based on new techniques using different types of body-fixed sensors is shown. In particular, a comb ...
We have designed a mobile -PDA-based- interface for real-time control of virtual characters in multiuser semi-immersive virtual environments - using a large rear-projection screen. The proof-of-concept implementation we present shows the potential of handh ...
We propose an approach to gait analysis that relies on fitting 3--D temporal motion models to synchronized video sequences. These models allow us not only to track but also to recover motion parameters that can be used to recognize people and characterize ...
Representing motions as linear sums of principal components has become a widely accepted animation technique. While powerful, the simplest version of this approach is not particularly well suited to modeling the specific style of an individual whose motion ...