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The growth of motion capture systems has contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the various captu ...
Ever since the development of Computer Graphics in the industrial and academic worlds in the seventies, public knowledge and expertise have grown in a tremendous way, notably because of the increasing fascination for Computer Animation. This specific field ...
Motion blending is widely accepted as a standard technique in computer animation, allowing the generation of new motions by interpolation and/or transition between motion capture sequences. To ensure smooth and seamless results, an important property has t ...
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 ...
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 ...
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 ...
This thesis aims at improving the perceptional side of interaction to enable the handling of more complex situations. For the Swiss National Exposition Expo.02 the robot RoboX and an event-driven interaction system have been designed by members of our lab. ...
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 ...
Due to its intrinsic complexity. full-body postural input has been Mostly limited to off-line motion capture and to on-line Puppetry of a virtual character with little interaction with its environment (e.g. floor). The motion capture technology is now matu ...
Convincingly animating virtual humans has become of great interest in many fields since recent years. In computer games for example, virtual humans often are the main characters. Failing to realistically animate them may wreck all previous efforts made to ...