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This paper explores the issue of interactive low-dimensional human motion synthesis. We compare the performances of two motion models, i.e. Principal Components Analysis (PCA) or Probabilistic PCA (PPCA), for solving a constrained optimization problem with ...
De¯ned as attentive process in presence of visual sequences, dynamic visual attention responds to static and motion features as well. For a computer model, a straightforward way to integrate these features is to combine all features in a competitive scheme ...
A common problem in virtual character computer animation concerns the preservation of the basic foot-floor constraint (or footplant), consisting in detecting it before enforcing it. This paper describes a system capable of generating motion while continuou ...
In this paper, we present an analytic-iterative Inverse Kinematics (IK) method, called Sequential lK (SIK), that reconstructs 3D human full-body movements in real time. The input data for the reconstruction is the least possible (i.e., the positions of wri ...
In this paper we address the problem in motion recognition using event-based local motion representations. We assume that similar patterns of motion contain similar events with consistent motion across image sequences. Using this assumption, we formulate t ...
For situations like crowd simulation, serious games, and VR-based training, flexible and spontaneous movements are extremely important. Motion models would be the best strategy to adopt, but unfortunately, they are very costly to develop and the results ar ...
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Real-time crowd motion planning requires fast, realistic methods for path planning as well as obstacle avoidance. The difficulty to find a satisfying trade-off between efficiency and believability is particularly challenging, and prior techniques tend to focu ...
Simulating a huge number of articulate figures in a real-time application is one of the challenging research topics in character animation. Several researchers have tried to improve the performance of animation using the image-based technique such as ‘impo ...
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 ...
This paper proposes a novel method to control virtual characters in dynamic environments. A virtual character is animated by a locomotion and jumping engine, enabling production of continuous parameterized motions. At any time during runtime, flat obstacle ...