An animation interface designed for motion capture
Related publications (36)
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This study aimed to introduce and validate a new method to estimate and correct the orientation drift measured from foot-worn inertial sensors. A modified strap-down integration (MSDI) was proposed to decrease the orientation drift, which, in turn, was fur ...
Inertial sensor drift is usually corrected on a single-sensor unit level. When multiple sensor units are used, mutual information from different units can be exploited for drift correction. This study introduces a method for a drift-reduced estimation of t ...
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 ...
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 ...
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 ...
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 propose the first real-time system for the egocentric estimation of 3D human body pose in a wide range of unconstrained everyday activities. This setting has a unique set of challenges, such as mobility of the hardware setup, and robustness to long capt ...
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 ...
This paper presents a system for facial animation retargeting that al- lows learning a high-quality mapping between motion capture data and arbitrary target characters. We address one of the main chal- lenges of existing example-based retargeting methods, ...
In this work we present the smart knee prosthesis designed for in-vivo kinematics measurement and its validation in two knee simulators, i.e. a robotic knee simulator to provide realistic condition, and a manual simulator with more degrees of freedom. The ...