Integration of motion control techniques for virtual human and avatar real-time animation
Related publications (60)
Graph Chatbot
Chat with Graph Search
Ask any question about EPFL courses, lectures, exercises, research, news, etc. or try the example questions below.
DISCLAIMER: The Graph Chatbot is not programmed to provide explicit or categorical answers to your questions. Rather, it transforms your questions into API requests that are distributed across the various IT services officially administered by EPFL. Its purpose is solely to collect and recommend relevant references to content that you can explore to help you answer your questions.
The rapid evolution in microsystems and optoelectronics creates the demand for robotic production means with increased performance. The required precision for specific tasks in machining, positioning and assembly is a factor 10 to 100 better than 1 microme ...
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 ...
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 ...
Despite its history of several decades and impressive achievements, developing a VR application is still a complex task. Setting-up a Virtual Environment requires choosing a suitable combination of elements from a large amount of technologies, software fra ...
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 ...
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 ...
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 ...
Computer Graphics came into the medical world especially after the arrival of 3D medical imaging. Computer Graphics techniques are already integrated in the diagnosis procedure by means of the visual tridimensional analysis of computer tomography, magnetic ...
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 ...
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 ...