Integration of motion control techniques for virtual human and avatar real-time animation
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Many robotics problems are formulated as optimization problems. However, most optimization solvers in robotics are locally optimal and the performance depends a lot on the initial guess. For challenging problems, the solver will often get stuck at poor loc ...
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 ...
Photorealistic animation is a desirable technique for computer games and movie production. We propose a new method to synthesize plausible videos of human actors with new motions using a single cheap RGB-D camera. A small database is captured in a usual of ...
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 ...
Tripping is considered a major cause of fall in older people. Therefore, foot clearance (i.e., height of the foot above ground during swing phase) could be a key factor to better understand the complex relationship between gait and falls. This paper presen ...
Institute of Electrical and Electronics Engineers2012
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 interact with the world through a body that includes hands and fingers. Likewise, providing an avatar allowing the control of a virtual body with fingers is an important step to improve the user experience in VR. When the user and their avatar skeleton ...
Jean-Marie Normand and Maki Sugimoto and Veronica Sundstedt2023
Currently, the two main approaches to realistic facial animation are 1) blendshape models and 2) physics-based simulation. Blendshapes are fast and directly controllable, but it is not easy to incorporate features such as dynamics, collision resolution, or ...
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, ...
This paper discusses how realtime face tracking and performance-based animation can facilitate new ways of interaction for computer gaming and other online applications. We identify a number of requirements for realtime face capture and animation systems, ...