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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 ...
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, ...
Crowd animation is a topic of high interest which offers many challenges. One of the most important is the trade-off between rich, realistic behaviors, and computational costs. To this end, much effort has been put into creating variety in character repres ...
We show that we can effectively fit arbitrarily complex animation models to noisy data extracted from ordinary face images. Our approach is based on least-squares adjustment, using of a set of progressively finer control triangulations and takes advantage ...
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 ...
We present efficient data structures and caching schemes to accelerate ray-surface intersections for deforming point-sampled surfaces. By exploiting spatial and temporal coherence of the deformation during the animation, we are able to improve rendering pe ...
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 ...
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 ...
We show that we can effectively fit complex animation models to noisy image data. Our approach is based on robust least squares adjustment and takes advantage of three complementary sources of information: stereo data, silhouette edges and 2D feature point ...
We show that we can effectively fit arbitrarily complex animation models to noisy image data. Our approach is based on least-squares adjustment using of a set of progressively finer control triangulations and takes advantage of three complementary sources ...