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In combination with the rapid technical improvements of computers, building large virtual scenes has become a popular field in computer graphics for education, films or games. Often, virtual humans populate scenes such as real reconstructed city, disappear ...
We present a networked virtual environment (NVE) system and an attraction building system based on Windows NT that enables users to introduce their own scenario-based applications into a shared virtual environment. Our goal was to develop and integrate sev ...
Rendering and animating in real-time a multitude of articulated characters presents a real challenge, and few hardware systems are up to the task. Up to now, little research has been conducted to tackle the issue of real-time rendering of numerous virtual ...
Current virtual reality technologies provide many ways to interact with virtual humans. Most of those techniques, however, are limited to synthetic elements and require cumbersome sensors. We have combined a real-time simulation and rendering platform with ...
In this paper, we extend our previous work (Proc. Computer Animation and Simulation, pp. 125-135, Aug. 2000) and propose a muscle model that is suitable for computer graphics based on physiological and anatomical considerations. Muscle motion and deformati ...
This thesis investigates advanced signal processing concepts and their application to geometric processing and transformations of images and volumes. In the first part, we discuss the class of transformations that project volume data onto a plane using par ...
Very large and geometrically complex scenes, exceeding millions of polygons and hundreds of objects, arise naturally in many areas of interactive computer graphics. Time-critical rendering of such scenes requires the ability to trade visual quality with sp ...
This paper describes the generation and rendering of three-dimensional (3D) surface cellular automata (CA). Our model’s main advantage is that it gives direct texturing simulation based on the actual shape of anytriangulated input object. We first introduc ...
Microstereolithography is a new microfabrication process that evolved from the rapid prototyping industry. The first developments in this technology started in 1993 and different research teams around the world have developed microstereolithography machine ...
Motion capture systems usually work in conjunction with complex 3D applications, such as 3D Studio Max by Kinetix or Maya by Alias/Wavefront. Once models have been created in these applications, motion capture systems provide the necessary data input to an ...