Posez n’importe quelle question sur les cours, conférences, exercices, recherches, actualités, etc. de l’EPFL ou essayez les exemples de questions ci-dessous.
AVERTISSEMENT : Le chatbot Graph n'est pas programmé pour fournir des réponses explicites ou catégoriques à vos questions. Il transforme plutôt vos questions en demandes API qui sont distribuées aux différents services informatiques officiellement administrés par l'EPFL. Son but est uniquement de collecter et de recommander des références pertinentes à des contenus que vous pouvez explorer pour vous aider à répondre à vos questions.
We consider the problem of multicast routing in a large single domain network with a very large number of multicast groups with small number of receivers. Such a case occurs, for example, when multicast addresses are statically allocated to mobile terminal ...
We consider the problem of multicast routing in a large single domain network with a very large number of multicast groups with small number of receivers. Such a case occurs, for example, when multicast addresses are statically allocated to mobile hosts, a ...
Collision detection tests between objects dominate run time simulation of rigid body animation. Traditionally hierarchical bounding box tests are used to minimize collision detection time. But the bounding boxes do not take shapes of the objects into accou ...
Computer simulations of granular materials based on the distinct element method (DEM) are now commonly used in the design and optimization of industrial processes. One of the leading mathematical approach to DEM uses dynamic triangulations for detecting co ...
The paper describes a versatile, robust, and parametric ball animation model that can be used in many types of interactive virtual reality (VR) environments. The generic model is particularly useful for animation of ball-like objects such as tennis balls a ...
We consider the problem of multicast routing in a large single domain network with a very large number of multicast groups with small number of receivers. Such a case occurs, for example, when multicast addresses are statically allocated to mobile hosts, a ...
This paper provides a detailed and complete description of merging virtual actors with animation in a real environment. It describes the tasks involved in each stage of integration, such as video acquisition, extraction of camera parameters, creation and a ...
We describe the HUMANOID environment dedicated to human modeling and animation for general multimedia, VR, and CAD applications integrating virtual humans. We present the design of the system and the integration of the various features: generic modeling of ...
This paper presents techniques and tools for creating and animating virtual actors in real scenes. Several problems are explained: real objects hidden by virtual actors and virtual actors hidden by real objects, collision detection between the virtual acto ...
An efficient method is proposed for hair animation. The movement of hairs is modeled by simplified physical simulations. In particular the method can treat successfully collisions between hair and a human body or other objects, which provides realistic hai ...