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.
This paper discusses some issues for animating virtual characters. It emphasizes the duality between control and autonomy. Specific problems and examples are addressed like generic motion engine, environment-based motion control, autonomous behaviors, and ...
Recent technological improvement in character animation has increased the number of characters that can appear in a virtual scene. Besides, skeletal and mesh structures are expected to be more complex in the future. Therefore, simulating massive characters ...
The very recent revolutionary advancements and wide availability of the real-time 3D graphics technology results in the overwhelming and still quickly growing number of toolkits, game engines, and VR/AR frameworks, which offer very broad collections of fun ...
This paper aims to propose a novel approach to generate new generic human walking patterns using motion-captured data, leading to a real-time engine intended for virtual humans animation. The method applies the PCA (principal component analysis) technique ...
This real-time augmented reality demonstration relies on our tracking algorithm described in V. Lepetit et al (2003). This algorithm considers natural feature points, and then does not require engineering of the environment. It merges the information from ...
The tutorial will explain the techniques for integrating virtual humans into virtual and real environments. It will first present the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). It wi ...
Real-time 3D graphics are being extensively used to build interactive virtual environments for a number of different applications. In many situations, virtual objects are required to exhibit complex behaviors, and the use of a versatile behavioral programm ...
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 ...
In the past decade, networked virtual environments (NVEs) have been an increasingly active area of research, with the first commercial systems emerging recently. Graphical and behavioral representation of users within such systems is a particularly importa ...
We describe an approach to construct interactive virtual environments, which are suitable for the development of artificial virtual human life simulations. Our main goal is to have virtual human actors living and working autonomously in virtual environment ...