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We describe a process for enabling quadrocopters to perform and improve upon aerobatic maneuvers. We describe such maneuvers as a set of desired keyframes and a parametrized input trajectory. The full state trajectory of the vehicle is left unspecified - o ...
In this thesis, layered motion segmentation problem and its applications to 2.5D scene representation and frame interpolation are investigated. As an initial step towards a layered design, building blocks of a generic motion segmentation algorithm; motion ...
We propose a new fluid control technique that uses scale-dependent force control to preserve small-scale fluid detail. Control particles define local force fields and can be generated automatically from either a physical simulation or a sequence of target ...
Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body ...
Availability of Visible Human Dataset (VHD) has provided numerous possibilities for its exploitation in both medical applications and 3D animation. We present our interactive tools which enable extraction of surfaces for different organs, including bones, ...
The following topics are dealt with: motion capture and 3D reconstruction; parametric motion and retargeting; muscles and deformation models; facial animation and communication; and high-level behaviors and autonomous agents ...
Population of Virtual Worlds with Virtual Humans is increasing rapidly by people who want to create a virtual life parallel to the real one (i.e. Second Life). The evolution of technology is smoothly providing the necessary elements to increase realism wit ...
The computation of caustics created by reflection or refraction of light is a well-studied problem in computer graphics. This paper investigates the inverse problem: Given a greyscale intensity image, find the shape of a surface that will cast a caustic th ...
Most of the efforts concerning graphical representations of humans (Virtual Humans) have been focused on synthesizing geometry for static or animated shapes. The next step is to consider a human body not only as a 3D shape, but as an active semantic entity ...
Most of the efforts concerning graphical representations of humans (Virtual Humans) have been focused on synthesizing geometry for static or animated shapes. The next step is to consider a human body not only as a 3D shape, but as an active semantic entity ...