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We present a new technique for extracting line-type features on point-sampled geometry. Given an unstructured point cloud as input, our method first applies principal component analysis on local neighborhoods to classify points according to the likelihood ...
With recent progress in computing, algorithmics and telecommunications, 3D models are increasingly used in various multimedia applications. Examples include visualization, gaming, entertainment and virtual reality. In the multimedia domain 3D models have b ...
This thesis focuses on the rigid-body registration of a three-dimensional model of an object to a set of its two-dimensional projections. The main contribution is the development of two registration algorithms that use a continuous model of the volume base ...
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 ...
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 versatile and complete free-form shape modeling framework for point-sampled geometry. By combining unstructured point clouds with the implicit surface definition of the moving least squares approximation, we obtain a hybrid geometry representa ...
We present an interactive content-based video browser allowing fast, non linear and hierarchical navigation of video over the Internet through multiple levels of key-frames that provide a visual summary of video content. Our method is based on an XML frame ...
This paper proposes an efficient method to estimate the distance between discrete 3D surfaces represented by triangular 3D meshes. The metric used is based on an approximation of the Hausdorff distance, which has been appropriately implemented in order to ...
Synchronization of speech, facial expressions and body gestures is one of the most critical problems in realistic avatar animation in virtual environments. In this paper, we address this problem by proposing a new high-level animation language to describe ...
The MPEG-4 standard specifies a set of low-level animation parameters for body animation, but does not provide any high-level functionality for the control of avatars or embodied agents. In this paper we discuss the required features for a script format al ...