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VR (Virtual Reality) is a real-time simulation that creates the subjective illusion of being in a virtual world.This thesis explores how integrating the user's body and fingers can be achieved and beneficial for the user to experience VR.At the advent of V ...
Photorealistic animation is a desirable technique for computer games and movie production. We propose a new method to synthesize plausible videos of human actors with new motions using a single cheap RGB-D camera. A small database is captured in a usual of ...
Creating digital representations of humans is of utmost importance for applications ranging from entertainment (video games, movies) to human-computer interaction and even psychiatrical treatments. What makes building credible digital doubles difficult is ...
Popularization of online photo sharing brings people great convenience, but has also raised concerns for privacy. Researchers proposed various approaches to enable image privacy, most of which focus on encrypting or distorting image visual content. In this ...
The relative location of human body parts often materializes the semantics of on-going actions, intentions and even emotions expressed, or performed, by a human being. However, traditional methods of performance animation fail to correctly and automaticall ...
We present a novel physics-based approach to facial animation. Contrary to commonly used generative methods, our solution computes facial expressions by minimizing a set of non-linear potential energies that model the physical interaction of passive flesh, ...
Scalable Vector Graphics (SVG) are ubiquitous in modern 2D interfaces due to their ability to scale to different resolutions. However, despite the success of deep learning-based models applied to rasterized images, the problem of vector graphics representa ...
Embodiments relate to a method for real-time facial animation, and a processing device for real-time facial animation. The method includes providing a dynamic expression model, receiving tracking data corresponding to a facial expression of a user, estimat ...
The digital world we are living in today offers viewers an experience of buildings before they even exist. This experience is no longer just geometric or descriptive, but also sensory. It generates emotions through fixed or animated images of 3 dimensional ...
Performing motor tasks in virtual environments is best achieved with motion capture and animation of a 3D character that participants control in real time and perceive as being their avatar in the virtual environment. A strong Sense of Embodiment (SoE) for ...