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We propose a method to simulate human bodies based on anatomy concepts. We believe that the closer our model is to reality, the better our results will be. Using this approach, we are developing our human representation. Our model is divided into three lay ...
Motion capture has been adopted for the production of highly realistic movements, as well as for the clinical analysis of pathological motion. In both cases, a skeleton model has to be identified to derive the joint motion. The optical technology has gaine ...
Presents a new architecture for simulating virtual humans in complex urban environments. The approach is based on the integration of six modules. Four key modules are used in order to manage environmental data, simulate human crowds, control interactions b ...
This paper presents an efficient and robust technique for generating global motion paths for a human model in virtual environments. Initially, a scene is discretized using raster hardware to generate an environment map. An obstacle-free cell path sub-optim ...
Rendering and animating in real-time a multitude of articulated characters presents a real challenge, and few hardware systems are up to the task. Up to now, little research has been conducted to tackle the issue of real-time rendering of numerous virtual ...
In combination with the rapid technical improvements of computers, building large virtual scenes has become a popular field in computer graphics. Often, within a real reconstructed city, a building that has disappeared, or a virtual town, virtual humans po ...
We present a method for generating conversations between human-like agents by proposing specific parameters for inter-agents messages with an approximation of virtual sound propagation. We are then be able to simulate appropriate human-like behaviours auto ...
This paper summarizes recent experiences and case studies to model behaviors of virtual humans in three typical situations: interaction with complex objects, interaction with the user in immersive environments, and social behaviors in crowds ...
Current virtual reality technologies provide many ways to interact with virtual humans. Most of those techniques, however, are limited to synthetic elements and require cumbersome sensors. We have combined a real-time simulation and rendering platform with ...
This paper introduces four sociological concepts which we argue are important for the creation of autonomous social agents capable of behaving and interacting realistically with each other as virtual humans. A list of functional requirements based on these ...