Immersive singularity-free full-body interactions with reduced marker set
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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 ...
Virtual reality (VR) is immersive not only because of visual integration, but because we can act and perform in a virtual environment (VE). Beyond the mere fact that a VR system provides images computed directly from the users' viewpoint in stereoscopy, it ...
Estimating the 3D poses of rigid and articulated bodies is one of the fundamental problems of Computer Vision. It has a broad range of applications including augmented reality, surveillance, animation and human-computer interaction. Despite the ever-growin ...
EPFL2018
Detecting people from 2D images and analyzing their motion in 3D have been long standing computer vision problems central to numerous applications such as autonomous driving and athletic training. Recently, with the availability of large amounts of trainin ...
EPFL2022
The paper proposes a complete framework for tracking and modeling articulated human bodies from sequences of range maps acquired from off-the-shelf depth cameras. In particular, we propose an original approach for fitting a pre-defined parametric shape mod ...
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 ...
The accuracy of monocular 3D human pose estimation depends on the viewpoint from which the image is captured. While freely moving cameras, such as on drones, provide control over this viewpoint, automatically positioning them at the location which will yie ...
In our everyday life we interact with the surrounding environment using our hands. A main focus of recent research has been to bring such interaction to virtual objects, such as the ones projected in virtual reality devices, or super-imposed as holograms i ...
Third Person Perspective (3PP) viewpoints have the potential to expand how one perceives and acts in a virtual environment. They offer increased awareness of the posture and of the surrounding of the virtual body as compared to First Person Perspective (1P ...
2015
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In real-life situations, we are often required to recognize our own movements among movements originating from other people. In social situations, these movements are often correlated (for example, when dancing or walking with others) adding considerable d ...