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Measurement of intra-operative brain motion is important to provide boundary conditions to physics-based deformation models that can be used to register pre- and intra-operative information. In this paper we present and test a technique that can be used to ...
The thesis studies the optimization of a specific type of computer graphic representation: polygon-based, textured models. More precisely, we focus on meshes having 4-8 connectivity. We study a progressive and adaptive representation for textured 4-8 meshe ...
This paper describes an algorithm for generating compact feature-based 3D models of indoor environments with a mobile robot. The emphasis lies on the high performance of the algorithm, its possible incremental use, as well as its wide applicability to a va ...
This thesis aims at improving the perceptional side of interaction to enable the handling of more complex situations. For the Swiss National Exposition Expo.02 the robot RoboX and an event-driven interaction system have been designed by members of our lab. ...
The contribution of this paper focuses on the definition of a multimedia application targeted at turning CGI films into a richer and more interactive experience. We combine highquality animated graphics to present a compelling story and enrich it by introd ...
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 ...
We present a system for interactive shape and appearance editing of 3D point-sampled geometry. By generalizing conventional 2D pixel editors, our system supports a great variety of different interaction techniques to alter shape and appearance of 3D point ...
Representing motions as linear sums of principal components has become a widely accepted animation technique. While powerful, the simplest version of this approach is not particularly well suited to modeling the specific style of an individual whose motion ...
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 ...
Representing motions as linear sums of principal components has become a widely accepted animation technique. While powerful, the simplest version of this approach is not particularly well suited to modeling the specific style of an individual whose motion ...