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Presents an integration framework for heterogeneous motion generators. The objective is to outline issues that are currently easily solved in the professional post-processing systems used in film and game production but which cannot be transposed “as ...
Motion capture techniques are rarely based on orientation measurements for two main reasons: (1) optical motion capture systems are designed for tracking object position rather than their orientation (which can be deduced from several trackers), (2) known ...
Synthetic modeling of human bodies and the simulation of motion is a long-standing problem in animation and much work is involved before a near-realistic performance can be achieved. At present, it takes an experienced designer a very long time to build a ...
The challenge in virtual human modeling is to achieve the representation of the main human characteristics with as much realism as possible. Such achievements would allow the simulation and/or analysis of many virtual situations involving humans. Simulatio ...
Nowadays, it becomes possible to show a live virtual stage application allowing a human's real time participation by motion capture. The big problem in participatory animation is figuring out where to place the camera and in what direction to point it to p ...
Optical motion capture provides an impressive ability to replicate gestures. However, even with a highly professional system there are many instances where crucial markers are occluded or when the algorithm confuses the trajectory of one marker with that o ...
In this paper, a new microstereolithography apparatus is described. It is an integral process in which a complete layer can be made in one exposure only, in contrast to vector-by-vector processes which are based on the vectorial tracing of each layer. As f ...
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 ...
This paper describes the generation and rendering of three-dimensional (3D) surface cellular automata (CA). Our model’s main advantage is that it gives direct texturing simulation based on the actual shape of anytriangulated input object. We first introduc ...
The paper proposes virtual input devices based on collision detection for easy construction of interactive 3D graphics applications which use a motion capture system as a real time input device. Each virtual input device is composed from several collision ...