Publication

Workflow Engineering in Materials Design within the BATTERY 2030+Project

Publications associées (36)

Interactive three-dimensional reconstruction and weathering simulations on buildings

Stéphane Gobron

Architectural sites suffers from weathering effects such as liquid sedimentation, lampblack or pollution deposit, moss growing or longterm erosion. Displaying their impact on present buildings could help deciders to plan relevant actions for preserving the ...
2005

Acquiring, structuring shapes and annotating them with semantics to improve design activities

Daniel Thalmann, Frédéric Vexo

Shapes incorporate geometry as well as semantics and can be defined in 2D, 3D or higher dimensions. Geometric models can be structured in such a way that they can provide a relevant framework to insert semantic information or view dependent information abo ...
2005

Object-oriented approach for dynamic system modelling and simulation

Adel Besrour

Software engineering always cares to provide solutions for building applications as close as possible to what they should be, according to the requirements and the final users needs. Systems behavior simulation is a very common application to virtually rep ...
EPFL2005

A Software/Hardware Platform For Rapid Prototyping of Video and Multimedia Designs

Marco Mattavelli

Traditional design and test of complex multimedia systems involves a large number of test vectors and is a difficult and time-consuming task. The simulation times are prohibitively long on current desktop computers. Driving actual design scenarios and timi ...
IEEE2005

SimFlex: a fast, accurate, flexible full-system simulation framework for performance evaluation of server architecture

Babak Falsafi

The new focus on commercial workloads in simulation studies of server systems has caused a drastic increase in the complexity and decrease in the speed of simulation tools. The complexity of a large-scale full-system model makes development of a monolithic ...
2004

Hierarchical model for real time simulation of virtual human crowds

Daniel Thalmann

This paper describes a model for simulating crowds of humans in real time. We deal with a hierarchy composed of virtual crowds, groups and individuals. The groups are the most complex structure that can be controlled in different degrees of autonomy. This ...
IEEE2003

Biosphera: A Prototype Design for Learning about Multivariate Systems

Mauro Cherubini

This paper presents a prototype learning environment for children to create their own knowledge about multivariate systems. We developed a virtual world linked to a tabletop-sized physical dome in which children experiment with envirojnmental parameters af ...
2003

Hierarchical model for real time simulation of virtual human crowds

Daniel Thalmann

This paper describes a model for simulating crowds of humans in real time. We deal with a hierarchy composed of virtual crowds, groups, and individuals. The groups are the most complex structure that can be controlled in different degrees of autonomy. This ...
Institute of Electrical and Electronics Engineers Computer Society2001

An informed environment for inhabited city simulation

In combination with the rapid technical improvements of computers, building large virtual scenes has become a popular field in computer graphics for education, films or games. Often, virtual humans populate scenes such as real reconstructed city, disappear ...
EPFL2001

Database and modelling strategy: a compliant way for display optimisation

Daniel Thalmann

In order to display huge scenes with virtual human inhabitants evolving inside a virtual city, we propose a methodology to create and manage different levels of detail for a well-segmented scene without "re-meshing" the scene during simulation. A database ...
2001

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