From finger animation to full-body embodiment of avatars with different morphologies and proportions
Publications associées (129)
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Dynamical Systems (DS) are often used to represent motion, with the advantage of being easy to learn from demonstrations. We present a method to modulate DS depending on an external signal, extending our previous work on Locally Modulated DS (LMDS, Kronand ...
2017
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Modern systems for real-time hand tracking rely on a combination of discriminative and generative approaches to robustly recover hand poses. Generative approaches require the specification of a geometric model. In this paper, we propose a the use of sphere ...
Assoc Computing Machinery2016
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Embodiments relate to a method for real-time facial animation, and a processing device for real-time facial animation. The method includes providing a dynamic expression model, receiving tracking data corresponding to a facial expression of a user, estimat ...
2016
The recent advances in immersive display technologies offer a unique opportunity for providing intuitive interaction techniques easing the user involvement in the Virtual Environment. This trend underlines the great potential of Performance Animation espec ...
EPFL2016
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 ...
EPFL2017
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With the broad range of motion capture devices available on the market, it is now commonplace to directly control the limb movement of an avatar during immersion in a virtual environment. Here, we study how the subjective experience of embodying a full-bod ...
2018
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Currently, the two main approaches to realistic facial animation are 1) blendshape models and 2) physics-based simulation. Blendshapes are fast and directly controllable, but it is not easy to incorporate features such as dynamics, collision resolution, or ...
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 ...
We present a novel physics-based approach to facial animation. Contrary to commonly used generative methods, our solution computes facial expressions by minimizing a set of non-linear potential energies that model the physical interaction of passive flesh, ...
We present a newalgorithm for real-time hand tracking on commodity depth-sensing devices. Our method does not require a user-specific calibration session, but rather learns the geometry as the user performs live in front of the camera, thus enabling seamle ...