From finger animation to full-body embodiment of avatars with different morphologies and proportions
Publications associées (129)
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The growth of motion capture systems have Contributed to the proliferation of human motion database. mainly because human motion is important in many applications, ranging from games entertainment and films to spot IS and medicine However, the captured mot ...
Springer-Verlag New York, Ms Ingrid Cunningham, 175 Fifth Ave, New York, Ny 10010 Usa2009
The growth of motion capture systems have contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the captured mot ...
The growth of motion capture systems has contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the various captu ...
The articulated body models used to represent human motion typically have many degrees of freedom, usually expressed as joint angles that are highly correlated. The true range of motion can therefore be represented by latent variables that span a low-dimen ...
Ieee Service Center, 445 Hoes Lane, Po Box 1331, Piscataway, Nj 08855-1331 Usa2009
In this paper, a 3D hand model fitting method is presented which can recover the accurate finger positions for a virtual keyboard system. The 3D hand model consists of a detailed polygonal skin driven by an underlying skeleton system. The system uses a str ...
Given two to four synchronized video streams taken at eye level and from different angles, we show that we can effectively combine a generative model with dynamic programming to accurately follow up to six individuals across thousands of frames in spite of ...
Institute of Electrical and Electronics Engineers2008
The context of this work is the search for realism and believability of Virtual Humans. Our contribution to achieve this goal is to enable Virtual Humans (VH) to react to spontaneous events in virtual environments (VE). In order to reflect the individualit ...
In this paper, we present an analytic-iterative Inverse Kinematics (IK) method, called Sequential lK (SIK), that reconstructs 3D human full-body movements in real time. The input data for the reconstruction is the least possible (i.e., the positions of wri ...
Despite the large success of games grounded on movement-based interactions the current state of full body motion capture technologies still prevents the exploitation of precise interactions with complex environments. This paper focuses on ensuring a precis ...
For situations like crowd simulation, serious games, and VR-based training, flexible and spontaneous movements are extremely important. Motion models would be the best strategy to adopt, but unfortunately, they are very costly to develop and the results ar ...
Springer-Verlag New York, Ms Ingrid Cunningham, 175 Fifth Ave, New York, Ny 10010 Usa2008