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Motion blending is widely accepted as a standard technique in computer animation, allowing the generation of new motions by interpolation and/or transition between motion capture sequences. To ensure smooth and seamless results, an important property has t ...
There has been much effort invested in increasing the robustness of human body tracking by incorporating motion models. Most approaches are probabilistic in nature and seek to avoid becoming trapped into local minima by considering multiple hypotheses, whi ...
Simulating a huge number of articulate figures in a real-time application is one of the challenging research topics in character animation. Several researchers have tried to improve the performance of animation using the image-based technique such as ‘impo ...
Convincingly animating virtual humans has become of great interest in many fields since recent years. In computer games for example, virtual humans often are the main characters. Failing to realistically animate them may wreck all previous efforts made to ...
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 ...
In motion capture applications whose aim is to recover human body postures from various input, the high dimensionality of the problem makes it desirable to reduce the size of the search-space by eliminating a priori impossible configurations. This can be c ...
This paper aims to propose a novel approach to generate new generic human walking patterns using motion-captured data, leading to a real-time engine intended for virtual humans animation. The method applies the PCA (principal component analysis) technique ...
By contrast, in this paper, we use temporal motion models based on Principal Component Analysis to formulate the tracking problem as one of minimizing differentiable objective functions. The differential structure of these functions is rich enough to yield ...
Recent technological improvement in character animation has increased the number of characters that can appear in a virtual scene. Besides, skeletal and mesh structures are expected to be more complex in the future. Therefore, simulating massive characters ...
In this work, we propose new ways to learn pose and motion priors models and show that they can be used to increase the performance of 3D body tracking algorithms, resulting in very realistic motions under very challenging conditions. We first explored an ...