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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 ...
The contribution of this paper focuses on the definition of a multimedia application targeted at turning CGI films into a richer and more interactive experience. We combine highquality animated graphics to present a compelling story and enrich it by introd ...
We propose an approach to gait analysis that relies on fitting 3--D temporal motion models to synchronized video sequences. These models allow us not only to track but also to recover motion parameters that can be used to recognize people and characterize ...
Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body ...
Motion capture is mainly based on standard systems using optic, magnetic or sonic technologies. In this paper, the possibility to detect useful human motion based on new techniques using different types of body-fixed sensors is shown. In particular, a comb ...
This article describes a method of constructing parametric models out of captured motion and skeleton data. Casting the problem as scattered data interpolation, our work is based on a multi-step approximation for the interpolation function with motion data ...
Interactive systems, games, VR and multimedia systems require more and more flexible Virtual Humans with individualities. Behavioral animation seems to be the best way to develop this kind of applications, but there is still a major problem to select the r ...
In this paper, we extend our previous work (Proc. Computer Animation and Simulation, pp. 125-135, Aug. 2000) and propose a muscle model that is suitable for computer graphics based on physiological and anatomical considerations. Muscle motion and deformati ...
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 ...
The MPEG-4 standard specifies a set of low-level animation parameters for body animation, but does not provide any high-level functionality for the control of avatars or embodied agents. In this paper we discuss the required features for a script format al ...