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We describe the HUMANOID environment dedicated to human modeling and animation for general multimedia, VR, and CAD applications integrating virtual humans. We present the design of the system and the integration of the various features: generic modeling of ...
This paper reports on our experience with the implementation, deployment, and operation of SensorScope, an indoor environmental monitoring network. Nodes run on standard TinyOS components and use B-MAC for the MAC layer implementation. The main component o ...
Recent theoretical results show that it is optimal to allow interfering sources to transmit simultaneously as long as they are outside a well-defined exclusion region around a destination and to adapt the rate to interference. In contrast, interference fro ...
There are many possible ways of identifying the posture of a human character from a set of known positions. These methods differ in subtle but important ways. We propose an alternative method to the Jacobian based inverse kinematics, one which allows for s ...
Real-time animation of virtual humans requires a dedicated architecture for the integration of different motion control techniques running into so-called actions. In this paper, we describe a software architecture called AGENTlib for the management of acti ...
Motion capture techniques are rarely based on orientation measurements for two main reasons: (1) optical motion capture systems are designed for tracking object position rather than their orientation (which can be deduced from several trackers), (2) known ...
Nowadays, it becomes possible to show a live virtual stage application allowing a human's real time participation by motion capture. The big problem in participatory animation is figuring out where to place the camera and in what direction to point it to p ...
Motion capture systems usually work in conjunction with complex 3D applications, such as 3D Studio Max by Kinetix or Maya by Alias/Wavefront. Once models have been created in these applications, motion capture systems provide the necessary data input to an ...
The paper describes a dynamic model to simulate expressive wrinkles in 3D facial animation and skin ageing. A skin surface is defined that can slide over an underlying layer, which constrains the surface by a spring force that simulates the connective fat ...
Synchronization of speech, facial expressions and body gestures is one of the most critical problems in realistic avatar animation in virtual environments. In this paper, we address this problem by proposing a new high-level animation language to describe ...