Publication

Bringing the human arm reachable space to a virtual environment for its analysis

Publications associées (32)

Semantic virtual environments

The main problem targeted by this research is the lack of flexibility of virtual objects within a Virtual Environment. Virtual objects are difficult to re-use in applications or contexts different from the ones they were designed for. This refers mainly to ...
EPFL2005

Crowds for interactive virtual environments

Branislav Ulicny

Crowds are part of our everyday experience; nevertheless, in virtual worlds they are still relatively rare. In this thesis we explore the challenges of bringing crowds into interactive virtual environments and the possible applications of real-time interac ...
EPFL2005

Simulation of nonverbal social interaction and small groups dynamics in virtual environments

Anthony Guye-Vuillème

How can the behaviour of humans who interact with other humans be simulated in virtual environments? This thesis investigates the issue by proposing a number of dedicated models, computer languages, software architectures, and specifications of computation ...
EPFL2004

Speculative planning with delegation

Daniel Thalmann, Tolga Abaci, Jan Ciger

This paper presents a novel method of collaborative problem solving for intelligent agents in virtual environments. We describe a planner for STRIPS-like domains enhanced by techniques of "delegated computing". Instead of having one central planner with co ...
2004

Stable Real-Time Interaction Between Virtual Humans and Real Scenes

Daniel Thalmann, Pascal Fua, Vincent Lepetit, Michal Ponder

We present an augmented reality system that relies on purely passive techniques to solve the real-time registration problem. It can run on a portable PC and does not require engineering of the environment, for example by adding markers. To achieve this res ...
IEEE Comput. Soc2003

Towards interactive real-time crowd behavior simulation

Daniel Thalmann, Branislav Ulicny

While virtual crowds are becoming common in non-real-time applications, the real-time domain is still relatively unexplored. In this paper we discuss the challenges involved in creating such simulations, especially the need to efficiently manage variety. W ...
Blackwell Publishers for Eurographics Assoc2002

Path finding for human motion in virtual environments

Daniel Thalmann

This paper presents an efficient and robust technique for generating global motion paths for a human model in virtual environments. Initially, a scene is discretized using raster hardware to generate an environment map. An obstacle-free cell path sub-optim ...
2000

Haptic interface control-design issues and experiments with a planar device

Colin Neil Jones

Describes the haptic rendering of a virtual environment by drawing upon concepts developed in the area of teleoperation. A four-channel teleoperation architecture is shown to be an effective means of coordinating the control of a 3-DOF haptic interface wit ...
IEEE2000

Anyone for tennis?

Daniel Thalmann, Amaury Aubel

The authors present a virtual tennis game. They describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. They focus on the animation of the virtual tennis bal ...
MIT Press1999

Virtual hand interactions with 3D world

Daniel Thalmann, Zhouji Huang

Interactions between a virtual actor and its virtual environment involve many aspects. An important one is hand interactions. In a virtual scene depicting everyday life, the actor will need to grasp and hold objects, in such a way that both skeleton motion ...
World Scientific1997

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