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Amaury Aubel
Researcher at École Polytechnique Fédérale de Lausanne
Publications - 16
Citations - 613
Amaury Aubel is an academic researcher from École Polytechnique Fédérale de Lausanne. The author has contributed to research in topics: Computer animation & Rendering (computer graphics). The author has an hindex of 10, co-authored 15 publications receiving 602 citations.
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Journal ArticleDOI
Anyone for Tennis
Tom Molet,Amaury Aubel,Tolga Capin,Stéphane Carion,Elwin Lee,Nadia Magnenat-Thalmann,Hansrudi Noser,Igor S. Pandzic,Gael Sannier,Daniel Thalmann +9 more
TL;DR: This paper describes the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars in the networked, collaborative, virtual environment system.
Journal ArticleDOI
Real-time display of virtual humans: levels of details and impostors
TL;DR: A hardware-independent technique that improves the display rate of animated characters by acting on the sole geometric and rendering information and shows how impostors can be used to render virtual humans.
Proceedings ArticleDOI
Planning collision-free reaching motions for interactive object manipulation and grasping
TL;DR: This is, to the authors' knowledge, the first time probabilistic planning techniques are used to automatically generate collision-free reaching motions involving the entire body of a human-like character at interactive frame rates.
Proceedings ArticleDOI
Interactive modeling of the human musculature
Amaury Aubel,Daniel Thalmann +1 more
TL;DR: A muscle model that is suitable for computer graphics based on physiological and anatomical considerations is proposed that can accommodate most superficial human muscles, and could easily be integrated into current modeling packages.
Journal ArticleDOI
Planning collision-free reaching motions for interactive object manipulation and grasping
TL;DR: This is, to the authors' knowledge, the first time probabilistic planning techniques are used to automatically generate collision‐free reaching motions involving the entire body of a human‐like character at interactive frame rates.