Dominik Borer
I am a research engineer at Disney Research|Studios in Zürich. My research interests are at the intersection of computer graphics, computer vision, and machine learning, with a particular focus on motion capture and character animation technologies.
Before joining Disney Research|Studios I finished my Ph.D. on character animation and markerless motion capture under the supervision of Prof. Robert W. Sumner at the Computer Graphics Lab at ETH Zürich jointly with DisneyResearch|Studios in 2022, and received my Master's and Bachelor's degree in Computer Science also from ETH Zürich in 2017 and 2015 respectively.
dominik.borer [at]
dominik.borer [at]
+41 79 855 63 16
Computer Graphics Theory and Applications (GRAPP), 2021
Computer Graphics Theory and Applications (GRAPP), 2021
Dominik Borer, Lu Yuhang, Laura Wülfroth, Jakob Buhmann, Martin Guay,
Computer Graphics, Visualization, Computer Vision and Image Processing (CGVCVIP), 2019 (Best Paper)
Master Thesis, ETH Zürich, 2017
In this master thesis we cover the process of model-free trajectory optimization to find open-loop controls for new characters designed by an artist to track hand-crafted keyframed animations. Read more...
Semester Thesis, ETH Zürich, 2016
The control of physics-based simulated biped locomotion is a hard problem because bipeds are inherently unstable and underactuated. In this semester thesis we intend to create a controller for a physics-based simulated biped character that is stable for various motion styles, walking parameters and unpredicted disturbances. Read more...
Game Programming Laboratory, ETH Zürich, 2016
The corn kernel is a social creature. In its natural environment, individuals can be observed dozing on densely populated cobs throughout the day. However, corn kernels held in captivity have evolved into another species entirely: popcorn. Read more...
Bachelor Thesis, ETH Zürich, 2015
In this bachelor thesis we intend to create a tool for the Maya modelling software which allows the user to deform a mesh based on simple view-dependent sketching. Compared to most deformation tools that require complex controls to deform a set of vertices, our tool allows the user to deform a mesh with only two simple strokes. Read more...