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CG Expression of Grime on Floors and Walls Caused by Movement of Crowd
Author(s) -
Takenaka Tsuyoshi,
Tanaka Toshimitsu,
Sagawa Yuji
Publication year - 2013
Publication title -
electronics and communications in japan
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.131
H-Index - 13
eISSN - 1942-9541
pISSN - 1942-9533
DOI - 10.1002/ecj.11476
Subject(s) - path (computing) , expression (computer science) , motion (physics) , movement (music) , function (biology) , computer science , crowd simulation , simulation , mathematics , geometry , artificial intelligence , physics , statistics , acoustics , computer network , evolutionary biology , biology , programming language , crowds
SUMMARY Dirty floors and walls are commonly viewed in places where many people walk. The intensity of the grime increases in proportion to the number of people passing through the place, and the pattern of the grime changes with the walking speed of the people. Therefore, we increase the realism of CG images of floors and walls by the following method. First, the path of motion and speed of each person are computed by crowd simulation. Then foot patterns are allocated along the path after modification according to the speed. If a person walks near a wall, contact with the wall is evaluated. If contact occurs, one grime pattern selected from a database is superimposed on the wall at a height decided by a probability distribution function that was measured from sample walls. © 2013 Wiley Periodicals, Inc. Electron Comm Jpn, 96(11): 82–90, 2013; Published online in Wiley Online Library ( wileyonlinelibrary.com ). DOI 10.1002/ecj.11476

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