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dc.contributor.authorReal, Pabloen_US
dc.contributor.authorMartínez-Gil, Franciscoen_US
dc.contributor.authorMartínez-Durá, Rafael J.en_US
dc.contributor.authorGarcía-Fernández, Ignacioen_US
dc.contributor.editorCasas, Dan and Jarabo, Adriánen_US
dc.date.accessioned2019-06-25T16:20:43Z
dc.date.available2019-06-25T16:20:43Z
dc.date.issued2019
dc.identifier.isbn978-3-03868-093-2
dc.identifier.urihttps://doi.org/10.2312/ceig.20191199
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/ceig20191199
dc.description.abstractProcedural modelling of realistic environments that include elements derived from human activity can largely reduce production cost in animation, video-games and feature films. We address the problem of placing roads and other human-made elements, such as buildings, in a way that is consistent with the scene relief. Our approach is based on the calculation of so called desire paths, by means of the generation of many optimal paths according to different cost or distance functions. Using this idea, we rely on the information of the terrain properties to emulate the exploration of the scenario by a large number of pedestrians. From the routes generated by the pedestrians, we define walkability and habitability maps on the scene that can be later used to locate roads or buildings.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectShape modelling
dc.subjectProcedural animation
dc.subjectMesh geometry models
dc.titleProcedural Location of Roads Using Desire Pathsen_US
dc.description.seriesinformationSpanish Computer Graphics Conference (CEIG)
dc.description.sectionheadersFull Papers
dc.identifier.doi10.2312/ceig.20191199
dc.identifier.pages19-24


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  • CEIG19
    ISBN 978-3-03868-093-2

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