[x3d-public] Geometry Collectors

GPU Group gpugroup at gmail.com
Sat Mar 19 17:49:15 PDT 2022


But what would the step calculation look like for a complex street / plaza
scenario? For example if there are sidewalks and off limits grass areas and
fountains obstructing paths?
One idea is a cellular grid. To initialize, each collector would flood-fill
a grid of values incrementally, with the distance to the collector, and on
each flood step would increment the distance value by a grid cell value,
and when hitting a barrier, would leave those values at infinity. If a grid
cell is already flood filled, it isn't over-written, so the shortest
distance is preserved.
Then the agent step algorithm would look at the grid for its destination
collector, and step in the direction with the shortest distance to the
collector.

On Sat, Mar 19, 2022 at 1:04 PM GPU Group <gpugroup at gmail.com> wrote:

> In particle emitters, the step formula guides, based on previous location,
> and trajectory, and physics formula.
> For humanoid-agent emitters and collectors, each particle/humanoid-agent
> is assigned a target collector by some formula -random assignment or share-
> and the step formula would be based on previous location, target collector
> location, and path optimization formula such as object avoidance, social
> distancing, walk-light rule obedience, and effort/time minimization. Unlike
> particles which are created and possibly destroyed, the humanoid agents
> would be recycled after being collected, they would be re-emitted from a
> nearby emitter, with new or reversed target.
>
> On Sat, Mar 19, 2022 at 12:52 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> There should be collectors of geometry.   Perhaps time-based groups or
>> transforms?   Define “meeting” in X3D?   How does Office Towers do it?
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