2010 Volume 130 Issue 2 Pages 351-357
This paper presents a real-time method for generating various footprints in relation to state of walking. In addition, the method is expanded to cover both on hard floor and soft ground. Results of the previous method were not so realistic, because the method places same simple foot prints on the motion path. Our method runs filters on the original pattern of footprint on GPU. And then our method gradates intensity of the pattern to two directions, in order to create partially dark footprints. Here parameters of the filter and the gradation are changed by move speed and direction. The pattern is mapped on a polygon. If the walker is pigeon-toed or bandy-legged, the polygon is rotated inside or outside, respectively. Finally, it is placed on floor. Footprints on soft ground are concavity and convexity caused by walking. Thus an original pattern of footprints on ground is defined as a height map. The height map is modified using the filter and the gradation operation developed for floor footprints. The height map is converted to a bump map to fast display the concavity and convexity of footprints.
The transactions of the Institute of Electrical Engineers of Japan.C
The Journal of the Institute of Electrical Engineers of Japan