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Populating ancient pompeii with crowds of virtual romans

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TLDR
This paper details the process, based on archaeological data, to simulate ancient Pompeii life in real time, and describes the system pipeline, which allows for the simulation of thousands of Virtual Romans inreal time.
Abstract
Pompeii was a Roman city, destroyed and completely buried during an eruption of the volcano Mount Vesuvius. We have revived its past by creating a 3D model of its previous appearance and populated it with crowds of Virtual Romans. In this paper, we detail the process, based on archaeological data, to simulate ancient Pompeii life in real time. In a first step, an annotated city model is generated using procedural modelling. These annotations contain semantic data, such as land usage, building age, and window/door labels. In a second phase, the semantics are automatically interpreted to populate the scene and trigger special behaviors in the crowd, depending on the location of the characters. Finally, we describe the system pipeline, which allows for the simulation of thousands of Virtual Romans in real time.

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Developing serious games for cultural heritage: a state-of-the-art review

TL;DR: This report focuses on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games, and provides an overview of existing literature of relevance to the domain.
Journal ArticleDOI

Crowd modeling and simulation technologies

TL;DR: A two-dimensional categorization mechanism is proposed to classify existing work depending on the size of crowds and the time-scale of the crowd phenomena of interest, and four evaluation criteria have been introduced to evaluate existing crowd simulation systems.
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Procedural Urban Modeling in Practice

TL;DR: The authors review procedural modeling, examine the CityEngine tool, and study the use of procedural urban modeling in Electronic Arts' Need for Speed games.
Journal ArticleDOI

Clone attack! Perception of crowd variety

TL;DR: In a series of experiments designed to test people's perception of variety in crowds, it is found that clones of appearance are far easier to detect than motion clones and that cloned models can be masked by color variation, random orientation, and motion.
Journal ArticleDOI

A serious game model for cultural heritage

TL;DR: An authoring framework that aims to provide structured support, from content design to final implementation, of the SandBox Serious Game, a conceptual model which relies on a generalization of task-based learning theory, and proposes a top-down methodology for content preparation.
References
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Proceedings Article

Shape Grammars and the Generative Specification of Painting and Sculpture

George Stiny, +1 more
TL;DR: A method of shape generation using shape grammars which take shape as primitive and have shape-specific rules is presented and implications for aesthetics and design theory in the visual arts are discussed.
Proceedings ArticleDOI

Procedural modeling of cities

TL;DR: This work proposes a system using a procedural approach based on L-systems to model cities that generates geometry and a texturing system based on texture elements and procedural methods compose the buildings.
Proceedings ArticleDOI

Rendering antialiased shadows with depth maps

TL;DR: A solution to the aliasing problem for shadow algorithms that use depth maps that is based on a new filtering technique called percentage closer filtering and provides soft shadow boundaries that resemble penumbrae.
Proceedings ArticleDOI

Instant architecture

TL;DR: A new method for the automatic modeling of architecture using split grammars, a new type of parametric set grammar based on the concept of shape, which offers the flexibility required to model buildings using a large variety of different styles and design ideas.
Proceedings ArticleDOI

Autonomous pedestrians

TL;DR: This comprehensive model integrates motor, perceptual, behavioral, and cognitive components within a model of pedestrians as individuals, yielding results of unprecedented fidelity and complexity for fully autonomous multi-human simulation in a large urban environment.