Populating ancient pompeii with crowds of virtual romans
Jonathan Maïm,Simon Haegler,Barbara Yersin,Pascal Mueller,Daniel Thalmann,Luc Van Gool +5 more
- pp 109-116
Reads0
Chats0
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.read more
Citations
More filters
Journal ArticleDOI
Developing serious games for cultural heritage: a state-of-the-art review
Eike Falk Anderson,Leigh McLoughlin,Fotis Liarokapis,Christopher Peters,Panagiotis Petridis,Sara de Freitas +5 more
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
Suiping Zhou,Dan Chen,Wentong Cai,Linbo Luo,Malcolm Yoke Hean Low,Feng Tian,Victor Su-Han Tay,Darren Wee Sze Ong,Benjamin D. Hamilton +8 more
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.
Journal ArticleDOI
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
More filters
Proceedings Article
Shape Grammars and the Generative Specification of Painting and Sculpture
George Stiny,James Gips +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
Yoav I. H. Parish,Pascal Müller +1 more
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
Wei Shao,Demetri Terzopoulos +1 more
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.