13,446 research outputs found
Multi-agent evolutionary systems for the generation of complex virtual worlds
Modern films, games and virtual reality applications are dependent on
convincing computer graphics. Highly complex models are a requirement for the
successful delivery of many scenes and environments. While workflows such as
rendering, compositing and animation have been streamlined to accommodate
increasing demands, modelling complex models is still a laborious task. This
paper introduces the computational benefits of an Interactive Genetic Algorithm
(IGA) to computer graphics modelling while compensating the effects of user
fatigue, a common issue with Interactive Evolutionary Computation. An
intelligent agent is used in conjunction with an IGA that offers the potential
to reduce the effects of user fatigue by learning from the choices made by the
human designer and directing the search accordingly. This workflow accelerates
the layout and distribution of basic elements to form complex models. It
captures the designer's intent through interaction, and encourages playful
discovery
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Towards Rapid Generation and Visualisation of Large 3D Urban Landscapes for Mobile Device Navigation
In this paper a procedural 3D modelling solution for mobile devices is presented based on scripting algorithms allowing for both the automatic and also semi-automatic creation of photorealistic quality virtual urban content. The combination of aerial images, GIS data, 2D ground maps and terrestrial photographs as input data coupled with a user-friendly customized interface permits the automatic and interactive generation of large-scale, accurate, georeferenced and fully-textured 3D virtual city content, content that can be specially optimized for use with mobile devices but also with navigational tasks in mind. Furthermore, a user-centred mobile virtual reality (VR) visualisation and interaction tool operating on PDAs (Personal Digital Assistants) for pedestrian navigation is also discussed. Via this engine, the import and display of various navigational file formats (2D and 3D) is supported, including a comprehensive front-end user-friendly graphical user interface providing immersive virtual 3D navigation
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A Framework for the Development of Online, Location-Specific, Expressive 3D Social Worlds
Multi-agent evolutionary systems for the generation of complex virtual worlds
Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer’s intent through interaction, and encourages playful discovery
An optimised workflow for the interactive experience with cultural heritage through reality-based 3d models: Cases study in archaeological and urban complexes
The paper compares two workflows for the achievement of 3D models aimed at in-depth studies on the geometric features of
Cultural Heritage artefacts and their dissemination. The purpose is the outlining of pros and cons of different techniques coming
from entertainment and video games industry, starting from highly reliable 3D documentation of cultural assets, i.e.
architectural/archaeological/urban sites. Two different possible applications are described: (i) procedural modelling used for
understanding and visualising reconstruction hypotheses of the vaulted pavilions at Hadrian\u2019s Villa, Tivoli, Rome; (ii) optimisation
of 3D high-detailed models, as input files, turned into visual reliable and highly portable assets for game-engines. The first case
study is focussed on creating a flexible model for evalueting reconstruction hypotheses and supplying restorers with useful hints for
shape completion of ruined pavilions. The second case study makes available detailed digital contents for storytelling historical and
cultural events in an attractive way, as in the case of the urban explorative model of Chiuro, a small town in northern Italy
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