12 research outputs found
Systematic and Phylogenetic Analysis of the Ole e 1 Pollen Protein Family Members in Plants
16 páginas, 2 figuras, 1 tabla.Support of the Spanish Ministry of Science and Innovation (ERDF-cofinanced project
BFU2008-00629) and Andalusian Regional Government (ERDF-cofinanced Proyectos de
Excelencia CVI5767 and AGR6274) is gratefully acknowledged.Peer reviewe
Populating Ancient Pompeii with Crowds of Virtual Romans
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
Procedural Modeling for Digital Cultural Heritage
<p/> <p>The rapid development of computer graphics and imaging provides the modern archeologist with several tools to realistically model and visualize archeological sites in 3D. This, however, creates a tension between veridical and realistic modeling. Visually compelling models may lead people to falsely believe that there exists very precise knowledge about the past appearance of a site. In order to make the underlying uncertainty visible, it has been proposed to encode this uncertainty with different levels of transparency in the rendering, or of decoloration of the textures. We argue that procedural modeling technology based on shape grammars provides an interesting alternative to such measures, as they tend to spoil the experience for the observer. Both its efficiency and compactness make procedural modeling a tool to produce multiple models, which together sample the space of possibilities. Variations between the different models express levels of uncertainty implicitly, while letting each individual model keeping its realistic appearance. The underlying, structural description makes the uncertainty explicit. Additionally, procedural modeling also yields the flexibility to incorporate changes as knowledge of an archeological site gets refined. Annotations explaining modeling decisions can be included. We demonstrate our procedural modeling implementation with several recent examples.</p
Empiric design evaluation in urban planning
We propose a system to simulate, analyze and visualize occupant behavior in urban environments by combining parametric modeling and agent-based simulation. A procedurally generated 3D city model, with semantic information about the functions and behaviors of buildings, is automatically populated with artificial agents (i.e. pedestrians, cars, and public transport vehicles). In a simulation the built environment and the agents interact with each other. The system identifies empiric correlations between properties such as: functions of buildings and other urban elements, population density, utilization and capacity of the public transport network, and congestion effect on the street network. Practical applications include the assessment of a) bottlenecks, b) public transit efficiency, c) accessibility of amenities, d) quality of service of public transport and the traffic network, as well as e) the stress level and exhaustion of pedestrians. All these aspects ultimately relate to the quality of life within the given urban areas. (C) 2010 Elsevier B.V. All rights reserved.Aschwanden G.D.P.A., Haegler S., Bosché F., Van Gool L., Schmitt G., ''Empiric design evaluation in urban planning'', Automation in construction, vol. 20, no. 3, pp. 299-310, May 2011.status: publishe
Procedural Modeling of Buildings
CGA shape, a novel shape grammar for the procedural modeling of CG architecture, produces building shells with high visual quality and geometric detail. It produces extensive architectural models for computer games and movies, at low cost. Context sensitive shape rules allow the user to specify interactions between the entities of the hierarchical shape descriptions. Selected examples demonstrate solutions to previously unsolved modeling problems, especially to consistent mass modeling with volumetric shapes of arbitrary orientation. CGA shape is shown to efficiently generate massive urban models with unprecedented level of detail, with the virtual rebuilding of the archaeological site of Pompeii as a case in point
Evaluation of 3D city models using automatic placed urban agents
Aschwanden G.D.P.A., Haegler S., Halatsch J., Jecker R., Schmitt G., Van Gool L., ''Evaluation of 3D city models using automatic placed urban agents'', Proceedings 9th international conference on construction applications of virtual reality - CONVR 2009, November 5-6, 2009, Sydney, Australia (best paper award).status: publishe
Procedural Modeling of Buildings
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