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Procedural modeling historical buildings for serious games

In this paper we target the goal of obtaining detailed historical virtual buildings, like a castle or a city old town, through a methodology that facilitates their reconstruction. We allow having in a short time an approximation model that is flexible for being explored, analyzed and eventually modified. This is crucial for serious game development pipelines, whose objective is focused not only on accuracy and realism, but also on transmitting a sense of immersion to the player

En este trabajo apuntamos al objetivo de obtener edificios hist贸ricos virtuales con alto nivel de detalle, como por ejemplo un castillo o un barrio de una ciudad antigua, a trav茅s de una metodolog铆a que facilite su reconstrucci贸n. Las herramientas que proponemos nos permiten obtener r谩pidamente un modelo aproximado y flexible para ser explorado, analizado o eventualmente modificado. Modelos con estas caracter铆sticas son esenciales para el desarrollo en plataformas de juegos serios, cuyo objetivo fundamental se centra no s贸lo en la precisi贸n y el realismo, sino tambi茅n en transmitir una sensaci贸n de inmersi贸n para el jugador

This work was partially funded with grant TIN2010-20590-C02-02 from Ministerio de Ciencia e Innovaci贸n, Spain

Virtual Archaeology Review, 2013, vol. 4, n煤m. 9, p. 160-166

Universitat Polit猫cnica de Val猫ncia

Author: Besuievsky, Gonzalo
Patow, Gustavo
Date: 2013 November
Abstract: In this paper we target the goal of obtaining detailed historical virtual buildings, like a castle or a city old town, through a methodology that facilitates their reconstruction. We allow having in a short time an approximation model that is flexible for being explored, analyzed and eventually modified. This is crucial for serious game development pipelines, whose objective is focused not only on accuracy and realism, but also on transmitting a sense of immersion to the player
En este trabajo apuntamos al objetivo de obtener edificios hist贸ricos virtuales con alto nivel de detalle, como por ejemplo un castillo o un barrio de una ciudad antigua, a trav茅s de una metodolog铆a que facilite su reconstrucci贸n. Las herramientas que proponemos nos permiten obtener r谩pidamente un modelo aproximado y flexible para ser explorado, analizado o eventualmente modificado. Modelos con estas caracter铆sticas son esenciales para el desarrollo en plataformas de juegos serios, cuyo objetivo fundamental se centra no s贸lo en la precisi贸n y el realismo, sino tambi茅n en transmitir una sensaci贸n de inmersi贸n para el jugador
This work was partially funded with grant TIN2010-20590-C02-02 from Ministerio de Ciencia e Innovaci贸n, Spain
Format: application/pdf
Citation: https://doi.org/10.4995/var.2013.4268
ISSN: 1989-9947
Document access: http://hdl.handle.net/10256/14181
Language: eng
Publisher: Universitat Polit猫cnica de Val猫ncia
Collection: MICINN/PN 2011-2013/TIN2010-20590-C02-02
Reproducci贸 digital del document publicat a: https://doi.org/10.4995/var.2013.4268
Articles publicats (D-IMA)
Is part of: Virtual Archaeology Review, 2013, vol. 4, n煤m. 9, p. 160-166
Rights: Attribution-NonCommercial-NoDerivs 3.0 Spain
Rights URI: http://creativecommons.org/licenses/by-nc-nd/3.0/es/
Subject: Visualitzaci贸 tridimensional (Inform脿tica)
Three-dimensional display systems
Infografia
Computer graphics
Realitat virtual en l鈥檃rquitectura
Virtual reality in architecture
Title: Procedural modeling historical buildings for serious games
Type: info:eu-repo/semantics/article
Repository: DUGiDocs

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