Procedural Modeling in Archaeology: Approximating Ionic Style Columns for Games
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14330%2F16%3A00091311" target="_blank" >RIV/00216224:14330/16:00091311 - isvavai.cz</a>
Výsledek na webu
<a href="http://dx.doi.org/10.1109/VS-GAMES.2016.7590358" target="_blank" >http://dx.doi.org/10.1109/VS-GAMES.2016.7590358</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1109/VS-GAMES.2016.7590358" target="_blank" >10.1109/VS-GAMES.2016.7590358</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Procedural Modeling in Archaeology: Approximating Ionic Style Columns for Games
Popis výsledku v původním jazyce
This paper demonstrates how procedural modeling and computer graphics techniques can be combined for creating fast, accurate and realistic modeling of archaeological parts of buildings which can be used for games and virtual environments. As a case study the Ionic order of Greek and Roman temples is examined. In particular, the temple of Portunus in Rome, Italy was used as a case study. A set of geometric algorithms for computing shape points based on curved surfaces are presented, which allows creating the majority of Ionic temples. Evaluation of the results is performed based on the Hausdorff and Fréchet distances and results indicate that the proposed method provides a very good approximation for generating accurate Ionic order temples. However, ornaments that usually decorate the column capital have not been taken into account in this paper.
Název v anglickém jazyce
Procedural Modeling in Archaeology: Approximating Ionic Style Columns for Games
Popis výsledku anglicky
This paper demonstrates how procedural modeling and computer graphics techniques can be combined for creating fast, accurate and realistic modeling of archaeological parts of buildings which can be used for games and virtual environments. As a case study the Ionic order of Greek and Roman temples is examined. In particular, the temple of Portunus in Rome, Italy was used as a case study. A set of geometric algorithms for computing shape points based on curved surfaces are presented, which allows creating the majority of Ionic temples. Evaluation of the results is performed based on the Hausdorff and Fréchet distances and results indicate that the proposed method provides a very good approximation for generating accurate Ionic order temples. However, ornaments that usually decorate the column capital have not been taken into account in this paper.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
IN - Informatika
OECD FORD obor
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Návaznosti výsledku
Projekt
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Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2016
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Proc. of the 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2016)
ISBN
9781509027224
ISSN
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e-ISSN
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Počet stran výsledku
8
Strana od-do
1-8
Název nakladatele
IEEE
Místo vydání
Barcelona
Místo konání akce
Barcelona
Datum konání akce
1. 1. 2016
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
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