DocumentCode
2346526
Title
3D Archaeological Reconstruction and Visualisation: An Artificial Life Model for Determining Vegetation Dispersal Patterns in Ancient Landscapes
Author
Ch´ng, Eugene ; Stone, Robert J.
Author_Institution
Dept. of Electron., Electr. & Comput. Eng., Univ. of Birmingham
fYear
2006
fDate
26-28 July 2006
Firstpage
112
Lastpage
118
Abstract
This paper describes a methodology and software engine for generating dynamic vegetation models for archaeological reconstruction and interactive visualisation, integrating the disciplines of artificial life (Alife) and virtual reality. The engine, based on the concept of emergence (a phenomenon in complex Alife systems), uses real botanical parameters, channelled through simple rules, in order to synthesise the dispersal patterns of natural vegetation communities as they grow, reproduce, and compete for resources. The foci for the development and evaluation of the Alife engine described relate to different scenarios in nature as may have existed during the Mesolithic period. Results from the study showed evidence of correlations between the artificial vegetation and their natural counterparts, demonstrating the feasibility of using such models in historical landscape reconstructions
Keywords
archaeology; artificial life; data visualisation; image reconstruction; vegetation mapping; virtual reality; 3D archaeological reconstruction; Alife engine; ancient landscape reconstruction; artificial life model; interactive visualisation; software engine; vegetation dispersal pattern; virtual reality; Artificial intelligence; Computer graphics; Engines; Humans; Image reconstruction; Rivers; Vegetation mapping; Virtual environment; Virtual reality; Visualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Graphics, Imaging and Visualisation, 2006 International Conference on
Conference_Location
Sydney, Qld.
Print_ISBN
0-7695-2606-3
Type
conf
DOI
10.1109/CGIV.2006.2
Filename
1663776
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