Procedural Modeling in Archaeology: Approximating Ionic Style Columns for Games

R. Konecny, Stella Sylaiou, F. Liarokapis
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引用次数: 5

Abstract

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.
考古学中的程序建模:近似游戏中的离子型柱
本文演示了如何将程序建模和计算机图形技术相结合,以创建可用于游戏和虚拟环境的建筑考古部分的快速,准确和逼真的建模。作为一个案例研究,爱奥尼亚秩序的希腊和罗马寺庙进行了审查。特别是,意大利罗马的波尔图努斯神庙被用作案例研究。提出了一套基于曲面计算形状点的几何算法,它允许创建大多数爱奥尼亚神庙。基于Hausdorff和fr距离对结果进行了评价,结果表明,所提出的方法为生成精确的离子序庙提供了很好的近似。然而,通常装饰柱头的装饰物在本文中没有考虑到。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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