Using games engines for archaeological visualisation: Recreating lost worlds

Eugene Ch'ng

Research output: Chapter in Book/Conference proceedingConference contributionpeer-review

13 Citations (Scopus)

Abstract

Research and development in graphics and games engines has great potentials in many application areas, archaeology being one of them. While these entertainment-driven developments, mainly in software algorithms and enhanced graphics hardware are being improved and being made more accessible and at a more affordable rate, other areas belonging to the science and engineering are gradually discovering their use in visualisation. However, the process that leads to the final delivery of the presentation layer of an archaeological visualisation is often a thorough and lengthy scientific process, involving more than just a pretty picture on a high-tech display unit. As the statement by experienced artists holds true - 'the process is more important than the outcome', so the credibility of a final interactive visualisation greatly depends upon the 'underground' process. This article explores the methodology, techniques and strategies of an archaeological visualisation as applied to a real-world problem - A 10,000 year old mystery landscape at the bottom of the North Sea.

Original languageEnglish
Title of host publicationProceedings of CGAMES 2007 - 11th International Conference on Computer Games
Subtitle of host publicationAI, Animation, Mobile, Educational and Serious Games
PublisherUniversity of Wolverhampton
Pages26-30
Number of pages5
ISBN (Print)9780954901646
Publication statusPublished - 2007
Externally publishedYes
Event11th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, CGAMES 2007 - La Rochelle, France
Duration: 21 Nov 200723 Nov 2007

Publication series

NameProceedings of CGAMES 2007 - 11th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games

Conference

Conference11th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, CGAMES 2007
Country/TerritoryFrance
CityLa Rochelle
Period21/11/0723/11/07

Keywords

  • Archaeology
  • Games engine
  • Vegetation modelling
  • Virtual heritage
  • Visualisation

ASJC Scopus subject areas

  • Artificial Intelligence
  • Human-Computer Interaction
  • Software

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