TY - GEN
T1 - Using games engines for archaeological visualisation
T2 - 11th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, CGAMES 2007
AU - Ch'ng, Eugene
PY - 2007
Y1 - 2007
N2 - 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.
AB - 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.
KW - Archaeology
KW - Games engine
KW - Vegetation modelling
KW - Virtual heritage
KW - Visualisation
UR - http://www.scopus.com/inward/record.url?scp=70349964279&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:70349964279
SN - 9780954901646
T3 - Proceedings of CGAMES 2007 - 11th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games
SP - 26
EP - 30
BT - Proceedings of CGAMES 2007 - 11th International Conference on Computer Games
PB - University of Wolverhampton
Y2 - 21 November 2007 through 23 November 2007
ER -