Virtual Humans in Cultural Heritage discusses adding virtual humans to cultural heritage sites through 3D modeling and animation. It describes creating avatars through 3D modeling pipelines, adding variety through textures and animations, and setting up crowds using brushes. Automatic navigation graphs are generated to guide avatar movement and behavior in smart environments where avatars interact with objects through animated behaviors. The goal is to use virtual humans to provide a more immersive experience for understanding cultural heritage sites.
1 of 30
More Related Content
Virtual Humans in Cultural Heritage
1. Virtual Humans in Cultural Heritage
Patrick Salamin, Mireille Clavien, Fr辿d辿ric Vexo, Daniel Thalmann
Patrick Salamin, Ph. D. student
VRLab/EPFL, Switzerland
2. 2
Outline
Introduction
The avatars in Cultural Heritage
Creation of an avatar
Crowds: requirements and constraints
Avatars behavior
Navigation graphs
Creation of a smart environment
Conclusion
3. 3
Introduction
Motivation:
Adding believable characters to virtual
reconstructions allows non-experts a better
emotional involvement in a virtual reality scene.
Examples based on european
projects:
Erato, Cahrisma, Epoch, Pompeii
4. 4
Contributions
Adding variety
Texture and animation
Providing tools for crowd setting up
Brushes
Automatic navigation graphs
Interaction with semantic environments
5. 5
Avatar creation
3DS Max exporting
Pipe-line for converting character and animation data
to format usable by crowd rendering and animation
engine
Exported data:
Mesh
Texture
UV coordinates
Skeleton hierarchy
Deformations bindings
Animations
6. 6
Avatar creation
Textures design
- Optimize texture mapping: only one material for
each mesh
- => all visual elements
(clothes, skin, face)
are mixed in one
single texture
Reduce texture size
max 512x512 pixels
7. 7
Avatar creation
Deformations design
Adapt skeleton and deformation boxes to each mesh
Adjust deformations
parameters
Key-postures to test
deformations
8. 8
Avatar variety 1
Textures design
Use same texture mapping for different meshes
Generate many different characters by varying
colours
7 templates and 15 textures create an infinite variety of virtual romans
9. 9
Avatar variety 2
Each template has various sets of animation
corresponding to specific emotional states
10. 10
Avatar variety 3
Variety of walking animations is ensured in realtime
by slight rotation shifting on spine and arms joints
Roman social classes are differentiated through clothes colors and walking style (spine bending)
11. 11
Crowd: requirements & constraints
Technical challenges: increased demand on
computational resources
Multi-agent: large number of agents
Collision avoidance
Agent-agent interactions
Interaction with environment
Interaction with users
Different from single agent simulations
Conceptual differences: need for variety
12. 12
Behavior
Virtual human agent
3D graphic body representation
able to perform low-level actions
(walking with different gaits, playing
animations of gestures, postures,
speak, etc.)
Has set of internal attributes corresponding
to various psychological, physical or
scenario states (mobility, role,
body size, etc.)
13. 13
Behavior
Virtual human agent
Has set of higher level complex
behaviors (wander, follow-path, script,
etc.)
Has set of rules determining selection
of these behaviors
Able to receive events from:
Environment
Other agents
User interface
14. 14
Behavior spray paradigm
Brushes
Tools with visual representation on the screen
Affect crowd members in different manners:
Create new individuals in the scene
Change their appearances or behaviors
Negative
Plebeians
Patricians Neutral
Deletion brush
Creation brush Nobles Positive
16. 16
Walking procedural modeling
Virtual Cultural Heritage
Main focus on reconstruction of major monuments
But: complete site models are needed for authentic
simulations.
Provide environment models at moderate cost.
Procedural models contain semantic information
inherently (e.g. construction history)
Credits:
S. Haegler, P. Mueller,
and Prof. L.v.Gool
at Computer Vision Lab,
ETH Zurich M端ller, Vereenooghe, Vergauwen, Van Gool, Waelkens
The Antonine Nymphaeum at Sagalassos, 2004
17. 17
Walking navigation graph
Vertices = walkable space
Edges = Gates
Navigation Flow = Set of Paths
[Pettr辿 et al. 06,07]
29. 29
Smart environment
Virtual character reacts differently depending on
the environment
Smart object: both avatar and object interact in the
animation