Real Time Animation and Illumination in Ancient Roman Sites Nadia Magnenat-Thalmann, MIRALab, CUI, University of Geneva Alessandro Enrico Foni, MIRALab, CUI, University of Geneva Georgios Papagiannakis, MIRALab, CUI, University of Geneva Nedjma Cadi-Yazli, MIRALab, CUI, University of Geneva Abstract—The present article discusses and details the methodological approaches and the reconstruction strategies that have been employed to realize the 3D real-time virtual simulations of the populated ancient sites of Aspendos and Pompeii, respectively visualized using a virtual and an augmented reality setup. More specifically, the two case studies to which we refer concern the VR restitution of the Roman theatre of Aspendos in Turkey, visualized as it was in the 3rd century, and the on-site AR simulation of a digitally restored Thermopolium situated at the archeological site of Pompeii in Italy. In order to enhance both simulated 3D environments, either case study presents the inclusion of real time animated virtual humans, which are re-enacting situations and activities that were typically performed in such sites during ancient times. Furthermore, the implemented modeling and real time illumination strategies of both the textured static 3D models of the sites and the simulated dynamic virtual humans are equally presented and compared. Keywords—Cultural Heritage, Illumination models, Mixed Reality, Real time Animation, Virtual Humans, Virtual Reality 1. INTRODUCTION The activities that participate in the protection of our common cultural heritage are not exclusively confined to the physical preservation of ancient sites against the threatening effects exerted by external hindering factors and agents, such as weather, climatic changes or the effects of the passing of time. Thus, we believe that both the dissemination of pertinent information that might promote a better understating of the contextualized social role that such places occupied in the ancient societies, and the scientific assistance that 3D visualization technologies might offer to further the comprehension of the historical hypothesis related to such sites, are essential contributors to the protection of such heritage. Consequently, in order to achieve a coherent and historically meaningful virtual visualization of any heritage site, it is crucial not only to proceed to the preparation of scientifically correct representation of its architectural qualities, but it is equally essential to present the relations that existed between the physical site, its social function and the people that used to live at the time in which it was still in use. In such respect, it is hence primordial to extend the traditionally conceived virtual heritage experiences with the inclusion of historically plausible virtual humans reenacting activities typically preformed in the time dependant context of the restituted site, thus adding a human dimension to otherwise sterile simulations devoid of any social dimension. In this presentation we will illustrate two case studies featuring the inhabited real time restitution of two heritage sites, visualized as they were during the Roman period, exhibiting the inclusion of contextualized storytelling scenarios in order to further the immersion of the user and promote a better understanding of the social function that such structures were occupying in their contemporary societies. The two case studies that will be employed to illustrate our methodology are based on the results of the EU founded projects ERATO [1] and LIFEPLUS [2]. Since the ERATO project features a full VR simulation and LIFEPLUS an AR setup for an on site experience, we demonstrate a different technological implementation of the same common methodological approach that happen to be both the backbone of our virtual heritage application creation pipeline and the main topic of this presentation. 1.1 Overview After a brief introduction on the general subject of the article and a quick overview of the previous work related to the specific topic covered by our presentation, we will detail the data gathering process that has been carried out in the first stages of the development of our presented case studies (section 2). Thus, we will present the collected material and the historical sources that were employed to assist the 3D modeling, mesh creation and texturing of all the elements constituting the restituted 3D models of the considered sites (section 3) and of the virtual humans inhabiting such spaces (section 4). In section 5, we illustrate the techniques associated with the preparation of the interactive elements that participate in the real time reenactment of the activities performed by the animated virtual humans, such as body motion, facial animation, sound, music and scenario based interaction. The details regarding the rendering and lighting strategies implemented in the real time simulations are introduced in section 6, while the specific implementation of the prepared elements in a VR or AR setup is discussed in section 7, where the specificities, advantages and drawbacks of either approach are presented. Finally, in section 8, we illustrate the results of our VR-AR simulations accompanied by some final considerations on the performances of both setups and on the future work that might be required to further enhance such experiences (section 9). 1.2 Previous work Virtual and Augmented Reality-based heritage experiences shall ideally give the visitor the opportunity to feel that they are present at significant places and times in the past, stimulating a variety of senses in order to allow the experiencing of what it would have felt like to be there. However, a review of the range of projects described as Virtual Heritage [3] [4] [5] [6] [7] shows numerous examples of virtual reconstructions, virtual museums and immersive virtual reality systems built as reconstructions of historic sites, but with limited inclusion of virtual life. Engaging characters that are needed in an interactive experience are now slowly coming into focus with recent EU funded IST projects [8]. The main reason for their slow adoption is due to a) the incapability of current VR-AR rendering technology for realistic, entertaining, interactive and engaging synthetic characters and b) lack of interesting interaction paradigms for character-based installations c) lack of effective frameworks for multidisciplinary synergies and common understanding between historians, architects, archaeologists and computer scientists. In this article we attempt to address such issues through the presentation of a complete methodology that has been applied to recreate 3D interactive real time virtual and augmented reality simulations with the inclusion of realistic animated virtual human actors exhibiting personality, emotion, body and speech simulations, and re-enacting staged storytelling scenarios. Although initially targeted at Cultural Heritage Sites, the illustrated methodology is by no means exclusively limited to such subjects, but can be extended to encompass other types of applications. Hence, we stress that with the assistance of a modern real time VRAR framework suited for the simulation and visualization of interactive animated and compelling virtual characters, such virtual experiences can be significantly enhanced and that the presented content might greatly benefit from the inclusion of a dramatic tension achieved through the implementation of a scenario based interaction. The abandonment of the traditional concepts usually associated with the simulation of static virtual worlds, which mainly feature limited interaction and simplified event representations, for the adoption of an interactive historically coherent character-based event representation is the prime subject and main concern of this presentation. 2. HISTORICAL AND ARCHEOLOGICAL SOURCES In order to succeed a scientifically valid virtual restitution of a given heritage site, one of the most critical aspects of the preliminary data collection phase is the gathering of pertinent and reliable historical sources, both concerning the studied edifices and the social aspects structuring the daily life of the people that used to live at such times. Since in archeology related virtual reconstruction projects the amount of available architectural data is generally limited, due to the fact that parts of the concerned structures are often now missing, it is therefore necessary to proceed to the formulation of restitution hypothesis in order to constitute a coherent simulation of the visual qualities of the sites targeted by the visualization attempts. Consequently, a close collaboration with external advisors providing pertinent expertise, combined with the use of modern 3D visualization tools and technologies as a mean to test, study and validate specific structural hypothesis, is an essential requirement to achieve a plausible representation of the appearance that the simulated sites might have had at a specific time in the past. In this section we will briefly introduce some historical data concerning the two sites constituting our case studies and we will present the different sources that were employed as a base for the realization of our VR and AR real time simulations. 2.1 The Theatre of Aspendos The theatre of Aspendos (Fig. 1) is the best preserved roman theatre in Asia Minor, and it is calculated that it was built around 161-180 A.D. during the reign of emperor Marcus Aurelius. Certain remains in the theatre of Aspendos and oral sources imply that the theatre was used as a caravanserai (Merchants' Inn) when in 1078, Pamphylia was claimed by the Seljuk Turks. In 1392 ottoman reign sat in and, by the declaration of the Republic of Turkey in 1923, Aspendos took its place within the boarders of the Turkish province of Antalya. Fig. 1. The Aspendos Theatre in Antalya. It was only after the rediscovery of the theatre by European archaeologists in the 19th century, that an architectural evaluation of the structure became an issue and that the building caught the attention of scientists such as Lanckoronski [9] and Texier [10]. 2.2 Lucius Placidus Thermopolium in Pompeii The ancient city of Pompeii, which is located in western Italy in the Campania region near Naples, is one of the world's best known Roman archaeological sites. Its notoriety comes both from the tales related to its spectacular and terrible destruction and from the extraordinary conservation state of its remaining, both consequential to Mount Vesuvius devastating eruption that happened the 24th of august 79 AD. The Thermopolium building that has been chosen for the on-site AR simulation experiment in the frame of the LIFEPLUS project (Fig. 2) is one of the better preserved and most decorated taverns still existing at the Pompeii’s site. Fig. 2. Lucius Vetutius Placidus Thermopolium in Pompeii. According to the inscriptions painted on the front of the building and the tituli picti of the amphorae found in the garden, it has been established that the name of the shopkeeper of the Thermopolium, and also owner of the adjacent communicating house, was a certain Lucius Vetutius Placidus. 2.3 Sources employed to restitute the sites In order to restitute an accurate representation of the studied sites in their historically time-dependant context, several sources where used to assist and support the virtual reconstruction effort. The employed base material extends from architectural plans and sections used as reference for the 3D reconstruction of the edifices, to detailed topographical and geological data to represent at a larger scale the environment in which the sites are located, to hand drawn archeological restitution studies (samples shown in Fig. 3) to assist the formulation of solid hypothesis regarding the visualization of the missing structural elements that were present in the past and are now lost. However, in the case of large sites, the necessity to widen and cross-check the gathered paper-based architectural and archeological data arises from the fact that such documentation generally exhibits some precision related issues. Fig. 3. Architectural plan (left) and hand drawn restitution (right) of the Aspendos Theatre Building [9]. Thus, on-site surveys of the studied sites have been conducted to collect complementary measurements and high-definition digital video and photographic data to be used as reference and support for the 3D modeling phase and as a base for the extraction and digital restoration of the diffuse textures to be applied to the modeled surfaces of the restituted buildings. Finally, where no pertinent data whatsoever could be found on specific missing structural elements, after having sought external assessment and archeological advice, comparable elements still existing on similar sites have been used as main references to complete our 3D virtual restitutions. 2.4 Sources used to create historically coherent virtual humans To achieve a convincing virtual representation of the visual appearance and social behaviors that people were exhibiting during a past historical period, it is necessary to consider the different societal and functional aspects that were defining their daily life. Such elements may range from the identification of specific codified social conducts, rules, or particular dress codes, such as the ones that could be related to their clothing or hairstyling culture and practices (samples shown in Fig. 4), to the creation of virtual models and animated scenarios that correctly represent the daily habits that were typical of the studied site at a given historical period. Hence, a highly interdisciplinary approach has been deployed in order to gather all the significant data required to fully cover the extent of the information necessary to succeed a historically coherent 3D restitution of the virtually inhabited heritage sites targeted by our case studies. Fig. 4. Roman hairstyles and outfits of the 2nd century. Thus, in order to assist the data collection process whilst referring wherever possible to any accessible pertinent written or visual data available in literature, published studies or public museums, such as drawings, sketches, frescos, engravings, iconographic or photographic material, further complementary external historical, archeological and sociological expertise has equally been sought. 3. 3D GEOMETRICAL RESTITUTION OF THE SITES The main technical challenge that the presented case studies propose is to achieve a historically plausible and a visually pleasing representation of the appearance of the concerned sites in a 3D interactive real time environment, whilst maintaining a sufficient degree of geometrical precision to ensure a faithful restitution of the architectural qualities of the studied heritage items. Since the amount of geometrical detail, and thus the total number of polygons that can be used to render the geometrical complexity of a give model, ought to consider the available hardware limitations of the hosting platforms and the inherent constraints of any real time application, a careful preparation and optimization of the modeled 3D meshes is necessary in order to ensure real time animation and interaction capabilities to the final simulation. Consequently, it is of prime importance to find a suitable compromise in the trade-off that exists between precision, performances and visual impact of the simulations, in order to guarantee an optimum balance in all the elements that participate in the virtual restitutions. Hence, memory overload related issues or performance drops due to an excessive weight of either the loaded files or the visualized models need to be equally considered during the modeling phases of either the static buildings and the virtual humans, as well as during the texturing, illumination and animation stages. In this section we will thus illustrate such concerns trough the presentation of the strategies that have been used in our case studies. More specifically, we will exemplify our design choices with the presentation of a few examples pertaining to the Aspendos theatre simulation. Although the implemented methodology extends to both case studies, the Aspendos heritage site better illustrates our approach since it presents an extreme geometrical complexity and a notable amount of architectural detail that requires a more pronounced application of such strategies. 3.1 3D model of the external environments In order to model the Aspendos site environment, namely the hill upon which the Theatre is built and its immediate surroundings, accurate topographic data was provided in the form of a 2D elevation map of the area featuring elevation lines every 1 meter. Since such raw data alone does not allow a straightforward creation of an accurate textured 3D mesh of the terrain, the following methodology has been implemented in order to produce the final 3D model of the virtual environment. In a first stage of the pipeline, the elevation lines present on the topographic map of the area have been isolated from the other structures, as for instance roads and buildings, and have been imported as a sole block from the provided CAD file into the 3D Studio MAX software package. Then, the imported splines have been separated, regrouped and placed in the 3D space by their height relative to the lowest elevation line. The repositioned splines were then used to build a high polygon 3D mesh (80.000 polygons) from which a grayscale elevation map has been extracted to be used to procedurally generate a multilayered diffuse texture employing the Terragen terrain modeling software [33] by means of distribution parameters such as relative height of the polygons, their orientation and their slope. In order to meet the needs of a real time simulation, a simplified version of the 3D model of the terrain (4.500 polygons) has also been prepared through automatic optimization and manual refining to be mapped with the previously prepared procedural texture which incorporated most of the geometrical detail of the high polygon mesh (Fig. 5 top). Fig. 5. Preparation of the procedurally textured low polygon mesh of the Aspendos terrain (top), illumination baked textures of the site (bottom). To enhance the visual quality of the 3D surface of the terrain, in a latter stage of the project the procedural texture applied to the model has been replaced with a texture map representing the current appearance of the modern site. Such texture has been created using a combination of several satellite images that have been manually edited, color corrected and shaded using an occlusion map and a rendered shadow pass of the direct light in the 3D scene (i.e. the hard shadow cast by the virtual sun). Finally, the illumination baked texture representing the modern environment has been modified and edited to remove all the modern elements, such as the parking lot, to produce the Roman version of the texture to be used in the final simulation (Fig. 5 bottom). To further increase the visual impact of the restituted environment, the addition of trees and vegetation has been included with the implementation of simple billboard techniques as illustrated in Fig. 6. Such billboards, representing a total of more than 30 different types of trees, have been prepared using as starting point real images of trees and bushes that have been edited to isolate their shape from their original background, and to add an alpha channel to allow their visualization with transparency effects. Fig. 6. Final model of the Aspendos environment with the inclusion of billboards to render the trees. However, the choice of the type of trees to include in the simulation and their placement is only an extrapolation based on the direct observation of the modern site, since unfortunately no historical data on the vegetation present at Roman times was available. 3.2 Modeling and texturing of the buildings For the realization of the 3D model of the Aspendos site, polygonal modeling techniques were preferred. Critical parts of the model, such as the Cavea, due to its extremely complex geometrical features, were given special attention to keep an acceptable trade-off between visual accuracy and the performance of the real time simulation. Moreover, wherever possible, the model’s surfaces were defined as single sided objects in order not to burden the final meshes with an excessive amount of hidden polygons. Furthermore, in order not to compromise the speed of the simulation, due to an overload caused by an excessively dense mesh, all the carved decorations of the stage building are rendered with the use of textures, since their geometrical features are negligible compared to the scale of the building and the scope of the simulation (samples shown in Fig. 7). the application of selective color suppression methods, the color cast caused by the varying illumination present during the data gathering process has been removed and neutralized to allow a consistent relighting of the virtual surfaces of the real time animated model using colored lightmaps. However, unlike the process applied in [8], for the Aspendos site virtual restoration was not considered: the edifice features in fact little, or none, colored decorative motives, and generally the surface materials consist of stone pattern variations. 3.3 Reconstruction hypothesis In order to visualize the studied sites in their fully restituted state, it is necessary to carefully consider the possible reconstruction hypothesis concerning the elements that were present in the past and that are now no longer existing or available. In the case of the Aspendos site, for instance, elements such as the Velum covering the theatre, the roofing of the secondary buildings, as well as a significant difference in the level of the ground, since part of the building is still buried, had to be pondered before proceeding to the constitution of the final 3D model of the site. The preparation of the 3D model of the Velum covering the theatre thus required special attention during the modeling phase: in fact, two contradicting sources were available (as illustrated by Fig. 8), namely the restitution plans by Izenour [11] and the ones by de Bernardi [12]. Hence, to define a plausible virtual restitution, the hypothesis presented by Izenour was kept as reference because his assumption, based upon a parallel with the Rome Coliseum Velum, succeeds in explaining all the ropes attach points still existing at the exterior of the theatre. After having sought external archeological and historical expertise, a modified version of Izenour interpretation has finally been implemented in order to address a further issue concerning the positioning of the lateral sections of the Velum: such hypothesis would have in fact implied a practical impossibility to operate the moving ropes used to open and close such sections from the roof of the secondary buildings. Fig. 7. Detail of the 3D Aspendos scene building with and without textures. In order to create the texture tiles to be mapped on the 3D geometry of the restituted theatre, the creation of a library of the main identified diffuse material textures present on the site has been made using as a base the onsite taken high resolution digital photographs: 150 different color corrected textures that can be tiled seamlessly on the objects of the 3D scene have therefore been prepared and assigned to the model’s surfaces. During the color correction phase, the diffuse tiles have undergone several modifications to adjust their saturation, contrast and hue to similar levels in order to prevent visual discontinuities between neighboring textured surfaces. Furthermore, with Fig. 8. Aspendos Velum plan by Izenour (center left) and by de Bernardi (center right). Moreover, the formulation of a suitable restitution hypothesis concerning the roof of the side structures of the theatre, arising from the presence of a height discrepancy in the available restitution studies between such structures and the adjacent Cavea roof, has been equally addressed with the creation of a test set of more than 12 different 3D virtual reconstructions illustrating the more plausible and viable hypothesis. Fig. 9. Samples from the Aspendos roof testing set: lower scene roof and steep height change between lateral sections (left), higher scene roof and progressive height change in the roof of the lateral buildings (right). Through direct experimentation and inspection of the 3D models, a subset of propositions deemed as the more likely from the structural and practical point of view have been compared to restrict the final choice to a only a few possibilities (samples from the test set shown in Fig. 9). Subsequently, the chosen propositions have been presented to external advisors and thus a final version for the 3D restitution of such structural element of the theatre has been implemented. 3.4 Illumination strategies To further enhance the visual impact of the real time simulation of the concerned sites, the addition of diffuse and hard shadows cast by the sun plays a central role. At an earlier stage of the virtual restitutions a full texture baking approach of a pre-computed radiosity solution has therefore been used. This approach however implies the creation of one texture per object: the bigger is the object, the higher the resolution of the generated texture has to be in order to avoid visual discontinuities, hence the risk to overload the video memory, either with excessively high resolution textures or by too many generated textures, is addressed. overload issue. In order to visually simulate a more convincing virtual illumination of the Aspendos site, the use of High Dynamic Range Image Based Lighting has been implemented. However, since the Aspendos virtual model had to be simulated under specific lighting conditions and at specific dates and hours of the day, the use of virtually generated light probes, allowing an arbitrary positioning of the direct sunlight, by means of parameters such as location, date and time, has been implemented to compute a global illumination solution for the creation of the lightmaps to be used for the real time simulation (Fig. 10). Such approach allows, in fact, the dissociation of the lighting information from the material textures, and consequently allows for an overall better visual quality of the real time rendered surfaces and a reduction of the total weight of all the textures loaded into memory to perform the simulation (Results shown in Fig. 11). Fig. 11. Real time simulated model of the Aspendos theatre illuminated using a light map-diffuse map approach. In order to further optimize the performance of the real time application, all the lightmaps have been also downsampled to a size of 256x256 pixels and have been blurred to remove possible compression artifacts due to their small size in comparison to the spatial extension of their assigned surfaces. 4. 3D VIRTUAL ACTORS Fig. 10. Aspendos theatre rendered using a virtual light probe as input for the global illumination computation. To overcome these restrictions the adoption of a lightmap and diffuse-map real time multi-texturing approach has been adopted due to the fact that the diffuse textures can be tiled, and thus their resolution becomes independent from the size of the object upon which they are mapped. Secondly the light maps can be downsized to very low resolutions without compromising the overall visual impact of the simulation, therefore eliminating the video memory While attempting a comprehensive virtual restitution of an archaeological or historical site, the range of relevant dimensions that ought to be considered should not be exclusively limited to the representation of its mere physical structure, but shall extend as well to social and local historical aspects. Thus, the addition of historically consistent virtual humans into virtual reconstructions both allows for a better understanding of the use of the architectural structures present on the site, and permits the creation of more realistic simulations with the inclusion of specific ambiences, atmospheres or dramatic elements. Hence, the choice to stage a real time virtual reenactment of a Roman play in the simulated Aspendos Theatre, and a daily life scenario to be performed at the augmented Termopolium in Pompeii, has been made to enhance our simulations with the inclusion of such dimensions. After having gathered all the cultural and historical information and sources, the preparation of the 3D virtual actors, with their corresponding musical instruments, masks, garments and props, has been carried out according to the specific restrictions inherent to any real time simulation. The following section gives an overview of the different phases that were necessary to complete the modeling and animation of virtual human models that have been implemented into our virtual and augmented reality case studies. 4.1 Geometrical modeling of the actor’s 3D meshes In order to create the animated virtual humans, the definition of the 3D meshes and the design of the skin surfaces of their body models have been conducted employing automatic generation methods, using real world measurement data, coupled with manual editing and refining. The main approach that was implemented in our case studies utilizes an in-house system based on examples [13]. The benefits of such method are threefold: first, the resolutions of the generated models are adapted for real time animation purposes; second, different bodies can be generated easily and rapidly modifying the base parameters of the template models (basic setup presented in Fig. 12); third, since the implemented system uses real world data as reference by conforming a template model onto a scanned model, the generated meshes visually provide realistic results. refinement phase then iteratively improves the fitting accuracy by minimizing the shape difference between the template and the scanned data. Fig. 13. Skeleton fitting and fine skin refinement. Since the implemented system employs a template body which is based on a 3D model that has been specifically designed for real time animation purposes, the final model inherits and encapsulates all the required structural components, such as bone and skin attachment data, thus allowing the generated virtual human to be animated at any time during the process, through skin attachment recalculation, and to exhibit real time animation ready capabilities. 4.2 Creation of the 3D garments To re-create the visual appearance exhibited by ancient clothes, source data such has frescos, mosaics and statues, coupled with written descriptions and complementary historical information concerning the garments, fabrics, colors and accessories has been used as a base to dress the virtual humans (Fig. 14). The virtual garment assembly is executed using an in-house platform that employs general mechanical and collision detection schemes to allow the rapid 3D virtual prototyping of multiple interacting garments [15][16]. Fig. 12. Skeleton hierarchy (a), template model (b), skinning setup (c). The main assumption underlying such methodology is that any body geometry can be either obtained or approximated by deforming a template model. In order to succeed the necessary fitting process, a number of existing methods, such as [14], could be used effectively. However, the basic idea that has been adopted in the present case is based on a feature based approach, as presented in [13], where a set of pre-selected landmarks and feature points is used to measure the fitting accuracy and guide the automatic conformation. The implemented algorithm that drives such process presents two main phases: the skeleton fitting and the fine refinement (depicted in Fig. 13). The first stage of the process linearly approximates the posture and proportion of the scanned body model by conforming the template mesh to the scanned data through skeletondriven deformation and, employing feature points, it defines the joint parameters that minimize the distance between corresponding feature locations. The fine Fig. 14. Creation of virtual garment. The implemented system integrates the design of 2D patterns, the physical simulation of fabrics around animated virtual human bodies, and features comfortability evaluation and real time animation and visualization capabilities of the simulated results. The collected data, such as the patterns of different cloths and the gathered historical visual references and descriptions, have been used to restitute the different types of outfits that have been applied to the simulated virtual humans. The creation of a 3D geometrical representation of an entire garment suited for real time animation purposes requires several stages. First, the creation of the basic patterns constituting the main elements of the garment is made in a 2D space employing as modeling reference the silhouette of the target 3d body. Second, the obtained patterns are placed around the target virtual body and seamed in a 3D space. ancient musical instruments real-world references were employed, which were built in the frame of an experimental archeology experience carried out by the musicology department of YTU. Fig. 15. Cloth simulation of a Roman tunic (left) and Chiton (right). Third, once the texturing and garment physical properties definition phases are complete, the interactive fitting process of the virtual garment is started employing a mechanical simulation featuring advanced collision detection and reparation capabilities [16] (Fig. 15) which forces the modeled surfaces to approach along the seam lines and to deform according to the 3D shape of the underlying body. The final position displayed by the dressed virtual human after the completion of the simulation process constitutes then a suitable starting point to apply any animation file, such as motion capture data, in order to calculate the animation key-frames for the simulated cloth. 4.3 Virtual Human’s accessories Since the activities reenacted by the virtual humans in the selected case studies were requiring the inclusion of various auxiliary objects in the virtual environments, the preparation of 3D models of such accessories has been carried out. Among the prepared additional 3D objects, we may cite the ones that are manipulated by the virtual characters, as for instance the amphorae in the Thermopolium simulation, the musical instruments in the Aspendos simulation, or the some elements of the outfits such as the masks of the virtual actors performing in the virtual Aspendos restitution. Fig. 16. Roman theatre actor’s outfits [17]. Thus, historical data, such as engravings and frescoes, as well as iconographic and photographic material (Fig. 16), such as [17] has been used to support to completion of the 3D polygonal models of the considered accessories. While the modeling of the basic accessories required an in-depth research to define a plausible representation of their restituted appearance, to create the 3D meshes of the Fig. 17. 3D Roman Musicians with accessories. The finished 3D models of the instruments, masks and accessories (Fig. 17), have then been linked to the bodies of the 3D virtual humans to allow their manipulation and animation during the real time simulation. These objects have been connected to the skeleton of the virtual humans, and their position and orientation have been adjusted according to their movements. To ensure a maximum accuracy in the postures and animations reproduced by the virtual humans while interacting with such accessories, world scale representations of such elements, featuring comparable weight and size, were used during the motion capture sessions to mimic the effect they might exert on the recorded actions. 5. 3D INTERACTIVE REAL TIME VIRTUAL VISUALIZATION OF ANCIENT INHABITED PLACES The case studies described in this paper present the inclusion of real time animated virtual humans that are reenacting situations and activities that were typically performed in roman sites during ancient times. The simulated scenes are composed by different elements, both visual and non-visual, such as the 3D models of the actors, the 3D environment, sounds, music, voices and behavioral rules. In order to assist the creation of such complex scenarios, which involve different actions and require a precise control of the simulation events, a scripting language has been implemented to handle and drive the interactions between all the simulated elements. Hence, for each particular scenario, a dedicated system configuration data file specifying the necessary system parameters, the required physical environment parameters and the parameters concerning the VR and AR devices used to output the visual results, has been prepared to control the simulations. Moreover, several scripts have equally been prepared in order to define and time in detail the atomic behavior of complex elements, such as the actions to be performed by the animated virtual humans. 5.1 Activities reenacted by the virtual humans in the selected case studies Five different scenario based simulations have been prepared for the two case studies: two scenarios describing daily life situations in Pompeii, respectively taking place in the Thermopolium of Vetutius Placidus and in a garden of a villa located nearby, and three excerpts from Greek dramas to be reenacted in the virtually restituted Theatre of Aspendos, including the Agamemnon of Aeschylus, the Antigone of Sophocles and a choral song from the Iliad. Although the implemented approach extends to both case studies, we will detail in this section the scenario prepared for the Thermopolium site in Pompeii, since it involves several interactions between many virtual actors at the same time thus requiring an increased complexity in the scripts driving the simulation. Taverns were common and characteristic social gathering places in the ancient Pompeii. They were public establishments where hot food and drinks were served, and where many people used to meet in order to eat, drink, play or simply talk. As introduced beforehand, the Thermopolium of Vetutius Placidus, located half a way in Via dell’Abbondanza, has been chosen for the realization of an AR real time simulation. The structure of the considered building is simple and typical of the Roman period, and is one of the best preserved on the archeological site, since most of its original furniture was found during site’s excavation. The preparation of the main scenario has been entrusted to a professional team of screenwriters assisted by archaeologists and specialists in Ancient Pompeian life whose role was to supervise and guide the process, thus ensuring that the final result would have been historically valid. Hence, the final implemented scenario has been structured as taking place inside the tavern main entrance room, whilst including acoustical clues and additional background noises suggesting the presence of several other people in the adjacent rooms. Secondly, the virtual characters performing the simulation were defined as acting as they normally would have in a real tavern and as exhibiting historically consistent outfits in order to mimic and virtually recreate specific scenes that can still be observed on the frescos on-site and reproduce dialogues taken from inscriptions found there. character modeling and animation phases, several references to real world examples were employed. To support the creation of the virtual dresses, for instance, and to provide tangible physical references for their simulation, real prototype counterparts were designed, tested and commissioned to a tailor using the available historical data. Moreover, to assist the motion capturing sessions, and to provide the character animators with solid visual references and clear guidelines to prepare and time the actions performed by the virtual humans, all the events and dialogues of the scenario have been filmed and recorded while being reenacted by professional actors (Fig. 18). 5.2 Animating the Virtual actors To create the animation files to be applied to the virtual humans (Fig. 19), a VICON Optical Motion Capture system based on markers [18] has been used. As previously introduced, in order to assist such process, several video references where employed as support for the motion capturing sessions: in both case studies digitally recorded video sequences featuring real actors playing the scenarios to be virtually reproduced have been prepared with the assistance of the historical advisors. Then, a projector has been used to screen the real actor’s performances in order to provide the motion captured subject with an appropriate reference to time his movements and synchronize his actions with the recorded sounds and dialogues. After the completion of a postprocessing phase, the captured movements corresponding to the various parts of the scenarios to be reenacted have been converted to separate keyframed animations ready to be applied to our H-Anim skeleton hierarchy compliant virtual characters. Since the final animation resulting from the application of motion captured data generally exhibits a realistic motion behavior but a limited flexibility, the different recorded tracks have been connected to each other to produce complex smooth sequences featuring no interruption during their execution. Fig. 19. Motion captured data loaded on top of a Virtual Human 3D model employing an H-Anim skeleton template. Fig. 18. Excerpt from the on-site filmed live action reference footage. In order to succeed the transposition of the scripted scenario into the virtual simulation and to assist the To this end, a specialized engine that can blend several different types of motions, including real time idle motions and key-frame animations [19], has been implemented as a service into our in-house VR-AR framework [27] to control both face and body animation. A large set of blending tools has been implemented, ranging from time warping, to splitting and fading operations. The advantage of using such a generic approach is that once a blending tool has been defined, it can be used again for any type of animation, regardless of its structure. In order to be able to apply and employ the defined blending tools, only a simple interface is required between the data structure used for blending, and the original animation structure. An overview of the blending engine is provided in Fig. 20. Fig. 20. Overview of the blending engine data structure. To link specific actions and animation files to the virtual humans, as well as to allow a transparent access to the parameters of the blending engine, an XML file has been prepared for each virtual character loaded into a given scene. The implemented service also includes an integrated player that plays and blends in real time all the scheduled animations in a separate thread for all the humans in the scene during the 3D simulation [19]. 5.3 Integration of sound and music To further the user’s immersion, and to enhance the overall believability of the simulated spaces featuring reenacted scenario-based events performed by animated 3D virtual humans, the inclusion of sounds, voices and musical elements constitutes a fundamental contribution. In the frame of our case studies, different strategies have been implemented depending on the type, precision and final scope of the simulated sound sources. In such respect we can therefore consider as separate cases the voices of the virtual actors, requiring an accurate synchronization with their movements, a proper spatial positioning and a suitable acoustical intelligibility, the background noises produced outside the direct focus of the simulation, and any accompanying music serving dramatic or narrative purposes. Due to the fact that in the presented case studies the implementation of the background noises and the accompanying music has been mostly a straightforward process, therefore not requiring the deployment of any particular or specific technique, we will focus on the first case constituted by the rendering of the actor’s voices. Since the restituted virtual actors shall embody people that used to live at a specific site during a given historical period, the choice of the language to be used for the preparation of the sound files to be played during the final simulation ought to be pondered. While it might be considered as an acceptable compromise to actually simulate the spoken interactions between the different virtual humans using modern spoken languages, such as for instance modern English, in the Aspendos simulation it was otherwise preferred to provide the simulated virtual humans with English captioned ancient Greek and Latin spoken lines. Such dialogues and lines have been prepared with the supervision of historical consultants and have been recorded in an anechoic chamber while being performed by real actors. Subsequent to the recording phase, the anechoic files have undergone an auralization process based on ray tracing techniques [20]; the geometrical 3D model of the site, available surface material data and impulse-response measurements, realized both on-site with a dummy head and on a scale model to validate the simulation [34], were then employed to create position dependant acoustical physical simulations of the sounds sources. In the real time simulation the generated binaural sound files have been linked to interactive area triggers, thus allowing the user to accurately perceive and experience the simulated voices from specific positions in the restituted virtual site as he would have on the real one, while preserving his capability to freely explore in real time the simulated 3D model. Finally, the prerecorded sounds have been manipulated in a Python scripting environment to constitute the final scenario, which details the temporal concatenation of the sound files, and have been used as reference to create the facial animation and lip-sync effects applied to the 3D real time virtual humans. An example of the python based storytelling scripts is given in [22]. 6. RENDERING REAL TIME VIRTUAL CHARACTERS WITH A ‘KEY-FILL’ ILLUMINATION MODEL 6.1 Real HDR light probe acquisition One method that can be used to capture a greater dynamic range in still scenes is to shoot multiple exposures, which appropriately capture the tonal detail in dark and bright regions in turn. Fig. 21. Capturing process of a light probe via a mirrored chrome ball at different exposures and the resulting HDR light probe and cube map. These images can then be combined to create a high dynamic range (HDR) image [21]. Applying this method, we then use the pixel values from all available photographs as a spherical area light to construct an accurate map of the incident radiance in the scene, up to a factor of scale as defined and visualized via a GPU fragment shader based on the RGBE file format. 6.2 Dynamic Precomputed Radiance Transfer (PRT) Our main contribution with respect to previous PRT methods[19][24][25][26] is in the identification of the elements of an illumination model that allows for precomputing the radiance response of a modeled human surface and dynamically transforms this transfer in the local deformed frame. Previous basic research efforts from the areas of computational physics/chemistry in the calculation of atomic orbitals has uncovered a wealth of tools and identified Spherical Harmonics as the most appropriate basis for approximating spherical functions in the sphere. Finally in the area of AR we extend current Image Based Lighting techniques, which produced the most accurate and seamless, yet offline, augmentations, and substitute the costly, offline Global Illumination Radiosity part with our real time Dynamic Precomputed Radiance Transfer Model (dPRT) [19] which is based on the recent global illumination for real-time precomputed radiance transfer algorithm by [25] which approximates the rendering equation in real-time. 6.3 ‘Key-fill’ illumination model On a cinematographic set, the "key light" is the principal source of light, while the "fill light" refers to the source that creates the ambiance lighting: as type of even lighting one gets in a room where the sun bounces off the walls and covers almost the whole area. For this reason, the fill light is usually created with indirect illumination, such as a spotlight reflected on a white piece of cardboard. Industrial Light&Magic™ has been relying in gray-chrome spheres in order to identify the key-fill lights in a real scene and match them in an ad-hoc manner with the virtual lights lighting the virtual augmentations. Following the previous example process of cinematography, we employ a similar analogy for virtual humans in augmented reality where we assume that the reflected radiance at each vertex is a result of a ‘key-fill’ light, which are responsible for local-direct and globalindirect lighting respectively. Thus the Fill light (F) is approximated via the dynamic PRT method for lowfrequency GI and the Key light (K) by a local direct light (with an example Phong-Blinn BRDF fr ) and a depth map V(l) visibility test comparison that allows for high frequency shadowing. The following final equation [10] illustrates the final outgoing radiance Lo: Where the notation index of the above equations is given in the table below (where prime variables (e.g. x’) are defined in local space and non prime ones are global (e.g. x) ): Notation Index Incident viewing direction(global) Incident light direction (global) Position(global) Normal (global) Outgoing radiance BRDF Self-shadowing function dPRT VH SH GI Hemisphere direction Intensity of point light ‘j’ / squared distance ‘r’ of light source from point x Diffuse shadowed merged Transfer [22] Environment map radiance Dynamic Precomputed Radiance Tr ansfer Virtual human Spherical harmonics Global illumination However such an approximation is not new, as Blinn, Phong also based their models by partitioning their reflectance models into ambient, diffuse and specular components and even [23] followed a similar approach for real time static scenes. Nonetheless, our combination of low-frequency dPRT and high-frequency direct lighting with Depth Shadow mapping has been proven unique [26], allowing for a simple, robust all frequency lightingshadowing model for real time, skeleton-based deformable VHs. With our key-fill model (Fig. 22), the VH fixed selfshadowing is given according to the skin-binding pose by dPRT as well as the response to the area light by rotating according to each joint world matrix the SH area light. Hence as it is shown in Fig. 22, one point light is used to calculate a depth-map and create a sharp shadow where the rest of the dPRT area light (environment light) to account for GI. Consecutively, the sharp, high-frequency shadowing is provided by the key light(s) according to the first product term in the equation presented above. Another recent approach from [24] allows for dynamic low-frequency PRT via spherical harmonics exponentation, however it is not clear if this approach could be applied in an AR setup for virtual character simulation. In our approach we have utilized GPU vertex shader programs to realize the above equation for each vertex of the deformed VH mesh, executed at each frame. In the following figure we are presenting a comparison between our ‘key - fill’ illumination model and an offline rendering in AR. We have captured the area light (only bouncing sunlight coming from an office window) in the real scene and have projected the HDR environment map in spherical harmonics according to precomputed radiance transfer [25]. Then, applying our “key-fill” algorithm, the correct response to the area light has been calculated every frame for the deformable virtual character. In Fig. 23 we have been interactively altering both the exposure of the real camera as well as the one of the virtual camera: in the first frame both real and virtual camera share the same low exposure setting, in the middle frame the virtual camera has higher exposure and in the final third frame both virtual and real cameras have the same exposure setting. Fig. 22. Our ‘key-fill’ for multi-segmented virtual actors illumination model (left) as opposed to offline sky-light ray-tracing (right). Different video cameras and tracking algorithms were used in the offline case study. 6.4 AR Exposure matching process Our simple HDRI Illumination registration algorithm is based on the following observations: Although geometrical registration is achieved by transferring localization information from the real camera to the virtual, the rich illumination controls such as exposure, shutter speed and f/stop of the real camera have rarely been simulated on the virtual camera. This shortcoming has been established due to the lack of a common shared space between the real and virtual illumination models. HDRI images provide an ideal common illumination space. By extending the photographic Exposure = Irradiance*Time analogy to the virtual world establishing the common HDRI Irradiance, we can establish an analogy of the real-virtual camera exposure matching. In Fig. 23, we illustrate such an interactive exposure matching, based on our “key-fill” algorithm. Fig. 24. Our key-fill illumination model. In order to ameliorate the lack of high frequency sharp shadowing projected by the virtual into the real scene, we thus employ the key-fill illumination model. This algorithm allows the approximation of the previous dPRT lowfrequency lighting with high-frequency point lights in the Rendering Equation, which is responsible for sharp shadowing between virtual and real objects. Although various PRT algorithms do exist for complete all-frequency lighting [26] it is has not been clear before how this can be applied on dynamic, skeleton-based, deformable VHs. Also as this involves a mobile, wearable AR system, real time performance and robustness is of crucial importance. 7. REAL TIME IMPLEMENTATION Fig. 23. Interactive Exposure Matching with Key-Fill. In order to proceed with the rapid development of such demanding high performance interactive immersive VR and AR applications, featuring advanced virtual human simulation technologies and advanced lighting effects, we adopted the VHD++ real time framework (overview depicted in Fig. 25), as described in [27], which addresses the most common problems related to the development, extension and integration of heterogeneous simulation technologies under a single system roof while combining both framework (complexity curbing) and component (complexity hiding) based software engineering methodologies. Fig. 25. VHD++ MR Framework Overview. As a result, a large scale architecture and code reuse has been achieved which has allowed to radically increase the development efficiency and robustness of the final VR and AR applications targeting the virtually restituted archeological sites of Aspendos and Pompeii. The Aspendos simulation features a complete VR inhabited interactive reconstruction of the archeological site using as input devices a standard keyboard and a mouse while employing a stereo projector and a polarized screen to offer to the user a 3D perception of the simulated space. While the Aspendos simulation features and extremely complex geometry and a huge polygonal model to be animated in real time, the Pompeii AR application exhibits a simpler scene which however requires real time markerless camera tracking [28][29] and perspective registration capabilities on a mobile setup [2][22] to allow the user to experience on-site the restituted augmentations of the real space through an HMD. Finally, in order to manage the simulation events on both the VR and AR setups, the implemented software architecture allows the control of the interactive scenario states through the selective application of Python scripts at run-time. Such mechanism therefore offers the ability to interactively and efficiently describe complex sequences of timed events and articulated scenarios as simple scripts which can control all the different elements participating in the real time simulations. Furthermore, such approach enables the user to modify in real time any data in use by the current simulation, such as the behaviors of the digital actors or the position and animation of the virtual cameras, therefore allowing the simulation to continue running whilst modifications are performed. 8. RESULTS The basic scenegraph OpenGL renderer that has been implemented in our VHD++ framework is OpenScenegraph that has been both successfully integrated and tested in the ERATO and LIFEPLUS platforms. The aggressive view frustum culling allows the final scene of Aspendos site, featuring a model constituted by more than 300.000 polygons, and requiring 1GB of total textures size, to be rendered on a stereo projector at ~20fps, according to the view frustum and part of the visible scene within the virtual camera frustum. Such scene includes the full 3D model of the Aspendos theatre, featuring radiosity processed lightmaps applied at material level to simulate global illumination trough a multi-texturing approach, and 3D real time virtual actors illuminated through PRT (precomputed radiance transfer) [22]. Regarding the reconstructed theatre, offline light-mapping rendering methods have been utilized in order to allow the viewing of the theatre under the static area light created using the Aspendos virtual Light probe. The main reason for the implementation of a static lightmap solution was the fact that the reconstructed model exhibited a very high polygonal count and a high number of required texture memory, thus making any real time algorithm difficult to apply. Fig. 26 illustrates a final example featuring 3D Virtual Humans rendered via our extended precomputed radiance transfer algorithm for illumination registration [19] in the virtual inhabited world of the Aspendos site, employing the same area light used to statically illuminate the mesh of the theatre of Aspendos. Finally the virtual actors and their clothes were modeled based on the work described in [30]. The verses are spoken in ancient Greek and the excerpt has been chosen from the tragedy “Antigone” of Sophocles. To meet the hardware requirements for the Pompeii AR simulation, a single P4 3.20 GHz Mobile Workstation with a Geforce FX5600Go NVIDIA graphics card and an IEEE1394 Unibrain Camera [31], for fast image acquisition in a video-see-through iglasses SVGAPro [32] monoscopic HMD setup, were used to create the basic setup for an advanced immersive simulation. Fig. 26. Screenshots from the final VR simulation of the Theatre of Aspen dos featuring real time illumination through PRT and lightmaps (right) vs a simulation exhibiting standard illumination methods only (left). Our AR-VR framework applied to the final Thermopolium AR restitution, featuring 5 fully simulated virtual humans, 20 smart interactive objects, 1 python script and 1 occluder geometry, allows the simulation to run at 20fps for the camera tracker and 17fps for the main MR simulation in a controlled environment and at 13fps and 12 fps respectively during the on-site trial. Results are depicted in Fig. 27. Fig. 27. AR Setup used on-site for the real time simulation (top), virtual scene calculated by the computer (bottom left), real environment augmented with virtual elements as seen through the HMD (bottom right). The following figure illustrates examples of our ‘keyfill’ illumination model compared with previous methods, in both AR as well as VR contexts: VR-AR framework, which is able to manage indistinctly real time virtual and augmented reality full character simulations exhibiting body, face and cloth animation. However, there are still limitations with respect to a) real-time animation of clothes (not physically correct in real-time) as well as b) real-time rendering (as dPRT does not account for sharp shadowing casted e.g. from limbs to trunk) as well as c) presence of user in the virtual environment, as the virtual humans do not notice the presence of real users and thus interact with them in natural ways. Moreover, there is still a lot of room for improvement, specifically concerning the illumination registration method which employs real light on the virtual scene. Currently, certain issues regarding this particular point have been addressed with the introduction of High Dynamic Range Image Based Lighting for virtual character simulations [22], combined with Dynamic Precomputed Radiance Transfer, to yield real time results featuring Global Illumination effects. Nevertheless, mainly due to current hardware limitations, such method does not yet allow the simultaneous inclusion in the simulated environments of more than three fully animated and lighted virtual characters without causing noticeable performance drops in the frame rate. Therefore, optimizing the rendering speed and the overall performance of the simulations, whilst keeping such complex illumination effects and extending of the maximum number of high fidelity virtual humans included in the real time environments, will be one of our priorities for further development. Secondly, we will seek to complete the array of the features exhibited by our simulated virtual humans with the inclusion of real time hair simulation, dynamic level-of-detail and advanced interaction capabilities with the user, including voice recognition and speech synthesis. 10. CONCLUSIONS Fig. 28. Our real time ‘key-fill’ illumination model (middle, right colum n) as opposed to standard Phong (left column). 9. FUTURE WORK AND LIMITATIONS Through the application of the same basic methodology presented in this article, we were able to prepare all the necessary elements participating in both our case studies. Furthermore, for both cases, we succeeded in achieving real time interaction capabilities with the support of our As a concluding remark we would like to stress that any virtual restitution targeting highly complex heritage sites inherently requires accurate choices for each phase of the modeling, texturing, lighting and implementation processes, and special attention must be always used when the models have to be prepared for a real time simulation exhibiting the inclusion of animated virtual historical characters. Furthermore precise and reliable source data is critical to achieve scientifically correct and accurate restitutions. Finally, we would like to mention as well that performing interpretative and comparative studies is also a necessary step when the intended restitutions are targeting lost architectural elements of the considered heritage sites. Therefore, modern 3D visualization technologies could be employed to perform virtual experimental archeology tests, thus offering new possibilities to validate, compare and explore in a 3D environment reconstruction theories and hypothesis. ACKNOWLEDGEMENTS The presented work has been supported by the Swiss Federal Office for Education and Science in frame of the EU INCO-MED ERATO project and in frame of the EU FP5 IST LIFEPLUS project. The authors would like to thank Arjan Egges for its work on the idle motion service and animation blending engine. Moreover, the authors would like to thank as well Christiane Luible and Marlène Arevalo-Poizat for their design work on the animated virtual humans. REFERENCES [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] ERATO Project, http://www.at.oersted.dtu.dk/~erato/index.htm. LIFEPLUS Project, http://www.miralab.unige.ch/subpages/lifeplus/ Virtual Heritage Network 2004, http://www.virtualheritage.net. Y. 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In Journal of Sound and Vibration, Vol. 232-1, 2000. Nadia Magnenat-Thalmann has pioneered research into virtual humans over the last 20 years. She studied at the University of Geneva and obtained several bachelor degrees including Psychology, Biology, and Computer Science. She received a MSc in Biochemistry in l972 and a PhD in Quantum Physics in 1977. From 1977 to 1989, she was a Professor at the University of Montreal in Canada. In l989, she founded MIRALab, an interdisciplinary creative research laboratory at the University of Geneva. She may be contacted at MIRALab, CUI, University of Geneva, 24, Rue General Dufour, CH-1211, Geneve 4, SWITZERLAND. Email : [email protected] Alessandro E. Foni is a research assistant and a 3D designer at MIRALab, University of Geneva. He holds degrees in Political Sciences and Information Systems from the University of Geneva. In the field of Computer Sciences his main interests are directed towards database conception, 3D animation and modeling techniques, Virtual Cultural Heritage and architectural design. Email : [email protected] Georgios Papagiannakis is a computer scientist and senior researcher at MIRALab, University of Geneva. He obtained his PhD in Computer Science at the University of Geneva, his B.Eng. (Hons) in Computer Systems Engineering, at the University of Manchester Institute of Science and Technology (UMIST) and his M.Sc (Hons) in Advanced Computing, at the University of Bristol. His research interests are mostly confined in the areas of mixed reality illumination models, real-time rendering, virtual cultural heritage and programmable graphics. Email: [email protected] Nedjma Cadi-Yazli is a research assistant and a 3D designer at MIRALab, University of Geneva. She was graduated in School of Architecture, University of Geneva in 1998. Her main interest in the field of Computer Sciences are directed towards 3D modeling and animation of virtual humans, Cultural Heritage and architectural design. Email: [email protected]
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