Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
Artificial life for computer graphics
Communications of the ACM
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Discovering Petra: Archaeological Analysis in VR
IEEE Computer Graphics and Applications
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
System for authoring highly interactive, personality-rich interactive characters
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Crowdbrush: interactive authoring of real-time crowd scenes
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
A case study of a virtual audience in a reconstruction of an ancient Roman odeon in Aphrodisias
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Graphical Models
Crowd modeling and simulation technologies
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
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Significant multidisciplinary efforts combining archaeology and computer science have yielded virtual reconstructions of archaeological sites for visualization. Yet comparatively little attention has been paid to the difficult problem of populating these models, not only to enhance the quality of the visualization, but also to arrive at quantitative computer simulations of the human inhabitants that can help test hypotheses about the possible uses of these sites in ancient times. We introduce an artificial life approach to populating large-scale reconstructions of archaeological sites with virtual humans. Unlike conventional “crowd” models, our comprehensive, detailed models of individual autonomous pedestrians span several modeling levels, including appearance, locomotion, perception, behavior, and cognition. We review our human simulation system and its application to a “modern archaeological” recreation of activity in New York City’s original Pennsylvania Station. We also describe an extension of our system and present its novel application to the visualization of possible human activity in a reconstruction of the Great Temple of ancient Petra in Jordan.