GCH 2023 - Eurographics Workshop on Graphics and Cultural Heritage
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Browsing GCH 2023 - Eurographics Workshop on Graphics and Cultural Heritage by Subject "Animation"
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Item Inferring the Routes of Prehistoric Humans(The Eurographics Association, 2023) Rahary, Adrien Ramanana; Lorre-Guidt, Mylène; Grégoire, Sophie; Cani, Marie-Paule; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaPrehistoric research is in high demand for 3D simulation to help validate hypotheses and enrich knowledge. While previous multidisciplinary studies focused on the reconstruction of ecosystems around excavation sites, this work takes up a new issue: deducing and visualizing the routes and the time taken by the hominids to reach the places where they harvested their resources, based on field data about raw material sources, the paleoclimate, and the surrounding ecosystem. We rely on the energy consumption of a simplified version of a walking character to compute the most likely locomotion speed and the best routes between input sites of interest, while taking into account local slopes, ground types and the presence of vegetation along the way. We show that this approach allows to evaluate the duration of the typical journeys of Homo heidelbergensis staying at the Caune de l'Arago (France) to collect lithic raw materials and to hunt - allowing archaeologists to deepen their knowledge of economic and territorial practices to the Lower Paleolithic and the Acheulean culture, 500,000 years ago.Item Interacting with Ancient Egypt Remains in High-Fidelity Virtual Reality Experiences(The Eurographics Association, 2023) Restivo, Simone; Cannavò, Alberto; Terzoli, Martina; Mezzino, Davide; Spallone, Roberta; Lamberti, Fabrizio; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaWith the continuous advancement of Virtual Reality (VR) and related technologies, it is possible to envisage ever new ways to let users experience cultural heritage. Like in any application domain, however, one of the limitations to the effectiveness of VR is related to the level of immersion and presence that can be delivered. This paper presents the pipeline that has been developed to create narrative experiences in which users are immersed in a visually realistic virtual environment, where a curator of the Museo Egizio in Turin guides them in the interaction with some of the objects of the Museum's collection.