Procedural Modeling for Ancient Maya Cityscapes - Initial Methodological Challenges and Solutions

dc.contributor.authorRichards-Rissetto, Heatheren_US
dc.contributor.authorPlessing, Rachelen_US
dc.contributor.editorGabriele Guidi and Roberto Scopigno and Juan Barcelóen_US
dc.date.accessioned2016-01-06T08:25:49Z
dc.date.available2016-01-06T08:25:49Z
dc.date.issued2015en_US
dc.description.abstractDigital reconstruction of 3D cityscapes is expensive, time-consuming, and requires significant expertise. We need a 3D modeling approach that streamlines the integration of multiple data types in a time-efficient and low-cost manner. Procedural modeling-rapid proto-typing of 3D models from a set of rules- offers a potential solution to this problem because it allows scholars to create digital reconstructions that can be quickly updated and used to test and formulate alternative hypotheses that are derived from and linked to underlying archaeological data. While procedural modeling is being used to visualize ancient Roman, Etruscan, and Greek cities, in the Maya region the approach has only been applied to reconstructions of individual buildings and not an entire city. In this paper, we present initial methodological challenges and solutions to procedural modeling of ancient Maya cityscapes using the UNESCO World Heritage Site of Copan, Honduras as a case study.en_US
dc.description.sectionheadersShort Papers - Understanding, Representing and Visualizing Architecturesen_US
dc.description.seriesinformationInternational Congress on Digital Heritage - Theme 3 - Analysis And Interpretationen_US
dc.identifier.doi10.1109/DigitalHeritage.2015.7419458en_US
dc.identifier.isbn978-1-5090-0048-7en_US
dc.identifier.urihttps://doi.org/10.1109/DigitalHeritage.2015.7419458en_US
dc.publisherIEEEen_US
dc.subjectProcedural Modelingen_US
dc.subjectLandscape Archaeologyen_US
dc.subjectAncient Mayaen_US
dc.subject3D Visualizationen_US
dc.subjectArchitectureen_US
dc.titleProcedural Modeling for Ancient Maya Cityscapes - Initial Methodological Challenges and Solutionsen_US
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