In order to display huge scenes with virtual human inhabitants evolving inside a virtual city, we propose a methodology to create and manage different levels of detail for a well-segmented scene without "re-meshing" the scene during simulation. A database dedicated to urban life simulation providing data for planning human actions and behaviour is completed in such a way to furnish also information about the most adapted displayed representation. In this paper we propose a methodology for scene modelling. The scene is analysed and completed in order to create a database containing information needed for urban life simulation. Designers need and create rules for scene creation and some tools for database visualisation and manipulation are presented
Marina Zapater Sancho, José Luis Risco Martin, Kevin Henares Vilaboa
Giovanni Pizzi, Ivano Eligio Castelli, Leonid Kahle, Sebastiaan Philippe Huber, Felix Tim Bölle, Jie Yuan