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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