Jin, Li and Wen, Zhigang (2008) A cost-effective approach to cultural heritage representation using game engines. In: New Media Art Conference 2008, 7-9th Nov 2008, Shanghai, China. Tongji University Press, pp. 121-132. ISBN 9787560838496Full text not available from this repository.
A game engine as the core software component provides the underlying technologies to address the common technical issues required in a video game and other real time interactive application. After exploring the architecture of a generic game engine, we identify its core components including the graphics engine, physics engine, sound engine and their key functionalities required by applications. In this paper, we propose a cost-effective approach to using a game engine to enable simplified and rapid development of cultural heritage applications. We describe the main system features including asset management, even-based real-time interaction, and dynamic scene management provided in an integrated development environment. We also discuss the common critical implementation issues for cultural heritage representation including the main architecture construction, environmental aspects involvement such as terrain generation, multiple levels teleporting, and cinematic view creation. Using this approach, a virtual heritage application is successfully prototyped and runs in UnrealEngine2 Run Time environment.
|Item Type:||Book Section|
|Uncontrolled Keywords:||Game engines, real time representation, virtual heritage, unreal run time environments|
|Subjects:||University of Westminster > Science and Technology > Electronics and Computer Science, School of (No longer in use)|
|Depositing User:||Miss Nina Watts|
|Date Deposited:||20 Jan 2009 15:02|
|Last Modified:||19 Oct 2009 15:00|
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