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Simulating the Evolution of Ancient Fortified Cities
Computer Graphics Forum ( IF 2.5 ) Pub Date : 2020-01-23 , DOI: 10.1111/cgf.13897
Albert Mas 1 , Ignacio Martin 1 , Gustavo Patow 1
Affiliation  

Ancient cities and castles are ubiquitous cultural heritage structures all over Europe, and countless digital creations (e.g. movies and games) use them for storytelling. However, they got little or no attention in the computer graphics literature. This paper aims to close the gap between historical and geometrical modelling, by presenting a framework that allows the forward and inverse design of ancient city (e.g. castles and walled cities) evolution along history. The main component is an interactive loop that cycles over a number of years simulating the evolution of a city. The user can define events, such as battles, city growth, wall creations or expansions, or any other historical event. Firstly, cities (or castles) and their walls are created, and, later on, expanded to encompass civil or strategic facilities to protect. In our framework, battle simulations are used to detect weaknesses and strengthen them, evolving to accommodate to developments in offensive weaponry. We conducted both forward and inverse design tests on three different scenarios: the city of Carcassone (France), the city of Gerunda (Spain) and the Ciutadella in ancient Barcelona. All the results have been validated by historians who helped fine‐tune the different parameters involved in the simulations.

中文翻译:

模拟古代要塞城市的演变

古城和城堡是欧洲无处不在的文化遗产建筑,无数的数字创作(例如电影和游戏)使用它们来讲述故事。然而,它们在计算机图形学文献中很少或根本没有受到关注。本文旨在缩小历史和几何建模之间的差距,通过提出一个框架,允许古代城市(例如城堡和城墙)沿历史演变的正向和反向设计。主要组成部分是一个交互式循环,它在多年内循环模拟城市的演变。用户可以定义事件,例如战斗、城市发展、墙壁创建或扩展,或任何其他历史事件。首先,创建城市(或城堡)及其城墙,然后扩展到包括要保护的民用或战略设施。在我们的框架中,战斗模拟用于检测弱点并加强弱点,不断发展以适应进攻性武器的发展。我们对三种不同的场景进行了正向和反向设计测试:卡尔卡松市(法国)、赫伦达市(西班牙)和古巴塞罗那的 Ciutadella。所有结果都得到了历史学家的验证,他们帮助微调了模拟中涉及的不同参数。
更新日期:2020-01-23
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