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Virtual Archeology and Visualization
3D
Modeling and Visualization for Archaeology and the 3D Recreation/Animation Projects in Archaeology Issues and Ethics Concerning Model Creation Background Information/ Basic Definitions
3D Recreation/Animation Projects in Archaeology The
CRATE Project - Created and designed by Snow Winters of the Center for Advanced Spatial Technologies at the University of Arkansas, Fayetteville The CRATE Project was created by high school students participating in the EAST program (Environmental and Spatial Technologies) at the Center for Advanced Spatial Technologies. The project focuses on the 3D recreation and reconstruction of the Parkin Archaeological Site located in Northeast Arkansas. In the first year of the project, the students reconstructed the interior of a typical 16th century Casqui village house complete with artifacts which can be viewed in the animation sequence. SoftImage and Adobe Photoshop were the principal programs used to create the model. The project was extended in the second year by augmenting the first years work with additional scenes and extended flythrough time and also by creating a secondary flyover of the entire site of Parkin (using Visual Nature Studio software). In addition to the animated movies, images of the 3D artifacts are also made available for viewing (and manipulation) by the user. Celebrating 1000 Years of the Olympic Games: A 3D VR of Ancient Olympia - In conjunction with the Sydney 2000 Olympic Games, the Powerhouse Museum hosted an exhibition titled: 1000 Years of the Olympic Games – Treasures of Ancient Greece. Two principal components of this exhibition were the creation of a 3D VR of the ancient city of Olympia and a 3D scanning/imaging of the Statue of Zeus. Related Publication: Ogleby, Cliff 2001 Olympia – home of the ancient and modern Olympic games a virtual reality three dimensional experience In: International Archives of Photogrammetry and Remote Sensing A VR model of the Ancient city of Olympia and a 3D scanning and imaging of the Statue of Zeus were created as part of an exhibition to celebrate 1000 years of the Olympic Games in Greece. For the visualization of Olympia, a digital elevation layer served as the base layer upon which structures were placed according to their location in the archaeological record. Publications from excavations provided much of the information on the style and appearance of the architecture. 3D Studio Max was the principal software used to create the models and animations. Two animation sequences were created and visitors to Ancient Olympia were guided along the site with a narrative explaining the site’s history. A 3D digital copy of the Statue of Zeus was also created using a Modelmaker Laser Scanner on a Faro 3D Coordinate Measurement Arm. The entire structure was digitized over several days and was projected lifesize in “real time” on a screen in the exhibition. Sipapu Chetro Ketl Great Kiva: A 3D Reconstruction of a Sacred Anasazi Kiva - Site created and designed by John Kanter of the Department of Anthropology and Geography at Georgia State University This website hosts a Quicktime VR of a Great Kiva located in Chaco Canyon, New Mexico. There are several options to viewing the interior of the Kiva including an interactive movie, a “fly-through,” and a web-enhanced tour equipped with additional texts, images and artwork associated with the kiva. Within the kiva, there are fairly accurate depictions of ancient art and pottery. Audio files of Native American chants/music are also available and provide a nice touch while viewing the visualizations, particularly the “fly-through.” There is also an option to view and rotate the pottery pieces individually (VR object files). The VR Kiva was created using Metacreations Infini-D.
Ceren Web Resource: Computer Modeling and Visualization for the Ceren Site in El Salvador - Site created by Payson D. Sheets, Anthropology professor at the University of Colorado, Boulder Known
as the “Pompeii of the New World,” the Ceren site was buried
by ashes fourteen centuries ago. The website provides information about
Ceren using Shockwave, QTVR interactive movies and VR fly-throughs.
It is particularly neat to step inside the structures and to view them
and the artifacts associated with them from various angles and locations.
It appears that the artifacts displayed within each structure are positioned
as they were when the structure was excavated. While there is information
provided about the Ceren site, there is very little info on the actual
construction of the images or on their overall “archaeological
accuracy.” (Needs better documentation). The Virtual Assyria Project -
One of the main projects of Learning Sites, Inc. Donovan, Patricia 2001 Palace
unearthed with digital "tools: UB archaeologists, engineers
virtually "reconstruct" ancient Assyrian structure University
of Buffalo Reporter. 13 September. Vol 33, No 3. The first stages of the Virtual Assyrian project detailing the virtual reconstruction of the palace of Ashurnasirpal are discussed. The reconstruction is described by Donovan as “a high resolution virtual world” where users can “walk” through at their own pace, navigating the massive courtyards, anterooms, throne room, and corridors, going in whatever direction they choose, turning corners, touching (and feeling) structural details and decorative items.” The project is a multimedia construction that links excavation materials such as drawings and photographs with descriptive texts and high-resolution 3D graphics. The projects main collaborators are identified and quoted throughout the text and the benefits of the project as an educational as well as a researching tool are discussed by the project researchers.
Related websites posted in the text: 2001 The
Northwest Palace of Ashur-nasir-pal II at Nimrud, UB Virtual Site
Museum This
is the University of Buffalo’s website describing the project.
A summary of the project is given along with a list of project researchers
as well as links to relevant news briefs. Descriptions detailing some
of the methods used for the construction of the interactive virtual
environments are also provided (i.e. the creation of VRML files and
software packages used) and there are several preliminary Quicktime
and Real Player sequences that can be viewed. This
site details more of the technical aspects associated with the creation
of the 3D VR model of the northwest palace. The site includes a detailed
description of how a rendered 3D model is generated using the appropriate
software, scanned drawings and photographs. Recent renderings as well
as a complete VR model of the palace throne room are also viewable.
A description of the history of the palace and the project are also
provided. Of particular importance is the discussion of the “rationale
for the details of the reconstruction” under the “Recent
Renderings” link. Links to relevant conference papers and presentations
are also posted. Keywords: digital (virtual) archaeology, Immersadesk ™, Cave ™, haptic (touch) tools, “intelligent agents,” 3D Studio Max, and many, many, more. A Virtual Tour of Dudley Castle To access the images of Dudley Castle, simply click on the image of the castle’s exterior. This takes you to a page that describes the Dudley Castle Virtual Tours System and also includes several 3D reconstructed images (4) of the castle. The Virtual Walkthrough of Dudley Castle is not actually provided on the site but apparently has been setup as a virtual display at the visitor’s center of the actual castle remains in England. The website describes the processes involved in creating the walkthrough including decisions concerning user interaction with the model, real time rendering capabilities, and software selection. In the final 3D model/walkthrough, the user is guided on a “tour” of the castle along “preset” virtual paths accompanied by the narration of a castle character. The user is given some options as to what direction they can move in at critical junctures in the virtual tour. Also provided on the site is an actual picture of the VR systems setup as it is being operated by Queen Elizabeth, the first operator of the system during its grand opening at the visitor center. Dennis Holloway, An Architect in Northern New Mexico presents Virtual Reality Archaeology
Archaeoguide Archaeoguide is currently building a 3D-VR system or an “Augmented Reality-based Cultural Heritage Onsite Guide” that will allow users to “virtually” view, interact with, and learn about cultural heritage sites. The pilot system will be tested at a world heritage site in Greece. The website explains the processes, hardware, and software upon which the system is to operate and also contains links to all of the recent publications and deliverables posted on the both the project’s and system’s development. User’s will be able to navigate the system in real time mode (through the orientation tracking component of the system) while viewing 3D reconstructions of missing artifacts and site ruins. The user will also be able to interact with the virtual world by using specific hand gestures and (phrases) speech which will allow them to obtain information on various features in the model. More detailed explanations of the project and other technical details can be read in the various publications posted on the site. While
the Charismatic project is complete, their website still contains a
wealth of information, reconstructions and renderings documenting the
project’s development and success. There are examples from several
cultural heritage sites including images and renderings from the Agora
in Athens to VR movies of Norwich Castle in England. The models use
virtual reality, 3D visualization, and intelligent avatars to recreate
the characters, events, and structures associated with the heritage
sites. The website contains a number of images including library elements
(structure components), wireframe models, and building reconstructions
that depict the process for creating the final renderings. There are
also several animations and movies, one of which illustrates the interactivity
between the user and the model through the system’s voice activation
component. An interesting component of Charismatic’s technique
is the use of virtual characters. These characters add a certain “organic” or
more realistic quality to the virtual worlds which helps to counter
the often “sterile” presence of the virtual environment.
For more information on Charismatic’s work, please view their
publications section provided at the following URL: The 3D Murale Project aims at developing and implementing 3D multimedia tools to “measure, reconstruct and visualize archaeological ruins in virtual reality.” The archaeological test site that the project is based is the ancient city of Sagalassos in Turkey. A goal of the project is to use these 3D techniques not just as fancy reconstruction or visualization tools but also as principle resources for the recording, measuring, and cataloguing of archaeological data collected during site excavation! A secondary goal therefore is to create a system that can be used by archaeologists (not computer specialists) during actual excavation processes. An important part of the system will be the database which will be used to store information on the various features and artifacts recovered in the excavation. Photogrammetric techniques as well as 3D scanners will be used to recreate virtual artifacts and to create 3D reconstructions of still standing structures. Once the project and database are complete, the components for the recreation of the entire site will already be present. The 3D site reconstruction can then be presented as it was recovered archaeologically in a series of phases over time ending with the last phase, the excavation. The visualization therefore will avoid presenting the site as a “static entity” but will rather display it as “a vibrant place that under went a lot of changes throughout its existence.” The complete 3D recording and visualization of an archaeological site is a truly advanced concept that combines the intrigue of archaeological subject matter with the latest technological advances in the realm of 3D computing.
Archave is an interactive VR system that models both an excavation (stratigraphic sequences, in situ artifacts, etc) and the reconstruction of a site (based on information from the excavation). Users can view excavation sequences and the features/artifacts recovered from excavations positioned in their “real or in situ” positions in the 3D site model. Through the systems interactive component, users can also query and retrieve information about the artifacts. The system is also designed for research allowing archaeologists to analyze (and visualize) the spatial relationships between objects in the system. ARCHAVE runs in different immersive virtual environments including the cave, the barco baron table, a head-mounted display and a desktop display. One of the test sites for system’s cave environment application was The Great Temple in Petra, Jordan. This project has yet to be completed but preliminary finds and publications regarding the project and the entire ARCHAVE project can be found in the publications section on the site (located directly at the URL above). Virtual Wroxeter Roman Fortress Created by the University of Birmingham Field Archaeology Unit, this virtual reconstruction is the first of a phase of models designed to document and illustrate the history of the Roman fortress in Wroxeter, England. Virtual Wroxeter is an educational package made available for download and installation on personal computers. The package contains a 3D model of the site as well as descriptive texts made available in three education levels that describe various features and events associated with the site. Users can naviagate the 3D model using the control panel provided by the software and click on various features in the model to learn more about them. A guided fly-through is also provided as an option. According to the website, the model was generated based on data from excavations, aerial photography and geophysics. For the buildings that had no documentary evidence, studies of other similar fortresses were consulted. Troia VR is a series of 3D computer reconstructions that document the nine major phases of occupation/excavation of the city of Troy in Turkey. The phases cover over 4000 years (3000 BC – 1300 AD) of history of the city. For each of the nine phases (excluding Troy I), a series of 3D reconstructions are viewable by interactively clicking on highlighted areas of an aerial photograph of the city. The reconstructions are specific to certain areas of the site. Some of the reconstructions are displayed interactively with excavation data (actual images of the excavation) which can be viewed by moving the cursor from the 3D reconstruction to the descriptive text. Other reconstructions are displayed from multiple views and in varying levels of detail. The Troia VR Project sites archaeological documentation (excavation reports, site plans, photographs etc…), comparable sites, artistic representations, and ethnoarchaeology as the main building blocks for the 3D recreations of the ancient city. Like-A-Fishhook/Ft.
Berthold - Created by faculty and staff of the Archaeology Technologies Laboratory at North Dakota State University This site hosts several 3D animations and walkthroughs of the Like-A-Fishhook site in central North Dakota. The site, also known as Ft. Berthold, was occupied simultaneously by the Mandan, Arikara, and Hidatsa tribes and is currently underwater due to the damming of the Missouri River. While I could not view the “Simulation” page of the website, two walkthroughs, one of the village and one of a lodge, and an animation sequence were viewable. A brief history is also included along with old photographs of the site. However, there was no documentation of modeling processes posted on the website nor any descriptions of the data, methods, and softwares used. (Needs better documentation). 3D Computer Animations and Archaeological Reconstructions This site developed by Kevin Callahan at the University of Minnesota offers several animation sequences and flyovers of major archaeological sites worldwide. The sites presented include Stonehenge, the Great Pyramids, Chichen Itza, Cahokia Mounds and several more. Callahan explains that his reconstructions are based only partly on actual archaeological data and are more artistic reconstructions to be used for general educational purposes. Nonetheless, his models to provide a good example of 3D reconstructions in an archaeological context. Self-described on their site as “the leader in reliable archaeological visualizations for interactive education and research,” Learning Sites, Inc. is indeed one of the major producers of 3D reconstructions for archaeological sites all over the world. Their projects include high resolution renderings, animations, and virtual worlds for sites ranging from Greece to Egypt to Assyria (see Virtual Assyria entry above). Their website contains hundreds of 3D reconstructions, descriptive texts describing the history of the archaeological sites as well as the creation the 3D reconstructions, and numerous publications and presentations that document their work. As well as promoting the benefits and advantages to using and creating 3D archaeological reconstructions, this website is also an excellent educational source for understanding the actual history and archaeology of the sites that are featured. Learning Sites, Inc. also sponsors the Virtual Worlds in Archaeology Initiative whose goal it is to “facilitate the preservation, cataloguing, and active use [of] the virtual ancient worlds already completed, being built, or in preparation” for archaeological sites worldwide. A link to a current list –still under construction - of these sites, their collaborators, and developing projects can be accessed from the Learning Sites home page and for convenience is provided below (see Participants page). http://www.learningsites.com/Frame_layout01.htm Theatron is a small company that specializes in the use and creation of virtual reality for cultural heritage sites. Their projects include but are not limited to the reconstruction of large theatre plexes. The website contains several images of theatre 3D reconstructions including the Theatre of Pompei, the Hellerau Festspielhaus in Germany, and the Stage of Dionysis and also reconstruction of other non-theatre sites such as the Kilmartin Valley in Scotalnd. Theatron also sponsors The Theatron Project, a project funded by the European Commission to promote the use of VR for the education of European theatre history. The
Virtual Heritage Network is “an international organization designed
to promote the utilization of technology for the education, interpretation,
conservation and preservation of Natural, Cultural and World Heritage.” Their
website has an excellent collection of online papers and articles (full
text from 98-2000) that pertain to technology and the preservation
of culture heritage. To visit the VHN library, please click on the
following link: http://www.virtualheritage.net/library.cfm?UID=000000&LS=English&user=Guest Issues and Ethics Concerning Model Creation Creating and Using Virtual Reality: A Guide for the Arts and Humanities This site sponsored by the Arts and Humanities Data Service (AHDS) offers a comprehensive outline of the uses and applications of virtual reality in archaeology (and other disciplines in the humanities). The site includes a brief history of virtual reality including an overview of methods, techniques, and documentation as well as archiving practices. Basic VR definitions concerning the different VR techniques, levels of immersion, and different types of software are also included. The site has a fairly extensive bibliography and also includes a case study library that examines several of the current virtual reality projects being conducted in the humanities. These synopses are complete with the projects’ descriptions, method details (including the different VR techniques and softwares), and results. Overall, this website is a good information source for studying and understanding the use of virtual reality and other digital techniques in archaeology and the humanities. Ogleby, Cliff How real is your reality?: Versimilitude standards for the visualization of cultural heritage. Photogrammetry is now being used as a basis for the 3D reconstruction and visualization of culture heritage monuments and sites. Issues of photorealism, versimilitude, subjectivity, and authenticity are all valid concerns in the creation of these VR models. Ogleby briefly discusses the visualization process “from photogrammetry to virtual reality” and provides examples from the Ayutthaya project of how to make VR models more accurate and truthful to the reality of which they represent. He also suggests that creators of VR models provide an index of “model creation steps” to further validate the information presented in a 3D visualization. John Kantner Realism
Vs. Reality: Creating Virtual Reconstructions of Prehistoric Architecture “How real should we make our models?” In this article, Kanter discusses the issue of balancing archaeological reality (what is known about a site) with model realism (what is portrayed about a site). Often times, the line between what is real in a model verses what has been incorporated to add a more realistic appeal is difficult to discern. Kanter sites several factors that when properly evaluated in a model’s inceptive stage can help resolve these issues. According to Kanter, one of the most important things to consider are the goals of the project and the model’s intended audience. Other influential factors are the consideration of the desired product, the quality and quantity of archaeological data available, and technological capabilities. Kanter discusses as an example one of his best known works, the Sipapu Chetro Ketl Great Kiva reconstruction. He sites the goals of his project, major decisions he made, and how he confronted and resolved the challenges of the project. Kanter emphasizes the need to document the process of model construction which should include descriptions of the original data along with descriptions of critical interpretations that were made in the modeling process. Overall, model creators simply should be aware of their ability to misrepresent the past and most importantly, they should strive to maintain its integrity.
Clive Fencott Content
and Creativity in Virtual Environment Design This article presents more of a theoretical discussion of modeling and design principles in the creation of virtual environments (VE’s). Such considerations include the content of VE’s and how they are structured which ultimately affect the manner in which information is presented to the user in the virtual medium. How do designers structure a VE so that the user “accumulates an appropriate set of experiences so as to discover and remember the intended purpose of the VE?” Other abstract concepts such as the use of virtual space and the perception of the user (his presence) in the VE are also discussed. The author sites three “perceptual opportunites” of VE’s that can enhance the user’s VE experience. These are sureties, surprises, and shocks. Sureties are the elements in a VE that are conventional and predictable, surprises are exactly as the term suggests, “the nonmundane details” and shocks are brought about more as glitches in the system and VE design. Examples of each of these elements are provided in the text along with a description of a case study of the Cliff Lift at Saltburn. Ryan, Nick Documenting and Validating Virtual Archaeology This article presents some of the concerns in validating the information content of virtual reconstructions in archaeology. A case study of a Roman temple reconstruction of Canterbury is thoroughly examined and used as an example to explicate some of the problems concerning model documentation and to further advocate the role and development of metadata standards to resolve some of these issues. According to the author, the development of a universal metadata standard for VR projects in archaeology would “extend the critical apparatus we take for granted in scientific papers into the world of Virtual Archaeology,” in other words it will assign credibility and authenticity to these models. Within the text, three principle types of metadata formats in the XML language group are explored. Each of these are presented in detail and include languages for multimedia applications (SMIL), vector graphics (SVG), and virtual reality (X3D) applications. The author concludes the article by proposing an outline for a Virtual Archaeology Metadata Profile that could be further developed and used as a universal standard for VR systems creation in archaeology. A Good Source for Background Information/ Basic Definitions Reilly, Paul 1992 Three-dimensional modelling and primary archaeological data In Archaeology and the Information Age, edited by Paul Reilly and S. Rahtz, pp.147-173. Routledge, London. This
article begins with a brief description of solid modeling practices
in archaeology. The history of solid modeling in archaeology dates
to the mid-1980’s. Various pioneering projects include the reconstruction
of the temple precinct in Bath, England using DORA (Divided Object-Space
Ray-Casting Algorithm) and the fully animated tour of the Old Minster
of Winchester monument in England using WINSOM (IBM UK Scientific Centre’s
WINchester SOlikd Modeller). Reilly continues to discuss a number of
projects in archaeology that have used solid modeling with the discussion
of each project emphasizing a major point or contribution resulting
from the creation of each solid model. For instance, he emphasizes
that models are not solely fancy presentation tools but instead can
be used as primary analytical tools for initial explorations and visualizations
of raw data (examples provided). He defines and discusses an array
of terms associated with solid modeling practices including realism,
ray-tracing, photo-realism and also discusses some of the problems
associated with the subjectivity of model creations. The article concludes
with a discussion of the Grafland Project, a pilot project that aims
at the complete three dimensional recording or solid modeling of the
excavation of an archaeological site. Good Links to Other Virtual Arch Resource Compilations (Websites) Virtual Archaeology: How, What, Why, Links This site created by Minnesota State University contains basic descriptions of the methods and uses of virtual reality computing techniques in archaeology. The Links page contains links to some of virtual archaeology applications on the WWW. Not all of the links are specific to 3D site reconstruction. VAST 01’ Conference Proceedings A
web-based version of the 2001 VAST (Virtual Archaeology between Scientific
Research and Territorial Marketing) conference proceedings are provided
in both abstract and full text options (viewable as PDF’s). For
information regarding the 2000 conference proceedings see Compilation
Resources – Books below. The VAST conference series sponsored
in part by ACM SIGRAPH and Eurographics promotes the exploration and
use of virtual reality modeling techniques to archaeological applications.
This site contains a wealth of information documenting the current
uses, applications, methods, techniques, and issues concerning the
creation of virtual models and reconstructions in culture heritage
and archaeology. The list of resources provided on this site are only
a small component of the larger ACM(Association for Computing Machinery)
digital library collection. The ACM digital library contains full text
citations from ACM journal and newsletter articles and conference proceedings.
For a complete lists of the contents of the library, view the link
below: http://portal.acm.org/contents_dl.cfm?coll=portal&dl=ACM&CFID=11577385&CFTOKEN=93414629 This site developed by the Medieval Archaeology Area of the University of Siena provides a number of links to virtual archaeology sources on the web (again not specific to reconstructions). Many of the links on this site provided the basis for my research and have been further explored and documented in this bibliography. Virtual Archaeology: Links to Online Sources An online collection of resources to applications in Virtual Archaeology compiled by John W. Hoopes of the Department of Anthropology at the University of Kansas. Online Proceedings of ISPRS Events A list of links to various ISPRS conferences including international workshops on the “Visualization and Animation of Reality-based 3D Models” (2003), the “Visualization and Animation of Landscape” (2002) and “Recreating the Past – Visualization and Animation of Cultural Heritage” (2001). Within the individual conference links, there are additional links to download (in PDF format) all of the articles/papers presented at the specified conference. Between the three conferences listed above, over 100 articles are available for download in the areas of city modeling, structure modeling, object modeling, landscape visualization, and other topics including GIS, remote sensing, and photogrammetry applications. This site, sponsored by GISdevelopment.net, contains links to articles documenting the use of VR tools in archaeology. The articles are organized into principle interest areas which include: large cultural and natural heritage sites, digital surface modeling and visualization, airborne sensing, visualization and animation, recording and documentation and many others. Shape Lab – Local Events / Seminars and Publications links This site developed by the SHAPE Lab (Shape, Archaeology, Photogrammetry, Entropy) at Brown University offers a list of papers presented from a local conference series (1999 – Present) sponsored by SHAPE. Abstracts are available for all of the papers and some also have full text options. The publications link is a list of publications documenting SHAPEs various research projects. However, this link does not contain many full text citations. Good Links to Virtual Arch Resource Compilations (Books) Barcelo, Juan A. Maurizio Forte and Donald H. Sanders (eds) 2000 Virtual Reality in Archaeology . Archaeopress BAR International Series #843, Oxford. A synopsis of the contents of this book titled “The Diversity of Archaeological Virtual Worlds” by Juan A. Barcelo, Maurizio Forte, and Donald H. Sanders can be found at the following URL: http://www.learningsites.com/Support_pages/BFS_VRinA_intro.html This book is an excellent resource for researching and understanding the variety of applications of 3D modeling in archaeology. The text is divided into three sections: introductory papers, technical papers, and archaeological applications. The introductory papers discuss basic modeling concepts (i.e. how models are built) and also primary issues/considerations of the modeling process. The second block of papers deal with more technical issues such as rendering and lighting. And the third group of papers presents the various applications of 3D modeling in archaeology which include object (artifact) modeling, structural modeling, and reconstructive modeling. Also included are discussions on the different types of VR’s (immersive environments, panoramic VR’s, and internet and desktop displays). The book is concluded with an essay by Forte who discusses more of the theoretical concerns and issues of modeling. Overall, the book presents a comprehensive outline of virtual reality techniques in archaeology. A high quality CD-ROM of case studies is also included with the text. Nicilucci, Franco (ed) 2002 Virtual Archaeology: Proceedings of the VAST Euroconference, Arezzo 24-25 November 2000. Archaeopress BAR International Series #1075, Oxford. This text also offers a comprehensive and extensive collection of papers on Virtual Archaeology from the VAST 2000 conference. The papers included present the work and findings of some of the most esteemed professionals in the field. Topics again include the different extensions of Virtual Archaeology (i.e. object modeling and 3D scanning, structural modeling and photogrammetry, landscape modeling and GIS, etc…), the different formats/softwares available, and discussions on the ethics and issues of practice. Also a comprehensive source as the Virtual Reality in Archaeology text sited above. Considerations for building a 3D Model Technical Considerations Project Considerations
Principles of Systems
Design Theoretical Issues Landscape Visualization (GIS-based) The
Nasca/Palpa Project : A 3D recording of the lines of Nasca - Funded by the Swiss-Liechtenstein
Foundation for Archaeological Research Related Publications: Sauerbier, M. and K. Lambers. 2003 A 3D model of the Nasca Lines at Palpa (Peru). Paper presented at the International Workshop on Visualization and Animation of Reality-based 3D Models, Tarasp, Switzerland, 24-28.2.2003. In: International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol. XXXIV-5/W10 (CD-ROM). Methods of data acquisition and photogrammetric data processing for the Nasca/Palpa project are discussed in this article. These include the acquisition of large scale aerial photography, methods of aerotriangulation, DTM creation, 3D Vector extraction, and orthomosaic processing. The software and equipment used for each method are cited. The 3D model consists of the DTM, the orthomosaic texture, and the vector data (3 GB). Portions of the model were created using ERDAS IMAGINE Virtual GIS (still images), Open Inventor on SGI (fly throughs), and Terra Explorer on Skyline (real time visualization of complete model). Advantages and disadvantages of each of these software packages are discussed with a primary discussion of the Skyline software suite. The uses of the 3D model as a form of education and presentation to the public and as a basis for scientific research are also discussed. The 3D model is to serve as the basis for the GIS portion of the project that is currently being developed. Questions concerning the spatial relationship between the geoglyphs and their relation with the surrounding landscape are several avenues of analysis that intend to be explored with the developing GIS. Grün, A. and K. Lambers, in press: 2001 The Geoglyphs
of Nasca: 3-D recording and analysis with modern digital technologies Details of photogrammetric mapping procedure are discussed in slightly more detail. Definition is given for “Level of Detail” property of visualization software packages. A list of additional
publications related to this project can be found at: Keywords associated
with this project: Miyatsuka, Yoshito, Keiko Uno, and Ko-hei Sakumoto 2002 Archaeological
Visualization for Yangtze River Civilization in China Sakamoto, Ko-hei, and Hirofumi Chikatsu 2002 Computer
Reconstruction of the Past Objects and Visual Animation of Landscape Paper
presented at the International Workshop on Visualization and Animation
Of Landscape, Kunming, China 26-28.2.2003. In International Archives
of the Photogrammetry, Remote Sensing and Spatial Information Sciences,
Vol. XXXIV-5/W3. Both articles discuss the 3D recreation and modeling of the Cheng-Tau-Shan site located along the Yangtze River in China. Basic parts of the 3D model, such as houses and trees, were constructed based on archaeological evidence (in a CAD program). A DEM of the site was derived from aerial photos and was used as the base layer of the model. Vegetation data were derived from pollen analysis of archaeological remains and each faunal species was placed in the model according to its location depicted in the archaeological record. The structures in the model (the temples and palace) also exhibit their accurate dimensions and locations according to the archaeological record. 3D Studio Max was used to create the final visual animations. Although it is assumed, the use of a GIS is not specifically mentioned in either one of these articles. Structural/ Architectural (Digital Photogrammetry-based) The Ayutthaya Project Related Publications: 2001 The
ancient city of Ayutthaya - explorations in virtual reality and multi
media A 3D CAD model of Ayutthaya was created based on photogrammetric records of structures (chedi, prangs, and statues) in the city. Intergraph ImageStation was the primary software used to measure the stereo pairs and to further construct the 3D models. Due to the intricate detail of Thai structures, original textures were added to the virtual structures by placing scanned photographs of actual building surfaces in the model. For additional effect, real dancers and musicians dressed in traditional dress from the Ayutthaya period were digitally recorded and placed in the model through a process known as ‘chroma-keying.’ The audio and video clips of the dancers were transferred to a computer and composited with the 3D graphics to produce the final 3D model. The goal of the El Brujo Project is to reconstruct the ceiling of a ceremonial structure at the Huaco Cao Viejo. The ceiling collapsed during the eighth century and currently exists in the form of approximately 5,000 pieces. It was an exceptional structure with intricately painted designs which makes it unique from all other Moche ceilings which were traditionally white washed. Because of the fragile state of the ceiling pieces, the goal of the project to make a “digital copy” of each of the pieces and attempt to reassemble them using advanced computing techniques. Each of the pieces has been “digitized” using a scanner and computer and the features of each piece have been stored in a database. Attempts to refit the pieces are being made with the software “ARMADO.” This site describes the creation of a 360o QTVR panorama of the lifesize cast of Altar Q. Altar Q is a Mayan monument from Copan that is currently on display in the Harvard Peabody museum. Detailed information about the monument and about the history of Copan is also included on the site. The Alacemy is a ruined Roman basilica located in Cilicia (Southern Turkey). The goal of this project is to create a 3D reconstruction of the monument before it is further damaged. Using photogrammatic mapping techniques, the dimensions of the walls and other remaining structures of the basilica were measured and recorded to form the basis of the reconstruction. Additional information was obtained from excavations including site, building plans, terrain data and also from surveys of similar existing structures. The site contains a number of images including a small texture library (derived from onsite photos of the structure), indoor views of the reconstruction, and even a view of the reconstruction photomosaicked with an image of the actual ruins (to show the details and extent of the reconstruction as compared to the original). Visnovcova, Jana, Li Zhang, and Armin Gruen 2001 Generating a 3D model of Bayon tower using non-metric imagery In: International Archives of Photogrammetry and Remote Sensing The goal of this project was to create a 3D model of the Bayon tower using small format balloon images. The Bayon tower was chosen particularly because of its complex surface design. A sequence of 13 photographs were taken at specific intervals in a 360o circumference around the tower using a standard, analog 35 mm camera. The images were then triangulated, digitized, and mosaicked. MATCH-T was the software used to mosaic the images. Greater detail as to how the images were put together, how edges were matched and smoothed, how texture was applied and how the final 3D model was generated is further provided in the article. Keywords: photorealistic 3D model, phototriangulation, analytical plotter, image matching, point cloud editing, view-dependent texture mapping, fiducial marks, bundle adjustment, light conditions (illumination – a small discussion on the effects of in photorealistic modeling) Wood, Jason and Gill Chapman 1992 Three-dimensional computer visualization of historic buildings – with particular reference to reconstruction modelling In Archaeology and the Information Age, edited by Paul Reilly and S. Rahtz, pp.123-146. Routledge, London. Three-dimensional computerized models are typically created either as solid or surface models with the difference between the two techniques being in how the objects are created and how the information is stored about them in their respective softwares. This article begins with a brief definition of each modeling technique and then progresses into a discussion of two case studies from the Landcaster University archaeological unit (LUAU). The first case study (a solid model) involved the recreation of the Furness Abbey, a surviving ruined Cistercian house in Britain. The second study (a surface model) dealt with the reconstruction of the Hoffman limekiln, an existing structure that dates back to the late 19th century lime industry in Britain. The description of each of these studies details how each of the models were created including what software packages were used, color and lighting issues, the creation of model animations, and the various uses of each model. Typical problems encountered and their respective solutions are also discussed. The article is concluded with a brief evaluation and comparison of solid and surface modelers. Color plates of each of the constructed models are also provided in the text. A List of Major 3D Software Providers 3D Animation SoftImage World
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