VAR 3D Visualization
VAR 3D Visualization
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Abstract:
Chan Chan is a wide archaeological site located in Peru. Its knowledge is limited to the visit of Palacio Tschudi, the only
restored up to now, whilst the majority of the site remains unknown to the visitors. The reasons are manifold. The site is
very large and difficult to visit. Some well-conserved architectures, such as Huaca Arco Iris, are very far from the core
centre. Furthermore, there are heavy factors of decay, mainly caused by illegal excavations, by marine salt and by the
devastating phenomenon of El Niño. For these reasons, the majority of the decorative elements are protected by new mud
brick walls. Finally, the vastness of the buildings makes difficult to understand their real value, even through a direct visit
of the site. In order to overcome the aforesaid problems, we designed, developed and realized the museum exhibition
presented in this paper. We named Esquina Multimedia an installation where every corner is aimed to solve a specific
problem, providing the tourists with interactive and enjoyable applications. The virtual tour allows reaching also the
unreachable areas. An Augmented Reality (AR) application has been developed in order to show ancient artefacts covered
by the earth. A web-browser has been specifically designed to show bas-reliefs, with HD visualization, anaglyph
stereoscopic view and a 3D virtual model of both the structures and the bas-reliefs. At the same time, a wall-mounted panel
representing a metric 3D reconstruction of the building helps the user to find the artefact position. Descriptions of the
hardware components and of the software details are presented, with particular focus regarding the implementation of the
application, arguing how the digital approach could represent the only answer towards a full exploitation of archaeological
sites. The paper also deals with the implementation of a web tool, specifically designed to display and browse 3D-Models.
Key words: 3D model reconstruction, augmented reality (AR), cultural heritage, digital photogrammetry, stereoscopic
view, virtual exhibition
1.1. Esquina Multimedia- Museum exhibition for outdoor scenario (Pierdicca et al., 2015a). In that
the visualization of the archaeological site of occasion, a location-based service was specifically
Chan Chan developed to see the decoration of the main entrance of
the largest square of Palacio Rivero (Fig. 2).
Given the above, we present our work, realized into an
archaeological museum, proving how different solutions
can be adopted according to a specific need. The
installation, described in these pages, took place in
Trujillo, Peru, within the Museo de Sitio Chan Chan and it
was named Esquina Multimedia. Herewith is shown
another way to communicate the CH, spreading its
knowledge especially to the younger. The exhibition is
made of three sections, where different technologies are
used depending on the problem to solve. Furthermore, it
Figure 2: Panoramic view of Palacio Rivero, stitched with
allows one to discover ancient findings with different equirectangular projection. The picture shows the ruins of the
levels of details (LODs). entrance door to the main square of the palace, protected by
brick structures after the restoration.
Working on Chan Chan site, we had to cope with several
issues, listed below:
In this case we designed a stand-alone application with a
1. The site is extremely wide and it would be marker-less approach.
impossible for a tourist to have an exhaustive visit
of the whole area (Fig. 1). Finally, to enhance the perception of the architecture and
its decorations, a complete reconstruction of Huaca Arco
2. The majority of the bas-reliefs decoration are Iris (also called Huaca el Dragón) has been realized (Fig.
unreachable or invisible, since covered by earth 3).
for conservation issues.
3. The palaces and the huacas of the archaeological
complex are huge and, even during the visit on
site, cannot be perceived in their entirety.
object to improve his perception and understanding. This acquisition until the virtualization and exhibition of
large amount of data makes very heavy most of the 3D reconstructed artefacts. Acquisition and digitization (i.e.
objects and this could badly influence their use, especially virtual models, visualization, etc.), in fact, are a good
if the experience should be performed online. One of the practice for every kind of ancient site, artefact or
main issues, when dealing with complex 3D models, is the excavation (Cabrelles & Lerma, 2013). The next natural
correct balance between quality and size, in order to step is their exploitation, aiming to overcome the
assure a good user experience without compromising the obstacles that prevent the fruition of archaeological
web-site usability. Archaeology is one of the fields that findings. The potential of three-dimensional (3D) models
can benefit from the development of agile web 3D representation applied to archaeology is growing its
solutions, since the dissemination and fruition of cultural interest in research and application. One of the most
goods are strictly related to the use of digitizing tools and viable alternatives used involves 3DHOP’s software (3D
smart visualization systems (Tucci, Cini, & Nobile, 2011). Heritage Online Presenter) which is an open-source
The world of the web is changing, opening new frontiers software package used for the creation of interactive web
for the visualization and interaction with complex 3D presentations of high-resolution 3D models, oriented to
models. This change was possible thanks to the the CH field.
introduction of WebGL, a powerful and flexible graphics
library derived from the world of OpenGL. WebGL offers 3DHOP target audience goes from the museum curators
the ability to render 3D scenes within any common with some ICT experience to the experienced web
browser. Through these tools it is possible to achieve the designers who want to embed 3D contents in their
purpose of spreading complex information, by creations and from students in the CH field to small
communicating the data collected in the field with digital companies developing web applications for museum and
photogrammetry techniques for a reality-based result. CH institutions (Potenziani et al., 2015).
The work presented in this paper faces this issue, by In the Zamani project of Capetown University, authors
developing and testing a dedicated tool for the Huaca capture the spatial domain of heritage with a current focus
Arco Iris. In particular, this tool will allow a virtual visit of on Africa, by accurately recording its physical and
the entire archaeological complex, from different points of architectural structures, dimensions and positions. Sites
view. The web site will also give the possibility to have a are seen in the context of their physical environment, and
high-resolution visualization of the various bas-reliefs wherever possible, the topography of landscapes
scattered among the building. surrounding the documented sites is mapped based on
The paper is structured as follows. Section 2 gives an satellite images and aerial photography (Rüther, Held,
explanation of the operative background, in addition to a Bhurtha, Schroeder, & Wessels, 2012). Barry Kemp1
brief analysis of the state of art. In Section 3 the project is presents a series of significant objects from the Egyptian
described, arguing on the motivations and requirements site of Amarna which are part of the Virtual Amarna
for its development. Section 4 provides details about the Museum. A range of objects was involved, including stone
three areas of the exhibition and a closer description of steles, ceramics, pendants, moulds and selected
the 3D web visualization tool. In Section 5 and 6, a architectural elements. This research argues that the
discussion over the adopted methodology and conclusion acquisition and creation of digital representations of
remarks are outlined respectively. heritage must be part of a comprehensive research
infrastructure (a digital ecosystem) that focuses on all the
involved elements. This includes recording methods and
2. Related works and background metadata, discovery, access and citation of digital
In the future, museums and exhibitions will continue to be objects, analysis and study, reuse and repurposing of
shaped by a wide variety of trends and drivers. New digital objects, and the critical role of a
technologies –such as AR- are providing where and when national/international digital archive.
we can have museum-like experiences. Visitors’ The advantages of using this type of method are the fast
expectation is rapidly changing and even if traditional start-up time and the reduced network load. The model is
communication is still the main channel, emerging immediately available for the user to browse, even though
technologies can definitively move towards a great at a low resolution, and it is constantly improving its
attractiveness. In this context, the development of new appearance as new data are progressively loaded. On the
digital tools to enhance CH fruition is almost a well- other hand, since refinement is driven by view-dependent
established and widespread good practice (Witcomb, criteria (observer position, orientation and distance from
2007). It has been proved by several studies that CH can the 3D model), only the data needed for the required
be largely exploited providing users with new media of navigation are used.
knowledge. The ICT (Information and Communication
Technologies) approach is carrying successful influence, Because of its diffusion, mobile devices are becoming the
for example increasing the interest of young people by preferred medium for the visualization of virtual contents.
means of new tools; furthermore, the design of a museum Among others, Mobile Augmented Reality (MAR) is
exposition cannot ignore the use of new media (Lord & gaining a pivotal role in the way in which contents are
Piacente, 2014). In the archaeological domain, this trend conveyed (Ridel et al., 2014). MAR is intuitive, agile,
has been undertaken so far and increased by well- movable and enjoyable, allowing users to see digital
established pipelines of data acquisition. In Bruno et al. contents without being apart from the reality, especially
(2010) a complete workflow is shown, ranging from 3D into museums environment (Laudazi & Boccaccini, 2014).
1
http://www.amarnaproject.com
All projects involving AR regarding architecture, The scheme reported in Figure 4 shows the complete
landscape and archaeology are developed in an pipeline of work that includes data acquisition of many
interdisciplinary team, that allows a responsible and complexes of the site, data processing and content
efficient use of ICT and computer-mediated reality in creation for the exhibition.
knowledge-based experiences about CH (Murru,
Fratarcangeli, & Empler, 2013). AR is powerful to convey
contents and, at the same time, is able to deliver
meaningful advantages in term of way-finding services for
both indoor (Gerval & Le Ru, 2015) and outdoor scenarios
(Gabellone, 2015).
In Pierdicca et al. (2015a), authors developed a museum
installation over the famous painting “The Ideal City” (by
Piero della Francesca, 1480-1490) placed in Urbino, Italy,
to enhance the experience of visitors in a real museum
scenario. An interactive touch-screen for a detailed
visualization of the painting provides the user with a
brushstroke-level visualization. The mobile applications
give the possibility to deepen the knowledge of the
painting with a handy tool and allow reaching a wider
public. Thanks to the AR section, users can frame the
artwork and interact with superimposed contents that are Figure 4: Pipeline of digital object development, management
a continuum between the painting and the user’s point of and exploitation in multimedia applications. Oval labels
view (Portalés, Lerma, & Pérez, 2009). The research represent the problem that each technology is able to solve for
described in this paper is partially following the latter a complete fruition of heritage goods.
study, exploiting well-established technologies for the
archaeological domain. The project was designed to overcome specific issues.
The final setup has been designed to be flexible and
3. The project of the exhibition modular, in order to be adapted to the spaces and to the
audience flows. We designed three levels of analysis,
We are operating in the framework of the Italian Mission pursuing the objective of using different technologies for
in Peru (MIPE), that is working on Chan Chan, capital of different aims. To discover the site, the Virtual Tour was
the Chimu civilization, since 2002 (Colosi et al., 2009). meant to be projected in a “black-box” room (Fig. 5).
The many objectives of the MIPE are: the valorisation of
Chan Chan and its territory through the realization of an
Archaeological Park; the international dissemination of
the information regarding the site; collecting and
organising data into a Geographical Information System
(Colosi, Gabrielli, Orazi, & Malinverni, 2013b); the virtual
or 3D reconstructions of ancient ruins, in order to show
them into the new Museum. This last will allow users to
valorise and document the Chan Chan site, by arranging
a pre-visit to the wide and complex Chimu decorative
world.
The cultural structure and decoration shown in the
exhibition were obtained from different acquisition
techniques:
Spherical panoramas for the creation of 360° tour
(D’Annibale, Tassetti, & Malinverni, 2014).
Digital photogrammetry for 3D reconstruction by
means of dense points clouds of some parts of Figure 5: The project of the box where the virtual tour is placed,
Palacio Rivero. giving information and providing specific tasks to the visitors.
A complete 3D model of Huaca Arco Iris with a
new operation of data fusion from the two above An AR application was developed to discover what is
mentioned techniques. See Pierdicca, Frontoni, hidden by earth. In Pierdicca et al. (2015b) a location-
Malinverni, Colosi, & Orazi (2016) for acquisition based solution was developed to test the performances in
and reconstruction details. outdoor scenario (in this specific case the APP was
developed to visualize the central entrance door of the
The importance of the whole set of data gathered is main square of Palacio Rivero). However, the site is not
twofold: first of all a complete metrical reconstruction of opened to the public, hence we propose a marker-less
the site provides conservators with a fundamental starting solution of the same artefact, supported by a wall
point for restoration works; secondly, these data provide mounted poster displaying a high-resolution image. The
the possibility to create a virtual corner for their exposition, final result is the overlapping of the 3D model (gained with
moving from the scheme of a classical exposition of Structure from Motion techniques) of the rests in the
findings towards a digital and interactive visualization. corresponding position. The third section consists in the
visualization of bas-reliefs which embellish Huaca Arco contents without the necessity to replace the APP for the
Iris. A wall-mounted artwork shows the 3D model of the visitors, which can use the application with their own
building, while labels help the visitor to understand the devices. As said before, we adopted image-based
bas-reliefs position. Under this poster, a web browser tracking system (i.e. marker-less), using as tracking
displays these decorations, labelled with the same images (“trackables”) small portions of the picture. Once
reference number of the poster. In Figure 6 the layout and the video stream of the built in camera is on, the device
design of the concept is shown. implements a matching with the pre-loaded “trackables”,
searching for the key points associated to the images.
Then, the digital contents are projected on the screen
from the perspective of the camera’s view, based on the
orientation of the device.
4.2. Web-browser
In the exhibition it is possible to use a web-browser to
navigate among the bas-reliefs. For this specific case, we
developed two kinds of experiences. The first one, based
on the high-quality and high definition orthoimages; the
second one based on a virtual 3D reconstruction of the
whole complex and its bas-reliefs. In the following the two
approaches are described.
loading only the tiles needed to perform the texture at user need special optical filters, provided during the exhibition.
request. For each level of zoom, the set of tiles In Figure 10 a small example of the anaglyph image is
corresponding to the observed texture appears shown.
(2D+LoDs/scale coordinates) (Petrovic, Vanoni, Richter,
Levy, & Kuester, 2014). The final result is reached with a wall-mounted poster
containing the 3D model representation of Huaca Arco
Finally, to augment the 3D perception of the images, we Iris, with the correct position of the decoration (Fig. 11).
realized the anaglyph view, made of two monochrome This last was labelled with the same code of the web
stereoscopic images, each composed with a dominant of browser, so that the user can interact between the artwork
a different colour superimposed and printed on the same and the digital tool. A screenshot of the browser is
support. To obtain the 3D perception, of course, the users reported in Figure 12.
Figure 10: Detail of one portion of the decoration in anaglyphic Figure 11: The wall-mounted poster representing the 3D virtual
image, prepared for the stereoscopic visualization. reconstruction of Huaca Arco Iris. Decoration has been labelled
with E (stand for External) and I (stand for Internal) to help the
user orienting during the navigation.
Figure 12: A screen shot of the browser running. The body of the page contains the picture of the decoration with the label, able to be
zoomed. The footer of the page allows users to scroll between the decorations. The upper right part allows users to switch between 2D
and 3D mode.
Figure 13: The structure when the browser is opened. The Figure 14: One of the bas-reliefs has been selected. The slider
darker areas are the bas-reliefs visible from the current point is semi-transparent until the user is moving the mouse on it.
of view. If the mouse is above the bas-relief (No. 17 in the The mini map indicates that the user is observing the related
picture), its area is highlighted and a tip is shown. artefact.
Figure 15: The sidebar is active and the user can choose the Figure 16: The layout moved to the selected bas-relief,
highlighted bas-relief. displayed to be explored with all its 3D features
to change the camera position and to choose the type of different perspectives. Furthermore, the user has the
light that illuminates the scene. The bas-reliefs rotation chance to interact with it in order to explore the various
angles were restricted to ensure a proper frontal decorative compositions, enjoying a view of all the
visualization. Likewise zoom, horizontal and vertical appreciable details in the 3D model. This type of
displacement are bound to not give to the user the feeling approach forces the user to interact with only the 3D
that the object can leave the scene. The entire scene models (for example the bas-reliefs are accessible by
objects are suspended from the ground for two reasons; clicking directly on certain points of the structure without
the first is to make the user aware of their interactivity; the need of a secondary menu for their selection). Next
and the other is to put more emphasis by releasing them steps of our research will focus of the management of
from the rest of the scene. During the switching between complex 3D objects. In fact, one of the most significant
structure and bas-relief, the camera position is saved: in problems is that the model is actually visible only after its
this way it can be restored at the end of the bas-reliefs loading is completed. This can affect the user
tour. experience, depending on network infrastructure. In
addition, this new browsing concept in an interactive
6. Conclusion and future works web-site may not be easily accepted by the average of
the users because they probably feel more comfortable
In this work, we presented a novel and interactive way to with a standard web-site. New features could enhance
show the priceless heritage of Chan Chan site. The the user-interaction experience and the improvement of
adoption of state-of-the-art technologies, designed to the rendering stage. A deeper Three.js use, might lead
overcome commons problems of an archaeological to a better web-site usability. Future developments could
settlement, is the demonstration of how cultural objects lead to the use of much smaller 3D models (trying to
are protagonist only through a bi-directional interaction maintain unaltered their quality) and the enhancement of
of the visitors. By arranging the virtual tour in the the loading techniques could reduce the user’s waiting
museum, to the tourist who cannot visit the entire site is time.
given the possibility to reach far areas and have the
overview of the whole settlement. The AR application Acknowledgements
allows visitors to discover hidden artefacts. The web-
browser, containing the HD images of the decorations, The authors would like to thank Daniela Amadei for the
gives a completely new way of experiencing objects with concept of the installation, Gianni Plescia for the browser
a resolution that cannot be reached by the naked eye. implementation. A particular thanks to our students, who
Further, the design of a 3D visualization increases the worked hardly during their stage. E. Battistoni, V.
reality of the experience. The mediation between Cernetti, A. Rahali, K. Sifakis and V. Tombolini for the
classical exposition techniques (e.g. posters) to enhance creation of contents. Caldarella Domenico, Di Carlo
the interaction with digital contents has proved to be a Michele, Napoletano Marco, Rosica Rossano, for their
winning choice. contribution on the management of the 3D objects within
the web browser. Our students are our greatest
Currently, the user is able to navigate the entire resource. Thanks also to all the staff of Museo de Sitio
archaeological structure, in many directions and from for the support.
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