During recent years, the synergy of virtual reality (VR) and photogrammetry has become an increasingly prevalent way to visualize, represent, preserve and disseminate cultural heritage objects. Photogrammetry offers a reliable method for a faithful and accurate image-based modeling of real-world objects, while VR applications provide not only visualization, but also an immersive and interactive experience of the photogrammetrically reconstructed cultural heritage. This research aims to create and apply the method for providing VR experience in the context of cultural heritage by developing a workflow for the VR applications based on photogrammetric models. The proposed workflow was applied on the iconostasis of the Serbian Orthodox Cathedral church of Saint Nicholas in Sremski Karlovci (Serbia). The presented method is based on the following main steps: generation ofan accurate 3D reconstruction of the iconostasisusing photogrammetry, the 3D model optimization, retopology, control and analysis and the process of creating the VR experience using a game-engine. The final result is an interactive walk through the church, which provides the user with an opportunity to visualize the iconostasis and its individual icons through different perspectives and multiple levels of detail, which is not otherwise possible when observing the church interior.
In the past decade, digital technologies had a great impact on contemporary architectural practice, design and theory. CAD/CAM technologies opened up new opportunities by allowing design and production of complex geometric shapes. One of the first applications of computational process in architecture was based on using shape grammars, a rule-based expert systems in artificial intelligence generating geometric shapes. Early applications of shape grammars in art and architecture started shortly after its invention during the 70ies and 80ies of the XX century, however, their potential as a generative design tool still has not been fully exploited in practice. Despite their popularity in academic circles, shape grammars have not found a widespread place/usage in computer aided architectural design. Role of shape grammar as a generative design and analysis tool and their influence on contemporary architectural design and theory are examined in this paper. Also, new and ongoing issues concerning shape grammars are discussed in order to indicate further directions of their usage. [Projekat Ministarstva nauke Republike Srbije
In recent years, digitization of cultural heritage objects, for the purpose of creating virtual museums, is becoming increasingly popular. Moreover, cultural institutions use modern digitization methods to create three-dimensional (3D) models of objects of historical significance to form digital libraries and archives. This research aims to suggest a method for protecting these 3D models from abuse while making them available on the Internet. The proposed method was applied to a sculpture, an object of cultural heritage. It is based on the digitization of the sculpture altered by adding local clay details proposed by the sculptor and on sharing on the Internet a 3D model obtained by digitizing the sculpture with a built-in error. The clay details embedded in the sculpture are asymmetrical and discreet to be unnoticeable to an average observer. The original sculpture was also digitized and its 3D model created. The obtained 3D models were compared and the geometry deviation was measured to determine that the embedded error was invisible to an average observer and that the watermark can be extracted. The proposed method simultaneously protects the digitized image of the artwork while preserving its visual experience. Other methods cannot guarantee this.
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