2019
DOI: 10.5194/isprs-archives-xlii-2-w9-305-2019
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Recreating Cultural Heritage Environments for Vr Using Photogrammetry

Abstract: <p><strong>Abstract.</strong> In this paper, we propose a workflow for recreating places of cultural heritage in Virtual Reality (VR) using structure from motion (SfM) photogrammetry. The unique texture of heritage places makes them ideal for full photogrammetric capture. An optimized model is created from the photogrammetric data so that it is small enough to render in a real-time environment. The optimized model, combined with mesh maps (texture maps, normal maps, etc.) looks like the origi… Show more

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Cited by 31 publications
(30 citation statements)
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“…Lachambre et al discuss how the meshes created with the documentation process can be added to game engine technology and virtual reality experiences (Lachambre et al, 2017). Dhanda et al, through the case study of the Myin-pya-gu 11 th century temple in Bagan, Myanmar, develop a process for optimizing the meshes using texture maps, normal maps, ambient occlusion maps, roughness maps, and metallic maps (Dhanda et al, 2019); and previous research provides an overview of viable game engines for cultural heritage and examines the accessibility of VR experiences for tourism (Pybus 2019).…”
Section: Virtual Reality For Cultural Heritagementioning
confidence: 99%
“…Lachambre et al discuss how the meshes created with the documentation process can be added to game engine technology and virtual reality experiences (Lachambre et al, 2017). Dhanda et al, through the case study of the Myin-pya-gu 11 th century temple in Bagan, Myanmar, develop a process for optimizing the meshes using texture maps, normal maps, ambient occlusion maps, roughness maps, and metallic maps (Dhanda et al, 2019); and previous research provides an overview of viable game engines for cultural heritage and examines the accessibility of VR experiences for tourism (Pybus 2019).…”
Section: Virtual Reality For Cultural Heritagementioning
confidence: 99%
“…In literature it is possible to find several research projects and applications that draw on the endless declinations of VM, each of them based on one or more aspects. Many projects are focused on the digitalization of a cultural site (Remondino et al, 2018) and its virtual exploration in an immersive way (Dhanda et al 2019;Choromariski et al 2019, making it possible, in some cases, the accessibility to people with disabilities (Pèrez et al, 2019). Other experimentations are aimed at the digital preservation of heritage sites at risk; in this way, the VM constitutes an educational product and an alternative way for visiting the site, relieving human pressure (Aiello et al, 2019;Tschirschwitz et al, 2019).…”
Section: Related Workmentioning
confidence: 99%
“…Probably, the most effective tools able to make this goal real are the models and virtual simulations; they guarantee that every generation (present and future) can experience certain places, enjoy their beauty and learn important lessons from them in unconventional ways. This is the principle behind the digitization project of Myin-pya-gu (11 th century temple located in Bagan, Myanmar) (Dhanda et al, 2019) which is based on the possibility of visiting the ancient temple and getting in touch with its sculptures. More immersive is the "Nefertari: Journey to Eternity" project (Curiosity Stream et al, 2018): it consists in the virtual reconstruction of the tomb of the Egyptian queen, which is no longer accessible to the public in order to preserve its precious and delicate pictorial cycles.…”
Section: Related Workmentioning
confidence: 99%