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3D Virtual Reconstruction for Cultural Heritage

A special issue of Remote Sensing (ISSN 2072-4292). This special issue belongs to the section "Urban Remote Sensing".

Deadline for manuscript submissions: closed (30 November 2021) | Viewed by 40686

Special Issue Editor

Department of Engineering, Università Degli Studi Della Campania Luigi Vanvitelli, Via Roma 29, 81031 Aversa, Italy
Interests: photogrammetry; geomatics; surveying; topography; 3D modeling; reverse engineering; finite element analysis; geographic information system; cultural heritage; BIM; HBIM; VR/AR/XR
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Reverse engineering (RE) and computer graphics (CG) are well-known techniques for analysing, studying, preserving, and visualizing cultural heritage (CH) assets. Although 3D models are useful to preserve the information about cultural heritage, the potential of these digital contents will not be fully accomplished until they are not used to interactively communicate their significance to nonspecialists. Immersive technologies like virtual or augmented reality (VR/AR) have become more and more popular in a wide range of scientific applications. With these technologies, it is possible to provide an immersive way to present spatial data such as 3D point clouds or 3D models, and they have significant potential for the virtual presentation, visualization, and fruition of cultural heritage.

AR and VR are valid tools to interact with 3D models and help make culture more accessible to the wider public. Thanks to their flexibility, they can help museum curators to adapt cultural proposals and information about artefacts based on different types of visitor’s categories.

These technologies allow visitors to travel through space and time, have fun, and get educated on complicated topics.

VR/AR technologies are also extremely useful to recreate a lost or hidden environment to lead to better comprehension of the site or to allow people to discover important sites that are not visible, both for security and conservation reasons.

Dr. Sara Gonizzi Barsanti
Guest Editor

Manuscript Submission Information

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Keywords

  • Virtual reality
  • Augmented reality
  • Cultural heritage
  • 3D reconstruction
  • 3D modelling
  • Reality-based modelling
  • Integration of data
  • Multi-source data
  • Hidden cultural heritage
  • Virtual tourism
  • Virtual tour
  • Virtual devices
  • Storytelling

Published Papers (10 papers)

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Editorial

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2 pages, 167 KiB  
Editorial
Editorial for the Special Issue: “3D Virtual Reconstruction for Cultural Heritage”
by Sara Gonizzi Barsanti
Remote Sens. 2022, 14(8), 1943; https://0-doi-org.brum.beds.ac.uk/10.3390/rs14081943 - 18 Apr 2022
Cited by 1 | Viewed by 1316
Abstract
The use of 3D modelling, computer-aided design (CAD), augmented reality (AR) and virtual reality (VR) for the acquisition and virtual reconstruction of Cultural Heritage is of great importance in the analysis, study, documentation and dissemination of the past [...] Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Cultural Heritage)

Research

Jump to: Editorial

18 pages, 10952 KiB  
Article
AR-Based 3D Virtual Reconstruction of Brick Details
by Naai-Jung Shih and Yu-Chen Wu
Remote Sens. 2022, 14(3), 748; https://0-doi-org.brum.beds.ac.uk/10.3390/rs14030748 - 05 Feb 2022
Cited by 6 | Viewed by 2452
Abstract
Building heritage contributes to the historical context and industrial history of a city. Brick warehouses, which comprise a systematic interface between components, demand an interactive manipulation of inspected parts to interpret their construction complexity. The documentation of brick details in augmented reality (AR) [...] Read more.
Building heritage contributes to the historical context and industrial history of a city. Brick warehouses, which comprise a systematic interface between components, demand an interactive manipulation of inspected parts to interpret their construction complexity. The documentation of brick details in augmented reality (AR) can be challenging when the relative location needs to be defined in 3D. This study aimed to compare brick details in AR, and to reconstruct the interacted result in the correct relative location. We applied photogrammetry modeling and smartphone AR for the first and secondary 3D reconstruction of brick warehouse details and compared the results. In total, 146 3D AR database models were created. The AR-based virtual reconstruction process applied multiple imagery resources from video conferencing and broadcast of models on the Augment® platform through a smartphone. Tests verified the virtual reconstruction in AR, and concluded the deviation between the final secondary reconstructed 3D model and the first reconstructed model had a standard deviation of less than 1 cm. AR enabled the study and documentation of cross-referenced results in comparison with the simplified reconstruction process, with structural detail and visual detail suitable for 3D color prints. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Cultural Heritage)
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21 pages, 10837 KiB  
Article
Towards a Multimodal Representation: Claudia Octavia’s Bequeathal
by Sara Gonizzi Barsanti, Santiago Lillo Giner and Adriana Rossi
Remote Sens. 2022, 14(2), 429; https://0-doi-org.brum.beds.ac.uk/10.3390/rs14020429 - 17 Jan 2022
Cited by 2 | Viewed by 1752
Abstract
Through a non-contact survey methodology, based on image-based techniques, the authors digitally ‘build’ a three-dimensional hypothesis of a monumental complex carved on a first-century AC marble tombstone. Guided by the mathematical rationality recognised in the artefact, the paper illustrates the reasons for the [...] Read more.
Through a non-contact survey methodology, based on image-based techniques, the authors digitally ‘build’ a three-dimensional hypothesis of a monumental complex carved on a first-century AC marble tombstone. Guided by the mathematical rationality recognised in the artefact, the paper illustrates the reasons for the reconstructive choices and then proposes a reflection on the architectural contents. The ultimate goal focuses on the potential use of the digital product, which, thanks to and by virtue of the use of dedicated platforms, promotes strategies that include identity values by superimposing technical, social, and economic aspects. The setting up of collaborative spaces programmed with different strategies can effectively support the cognitive experience by verifying the possibility of “remedying” contents that, in our case, direct the study, dissemination, and protection of cultural heritage according to the most recent UNESCO recommendations. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Cultural Heritage)
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20 pages, 57580 KiB  
Article
Augmented Virtuality Using Touch-Sensitive 3D-Printed Objects
by Gianpaolo Palma, Sara Perry and Paolo Cignoni
Remote Sens. 2021, 13(11), 2186; https://0-doi-org.brum.beds.ac.uk/10.3390/rs13112186 - 03 Jun 2021
Cited by 9 | Viewed by 4051
Abstract
Virtual reality (VR) technologies have become more and more affordable and popular in the last five years thanks to hardware and software advancements. A critical issue for these technologies is finding paradigms that allow user interactions in ways that are as similar as [...] Read more.
Virtual reality (VR) technologies have become more and more affordable and popular in the last five years thanks to hardware and software advancements. A critical issue for these technologies is finding paradigms that allow user interactions in ways that are as similar as possible to the real world, bringing physicality into the experience. Current literature has shown, with different experiments, that the mapping of real objects in virtual reality alongside haptic feedback significantly increases the realism of the experience and user engagement, leading to augmented virtuality. In this paper, we present a system to improve engagement in a VR experience using inexpensive, physical, and sensorized copies of real artefacts made with cheap 3D fabrication technologies. Based on a combination of hardware and software components, the proposed system gives the user the possibility to interact with the physical replica in the virtual environment and to see the appearance of the original cultural heritage artefact. In this way, we overcome one of the main limitations of mainstream 3D fabrication technologies: a faithful appearance reproduction. Using a consumer device for the real-time hand tracking and a custom electronic controller for the capacitive touch sensing, the system permits the creation of augmented experiences where the user with their hands can change the virtual appearance of the real replica object using a set of personalization actions selectable from a physical 3D-printed palette. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Cultural Heritage)
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22 pages, 4657 KiB  
Article
The Use of Virtual Reality to Promote Sustainable Tourism: A Case Study of Wooden Churches Historical Monuments from Romania
by Tudor Caciora, Grigore Vasile Herman, Alexandru Ilieș, Ștefan Baias, Dorina Camelia Ilieș, Ioana Josan and Nicolaie Hodor
Remote Sens. 2021, 13(9), 1758; https://0-doi-org.brum.beds.ac.uk/10.3390/rs13091758 - 30 Apr 2021
Cited by 56 | Viewed by 6718
Abstract
The accelerated development and expansion of cultural tourism in areas with unique tourist objectives, characterised by a high degree of risk in terms of their physical and chemical integrity, requires sustained efforts by all stakeholders to identify new methods, techniques, and procedures for [...] Read more.
The accelerated development and expansion of cultural tourism in areas with unique tourist objectives, characterised by a high degree of risk in terms of their physical and chemical integrity, requires sustained efforts by all stakeholders to identify new methods, techniques, and procedures for their conservation, protection, and capitalisation, with respect to tourism. The aim of this study was to propose an optimal methodology for capitalising on tourism related to wooden churches, regarded as a structural item of tangible cultural heritage, with positive effects on the protection, conservation, information, and awareness of all stakeholders in tourism development. This involved the development of a web portal, in which were integrated the 3D models related to the analysed objects, the panoramic images inside them, the audio support, the photographs, and the accompanying text necessary to create and render a virtual reality (VR) production for purposes of virtual tourism (VT). The results obtained consisted of the creation of the website Bihor360°, which is freely navigable and whose content, including both textual and graphic information, can be easily accessed by all interested users. The aim involved was to release an online bridge for potential visitors to the fragile tourist attractions, facilitating the development of active knowledge and VR while raising awareness among the population and the local authorities about the role and the importance of the wooden churches in tourism and the local economy. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Cultural Heritage)
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23 pages, 9424 KiB  
Article
3D Reconstruction and Geostatic Analysis of an Early Medieval Cemetery (Olonne-sur-Mer, France)
by Rozenn Colleter and Jean-Baptiste Barreau
Remote Sens. 2021, 13(9), 1688; https://0-doi-org.brum.beds.ac.uk/10.3390/rs13091688 - 27 Apr 2021
Cited by 2 | Viewed by 2932
Abstract
A preventive excavation performed in 2018 prior to development work led to the discovery of more than 213 subjects buried from the 4th to the 11th centuries in the 1850 m2 dug area. This is a cemetery located in Olonne-sur-Mer in France [...] Read more.
A preventive excavation performed in 2018 prior to development work led to the discovery of more than 213 subjects buried from the 4th to the 11th centuries in the 1850 m2 dug area. This is a cemetery located in Olonne-sur-Mer in France (46.53723, −1.77603). The complex is limited to the south by a ditch. To the north, no limits were observed during the excavation and, to the west, ancient archaeological surveys suggest an extension of the burial area. Biological analysis of the skeletons reveals a demographic characterizing a natural community, with an under-representation of children under 5 and with subjects under 20 appearing to be grouped together in the center of the area. The place where the youngest are buried often testifies to a strategic position in Christian contexts (near church doors, under sub stillicidio gutters, etc.). Funeral practices are characterized by numerous skeletal alterations, especially in the western area of the site where their concentrations are particularly significant. These are not ossuaries but rather supernumerary bones present in the fills of graves of subjects in place or old tombs where no skeletons in place are preserved. These alterations mark the areas where burials are most frequent. The 3D reconstruction is coupled with geostatistical analyses (heatmap and Moran’s index), considering the digging of the land, the concentration of residual artefacts found in the graves, but also the biological characteristics of the sample and the funeral practices uncovered. From 2D entities generated with GIS software, the process of the elevation and sculpture of the volumes is innovative, because even if it is carried out by precise but classical computer graphics techniques, it is led by advanced taphonomical and anthropological reflections. This makes it possible to propose empty spaces, a potential gathering area for the village community and circulation paths. These elements are essential in order to go beyond the storytelling often proposed in archaeology and propose a vision based on the coherence of the observed facts. Even when the archaeological remains are only sunken (no preserved elevation), the integration of multisource archaeological data (biological anthropology, funerary, artefacts and pit size) allows relevant 3D reconstructions as a formidable tool for discussing past occupations. Three-dimensional technologies make it possible to recreate a lost environment to allow a better understanding of the site. They are didactic and help to share data between researchers and/or the public, especially when they are invisible such as the presence of empty space. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Cultural Heritage)
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20 pages, 5749 KiB  
Article
Making the Invisible Visible: Underwater Malta—A Virtual Museum for Submerged Cultural Heritage
by Timmy Gambin, Kari Hyttinen, Maja Sausmekat and John Wood
Remote Sens. 2021, 13(8), 1558; https://0-doi-org.brum.beds.ac.uk/10.3390/rs13081558 - 16 Apr 2021
Cited by 11 | Viewed by 4701
Abstract
The seabed can be considered as the world’s largest museum, and underwater sites explored and studied so far provide priceless information on human interaction with the sea. In recognition of the importance of this cultural resource, UNESCO, in its 2001 Convention on the [...] Read more.
The seabed can be considered as the world’s largest museum, and underwater sites explored and studied so far provide priceless information on human interaction with the sea. In recognition of the importance of this cultural resource, UNESCO, in its 2001 Convention on the Protection of the Underwater Cultural Heritage, determined that objects/sites should be preserved in situ, whilst also advocating for public access and sharing. The implementation of these principles is not without difficulties. Some states have opened up underwater sites to the public—mainly through diving, yet the vast majority of the world’s population does not dive. In Malta, 7000 years of human occupation is reflected in and on the landscape, and recent offshore surveys show that the islands’ long and complex history has also left an indelible mark on the seabed. Besides difficulties related to their protection and management, these sites also present a challenge with regard to sharing and communicating. Recent advances in underwater imaging and processing software have accelerated the development of 3D photogrammetry of submerged sites and the idea for a virtual museum was born. The virtual museum, UnderwaterMalta, was created out of a need to share the plethora of underwater sites located on the seabed of the Maltese Islands. A multitude of digital tools are used to share and communicate these sites, offering visitors a dry dive into submerged sites that would otherwise remain invisible to the vast majority of the public. This paper discusses the basic principle of the sharing of underwater cultural heritage and the difficulties that beset the implementation of such a principle. A detailed explanation and evaluation of the methods used to gather the raw data needed is set in the context of the particular and unique working conditions related to deep water sites. The workings of this paper are based on first-hand experiences garnered through the recording of numerous wrecks over the years and the creation and launch of The Virtual Museum-Underwater Malta—a comprehensive virtual museum specifically built for “displaying” underwater archaeological sites that are otherwise invisible to the general public. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Cultural Heritage)
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17 pages, 30967 KiB  
Article
Presence of the Past: Digital Narrative of the Dennys Lascelles Concrete Wool Store; Geelong, Australia
by Md Mizanur Rashid, Chin Koi Khoo, Sofija Kaljevic and Surabhi Pancholi
Remote Sens. 2021, 13(7), 1395; https://0-doi-org.brum.beds.ac.uk/10.3390/rs13071395 - 05 Apr 2021
Cited by 2 | Viewed by 2622
Abstract
Recreation of the past—of historical buildings—sits at the intersection of the spatio-temporal manifestation of cultural memories, socio-cultural meanings, values, and identity remolds, and refines the existing understanding and sense of place. Digital technologies have become a popular tool in recreation of the past [...] Read more.
Recreation of the past—of historical buildings—sits at the intersection of the spatio-temporal manifestation of cultural memories, socio-cultural meanings, values, and identity remolds, and refines the existing understanding and sense of place. Digital technologies have become a popular tool in recreation of the past by creating a new body of knowledge and historical discourse based on identifying the gaps within our written histories. Designers and policymakers around the world have been exploring various tools and technologies, such as diachronic modeling, yet there is a gap in evidence-based understanding regarding the actual functioning and success of applications for placemaking. This paper, therefore, sets out to scrutinize the role of digital technologies in facilitating digital placemaking. To do so, it investigates the potential of a new “digital heritage” narrative in the revival of the lost architectural narrative of the Dennys Lascelles wool store, Geelong. The proposed paper aims to investigate the potential of a new “digital heritage” narrative and storytelling as a means towards a digital placemaking framework. While exploring the new and unique capabilities provided by the digital narrative in capturing, simulating, and disseminating lost heritage, it will further imbue a sense of place by connecting the everyday city dweller. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Cultural Heritage)
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19 pages, 20331 KiB  
Article
Evaluating Feature Extraction Methods with Synthetic Noise Patterns for Image-Based Modelling of Texture-Less Objects
by Jahanzeb Hafeez, Jaehyun Lee, Soonchul Kwon, Sungjae Ha, Gitaek Hur and Seunghyun Lee
Remote Sens. 2020, 12(23), 3886; https://0-doi-org.brum.beds.ac.uk/10.3390/rs12233886 - 27 Nov 2020
Cited by 21 | Viewed by 2768
Abstract
Image-based three-dimensional (3D) reconstruction is a process of extracting 3D information from an object or entire scene while using low-cost vision sensors. A structure-from-motion coupled with multi-view stereo (SFM-MVS) pipeline is a widely used technique that allows 3D reconstruction from a collection of [...] Read more.
Image-based three-dimensional (3D) reconstruction is a process of extracting 3D information from an object or entire scene while using low-cost vision sensors. A structure-from-motion coupled with multi-view stereo (SFM-MVS) pipeline is a widely used technique that allows 3D reconstruction from a collection of unordered images. The SFM-MVS pipeline typically comprises different processing steps, including feature extraction and feature matching, which provide the basis for automatic 3D reconstruction. However, surfaces with poor visual texture (repetitive, monotone, etc.) challenge the feature extraction and matching stage and affect the quality of reconstruction. The projection of image patterns while using a video projector during the image acquisition process is a well-known technique that has been shown to be successful for such surfaces. In this study, we evaluate the performance of different feature extraction methods on texture-less surfaces with the application of synthetically generated noise patterns (images). Seven state-of-the-art feature extraction methods (HARRIS, Shi-Tomasi, MSER, SIFT, SURF, KAZE, and BRISK) are evaluated on problematic surfaces in two experimental phases. In the first phase, the 3D reconstruction of real and virtual planar surfaces evaluates image patterns while using all feature extraction methods, where the patterns with uniform histograms have the most suitable morphological features. The best performing pattern from Phase One is used in Phase Two experiments in order to recreate a polygonal model of a 3D printed object using all of the feature extraction methods. The KAZE algorithm achieved the lowest standard deviation and mean distance values of 0.0635 mm and −0.00921 mm, respectively. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Cultural Heritage)
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32 pages, 25689 KiB  
Article
Initial User-Centered Design of a Virtual Reality Heritage System: Applications for Digital Tourism
by Florent Poux, Quentin Valembois, Christian Mattes, Leif Kobbelt and Roland Billen
Remote Sens. 2020, 12(16), 2583; https://0-doi-org.brum.beds.ac.uk/10.3390/rs12162583 - 11 Aug 2020
Cited by 56 | Viewed by 8312
Abstract
Reality capture allows for the reconstruction, with a high accuracy, of the physical reality of cultural heritage sites. Obtained 3D models are often used for various applications such as promotional content creation, virtual tours, and immersive experiences. In this paper, we study new [...] Read more.
Reality capture allows for the reconstruction, with a high accuracy, of the physical reality of cultural heritage sites. Obtained 3D models are often used for various applications such as promotional content creation, virtual tours, and immersive experiences. In this paper, we study new ways to interact with these high-quality 3D reconstructions in a real-world scenario. We propose a user-centric product design to create a virtual reality (VR) application specifically intended for multi-modal purposes. It is applied to the castle of Jehay (Belgium), which is under renovation, to permit multi-user digital immersive experiences. The article proposes a high-level view of multi-disciplinary processes, from a needs analysis to the 3D reality capture workflow and the creation of a VR environment incorporated into an immersive application. We provide several relevant VR parameters for the scene optimization, the locomotion system, and the multi-user environment definition that were tested in a heritage tourism context. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Cultural Heritage)
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