A New Approach from 3D Modelling and Scanning of Archaeological Data to RealTime Online Exploration (Contributo in atti di convegno)

Type
Label
  • A New Approach from 3D Modelling and Scanning of Archaeological Data to RealTime Online Exploration (Contributo in atti di convegno) (literal)
Anno
  • 2011-01-01T00:00:00+01:00 (literal)
Alternative label
  • B. Fanini, D. Ferdani (2011)
    A New Approach from 3D Modelling and Scanning of Archaeological Data to RealTime Online Exploration
    in CAA Computer Application and Quantitative methods in Archaeology, Beijing, 12-16 Aprile 2011
    (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autori
  • B. Fanini, D. Ferdani (literal)
Pagina inizio
  • 107 (literal)
Pagina fine
  • 115 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#titoloVolume
  • Revive the Past. Proceeding of the 39th Conference on Computer Applications and Quantitative Methods in Archaeology (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#affiliazioni
  • CNR-ITABC (literal)
Titolo
  • A New Approach from 3D Modelling and Scanning of Archaeological Data to RealTime Online Exploration (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#isbn
  • 978 90 8555 066 2 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#curatoriVolume
  • M. Zhou, I. Romanowska, Z. Wu, P. Xu and P. Verhagen (literal)
Abstract
  • This paper will deal with a new approach for the reconstruction of archaeological urban contexts and its implementation on the web. Starting from archaeological information, geospatial and topographic interactive content exploration. The process involves semi-automatic steps to provide a multidisciplinary environments. Optimized data and a well-structured 3D world have the primary goal of web accessibility of virtual archaeology. Our main aim is to recreate entire ancient urban contexts and landscapes andmake them accessible via the web. To achieve this goal, we successfully used a procedural approach, with the software CityEngine, for low poly modelling of a huge number of buildings. In fact, this method which allow the user to completely control all entities in the hierarchy of the scene. In this way we can scripts to easily simulate the distribution and randomness of the elements. With real-time applications, dealing with large reconstructed cities and virtual landscapes is always a challenge. The rendering of large numbers of buildings, architectural elements and objects can be addressed with level-of-detail techniques, scene-graph algorithms and spatial partitioning of the virtual world. This allows a scalable approach in different scenarios with paging support for huge databases, locally or remotely located. The solid hierarchical structure generated from modules developed on top virtual world data. This has the effect of maintaining a light footprint on client system resources and 3D rendering applications, especially in dealing with the goal of web transfer minimization through a 3D-enabled browser. We adopted this approach in a project of reconstruction and enhancement of archaeological sites of Montegrotto City entitled: \"Il termalismo in età romana tra conoscenza e valorizzazione\" coordinated by University of Padova. Initial data, method and software used, will be shown in the paper. (literal)
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