vr for monuments and sites: how to make it work

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Virtual reality for monuments and sites: How to make it work Daniel Pletinckx Visual Dimension bvba Belgium V-MUST is funded by the European Commission under the Community's Seventh Framework Programme, contract no. GA 270404.

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Presentation at the RadioPast final conference (Ghent, 17 Jan 2013)

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Page 1: VR for monuments and sites: how to make it work

Virtual reality for monuments and sites: How to make it work

Daniel Pletinckx

Visual Dimension bvba Belgium

V-MUST is funded by the European Commission under the Community's Seventh Framework Programme, contract no. GA 270404.

Page 2: VR for monuments and sites: how to make it work

V-MusT.net

•  Virtual Museum Transnational Network

•  European Network of Excellence on Digital and Virtual Museums (2011 - 2015) (http://www.v-must.net/ )

•  In the domain of museum technology –  bring together museums, research and companies

–  apply the available knowledge and technology to the cultural heritage (CH) domain

–  improve the way ICT is used in the museum and CH domain

•  Partners –  18 core partners

–  50+ associated partners

Page 3: VR for monuments and sites: how to make it work

V-MusT partners

•  Research Centres –  CNR (National Research Council of Italy)

–  APRE (Italy) –  CINECA (Italy)

–  INRIA (National Research Institute on ICT, France)

–  STARC (Cyprus Institute) –  Foundation of the Hellenic World (Athens)

–  CultNat (Egypt)

–  Fraunhofer IGD (Darmstadt, Germany)

–  Societad Espanola de Arqueologia Virtual (Sevilla)

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V-MusT partners

•  Museums –  Allard Pierson Museum, Amsterdam

–  Hellenic Cosmos, Athens –  Musea of the Imperial Fora, Rome

•  Universities –  King’s College London, UK –  University of Sarajevo, Bosnia-Herzegovina

–  University of Brighton, UK

•  Companies –  VirtualWare

–  Visual Dimension

Page 5: VR for monuments and sites: how to make it work

V-MusT focus and scope

•  V-MusT is about –  Fitness for use

–  Affordable technology

–  Sustainable implementation (maintenance, updating, robustness)

–  Portability, re-use & exchange, re-purpose

•  Not only about technology but also about –  Methodology & design guidelines

–  Appropriate communication processes

–  Trained experts

•  And about INTEGRATION in the CH/museum domain –  Link research with public presentation

–  Provide insight in the workflow to obtain QUALITY

–  Support the domain => Competence Centre

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The old museum

Bologna archaeological museum

Page 7: VR for monuments and sites: how to make it work

The old museum

Bologna archaeological museum

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3D Virtual museums

•  What does 3D offers to virtual museums? –  Digitise existing buildings and objects

–  Recreate and visualise the past –  Digitally restore museum objects

–  Explore virtual spaces

–  See evolution in time until today

•  Monuments & landscapes are essential part of virtual museums •  Provide context of museum objects

•  Provide a visual reference framework for 2 people out of 3

Page 9: VR for monuments and sites: how to make it work

Palazzo Pepoli, Bologna

Opening of new city museum, Palazzo Pepoli, Bologna

Page 10: VR for monuments and sites: how to make it work

Palazzo Pepoli, Bologna

S3D theatre, Palazzo Pepoli, Bologna (with Apa movie by CINECA)

Page 11: VR for monuments and sites: how to make it work

Palazzo Pepoli, Bologna

S3D theatre, Palazzo Pepoli, Bologna (with Apa movie by CINECA)

Page 12: VR for monuments and sites: how to make it work

Apa the Etruscan

Apa depicted on the Certosa situla, Bologna archaeological museum

Page 13: VR for monuments and sites: how to make it work

Apa the Etruscan

Apa depicted on the Certosa situla, Bologna archaeological museum

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Apa the Etruscan

Image by CINECA from Apa film at Palazzo Pepoli (Bologna city museum)

Page 15: VR for monuments and sites: how to make it work

Apa the Etruscan

Images by CINECA from Apa film at Palazzo Pepoli (Bologna city museum)

Page 16: VR for monuments and sites: how to make it work

Apa the Etruscan

Image by CINECA from Apa film at Palazzo Pepoli (Bologna city museum)

Page 17: VR for monuments and sites: how to make it work

Apa the Etruscan

Fresco of medieval Bologna, Vatican

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Palazzo Pepoli, Bologna

Etruscan history of Bologna, Palazzo Pepoli, Bologna

Page 19: VR for monuments and sites: how to make it work

Ename museum

Ivory object (real: left, 3D:right) from Ename museum, Belgium

Page 20: VR for monuments and sites: how to make it work

Ename museum

TimeLine room at Ename Museum,Belgium

Page 21: VR for monuments and sites: how to make it work

Ename museum

VIRTEX: Interactive replica of a museum object

Page 22: VR for monuments and sites: how to make it work

Ename museum

VIRTEX: Interactive replica of a museum object

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Ename museum

Virtex story: virtual reconstruction of the use of the object

Page 24: VR for monuments and sites: how to make it work

Ename museum

Virtex story: VR visualisation of the origin of the object (Ename abbey in 1065)

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Ename TimeFrame

Ename TimeFrame (inaugurated in 1997, new version in 2013)

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Ename TimeFrame

4D visualisation of evolution of the Ename abbey site (1065)

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Ename TimeFrame

4D visualisation of evolution of the Ename abbey site (1085)

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Ename TimeFrame

4D visualisation of evolution of the Ename abbey site (1150)

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Ename TimeFrame

4D visualisation of evolution of the Ename abbey site (1500)

Page 30: VR for monuments and sites: how to make it work

Ename TimeFrame

4D visualisation of evolution of the Ename abbey site (1595)

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Ename TimeFrame

4D visualisation of evolution of the Ename abbey site (1665)

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Sustainable historical reconstruction

•  Reconstruction of •  Buildings and man-made structures

•  Objects •  Animations

•  Landscape

•  Use of high-end software packages •  Independency of software packages

•  Concatenation of different software packages •  Use of standards

•  High-level documentation of process and data

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Procedural modelling

ArchiCAD model of buildings and terrain

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Procedural modelling

Depiction of the early Ename abbey (around 1100) in Viel Rentier (1275)

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Object modelling

Blender model of building crane

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Object modelling

Blender model of ferry boat

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Object modelling

Painting of Dutch ferry boat (Salomon van Ruysdael, 1649)

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Object modelling and animation

Animated Blender model of medieval chariot and horse

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Object modelling and animation

13th century depiction of medieval chariot and horse (Viel Rentier)

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Landscape simulation

Procedural landscape simulation in Vue (1085)

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Landscape simulation

Procedural landscape simulation in Vue (1085)

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Landscape simulation

Procedural landscape simulation in Vue (1085)

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Landscape simulation

Procedural landscape simulation in Vue (1085)

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Workflow

•  Analysis and interpretation of all sources •  Design of buildings and landscape features

•  Procedural modelling (ArchiCAD)

•  Geo-referenced

•  Conceptual model of vegetation and man-made structures

•  Conversion to Blender (through .obj) •  Adding free form modelling/animation/re-texturing

•  Conversion to Vue (through Collada) •  Adding vegetation/man-made terrain features

•  Rendering to still images/animations

•  Interactive annotated 4D model/TimeFrame

Page 45: VR for monuments and sites: how to make it work

Workflow

Reconstructed buildings and terrain features in ArchiCAD

Page 46: VR for monuments and sites: how to make it work

Workflow

Import in Blender through .obj format / retexturing

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Workflow

Top view map in Photoshop

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Workflow

Separation of terrain types in layers in Photoshop

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Workflow

Creation of height maps through painting in Photoshop

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Workflow

Scaled height maps in Photoshop (16 bit TIFF)

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Workflow

Terrain types and applied height map (Vue)

Page 52: VR for monuments and sites: how to make it work

Workflow

Procedural texture maps depending on terrain types (Vue)

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Workflow

Definition of vegetation per terrain type (Vue)

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Workflow

Terrain without vegetation (Vue)

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Workflow

Terrain with water and vegetation after population (Vue)

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Workflow

Terrain with vegetation, buildings and (animated) objects (Collada)

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Workflow with complex terrain

•  Import of terrain model (LIDAR, maps, …) •  Creation of original terrain (Photoshop, …) •  Creation of the “virgin” 3D terrain model •  Design of buildings and features on terrain •  Creation of terrain changes through height maps •  Check if everything fits

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Egmont castle

Aerial view of Egmont castle site in Zottegem, Belgium

Page 59: VR for monuments and sites: how to make it work

Egmont castle

Procedural landscape simulation in Vue of castle site in Zottegem, Belgium (1640)

Page 60: VR for monuments and sites: how to make it work

Egmont castle

Procedural landscape simulation in Vue of castle site in Zottegem, Belgium (1640)

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How to make it work

•  Commissioned •  Single project

•  Output for visualisation •  No budget for multidisciplinary approach or re-use

=> Low quality, unaccessible 3D asset

•  Integrated in research (archaeology, museums, …) •  3D is part of research process (for example through Blender)

•  Recording of metadata/paradata

•  Multidisciplinary data input •  Creation of 3D asset = investment

=> High quality, re-usable 3D asset

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Re-purpose & re-use

•  Re-purpose •  Transmedia approach (publication, website, app, museum setup, …)

•  Maximise the value of digital museum assets •  Create different output (e.g. pre-rendered vs. real time visualisation)

•  Example: Culturama system in Unity => recreating optimised landscape through Unity landscape module

•  Re-use •  Use of the data in other ways by 3rd parties (e.g. games) •  Repository to offer data/metadata/paradata

•  Crowd sourcing

•  V-MusT NextGen Virtual Museum Exhibition •  Jun – Dec 2014, Amsterdam, Rome, Sarajevo, Alexandria

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Culturama 3D system

Real-time interactive 3D visualisation on panoramic screen (CultNat)

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Repository for digital heritage

•  Maximise the use of museum assets •  Digital museum assets = investment •  Repository

•  Metadata = documentation of the object

•  Paradata = documentation of digitisation & interpretation processes •  Exchange with other museums

•  Use outside cultural heritage (film, games, arts, …)

•  IPR = fees for owner & repository owner

•  Main target: temporary exhibitions

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Conclusions

•  Sustainable landscape reconstruction •  Use of widely used but focused software packages

•  Concatenation by use of open, standardised formats •  Documentation of digitisation/creation process

•  Documentation of interpretation process

•  Documentation of procedural aspects •  Transmedia approach => maximise re-use/re-purpose

•  Long term storage in digital heritage repository

Page 66: VR for monuments and sites: how to make it work

Thank you!

[email protected] [email protected]

skype: daniel.pletinckx