scholarly journals 3D survey for the archaeological study and virtual reconstruction of the “Sanctuary of Isis” in the ancient Lilybaeum (Italy)

2020 ◽  
Vol 11 (22) ◽  
pp. 1 ◽  
Author(s):  
Leonarda Fazio ◽  
Mauro Lo Brutto

<p class="VARKeywords">In recent years, the use of three-dimensional (3D) models in cultural and archaeological heritage for documentation and dissemination purposes has increased. New geomatics technologies have significantly reduced the time spent on fieldwork surveys and data processing. The archaeological remains can be documented and reconstructed in a digital 3D environment thanks to the new 3D survey technologies. Furthermore, the products generated by modern surveying technologies can be reconstructed in a virtual environment on effective archaeological bases and hypotheses coming from a detailed 3D data analysis. However, the choice of technologies that should be used to get the best results for different archaeological remains and how to use 3D models to improve knowledge and dissemination to a wider audience are open questions.</p><p class="VARKeywords">This paper deals with the use of terrestrial laser scanners and photogrammetric surveys for the virtual reconstruction of an archaeological site. In particular, the work describes the study for the 3D documentation and virtual reconstruction of the “Sanctuary of Isis” in <em>Lilybaeum,</em> the ancient city of Marsala (southern Italy). The "Sanctuary of Isis" is the only Roman sacred building known in this archaeological area. Based on the survey data, it has been possible to recreate the original volumes of the ancient building and rebuild the two best-preserved floors –a geometric mosaic and an <em>opus spicatum</em>– for a first digital reconstruction of the archaeological complex in a 3D environment.</p>

2021 ◽  
Vol 12 (25) ◽  
pp. 124
Author(s):  
Simone Fallica ◽  
Raissa Garozzo ◽  
Cettina Santagati

<p class="VARAbstract">This paper addresses the challenge of digitally reconstructing ruined architectural sites and retracing their history, in order to virtually recompose their geometrical, stylistic and material integrity. To this end, the research team analyzed the ruins of the church of Santa Maria de Monasterio Albo, located in the ancient village of Misterbianco (Sicily) and destroyed (together with the entire hamlet) by the 1669 eruption of Mount Etna. In the last years, some excavation campaigns brought the church to the light, unveiling the remains of the main portal and six altars, which are one of the most remarkable examples of Mannerist art in eastern Sicily. This research aimed to three-dimensional (3D) reconstruct both the altars and the portal, ideally reviving their original 17<sup>th</sup> century configuration. This goal was achieved through an in-depth archival research (documents dating back to the years between 1300 and 1666 were consulted), an analysis of Classic and Renaissance treatises, and two integrated digital survey campaigns (laser scans and photogrammetry). The outcome is represented by the 3D models of the seven artifacts, which include surviving parts reconstructed as photogrammetric meshes, several fragments were placed in their likely early location through a virtual anastylosis, and NURBS (Non Uniform Rational Basis-Splines) surfaces (recreating the no longer existing elements). The latter were 3D modelled based on the treatises (which provided information on the correct proportioning) or in analogy with other coeval similar artifacts. Overall, the digital reconstruction was based on the ethical principles of transparency of the intervention, recognition of non-original additions and distinction between evidence and hypothesis, according to the London Charter and the Seville Principles. The experimentation provides a valid support for possible interventions in the real world and is the starting point to develop a digital archive of the site, which would make the different accuracy levels the reconstruction explicit.</p><p><strong>Highlights:</strong></p><ul><li><p>3D virtual reconstruction is effective to visualize and bring back to life ruined architectural artefacts.</p></li><li><p>Information about the artefacts original appearance was harvested through digital survey campaigns, archival documents, and comparisons with iconographic sources and coeval buildings.</p></li><li><p>The 3D reconstruction follows ethical principles of transparency and combines photogrammetric meshes (partly relocated through a virtual anastylosis) and NURBS surfaces.</p></li></ul>


2018 ◽  
Vol 9 (19) ◽  
pp. 89 ◽  
Author(s):  
Antonia Merino ◽  
Carlos Márquez ◽  
Ramón González

<p><strong>Extended Abstract:</strong></p><p>The  archaeological site of  Torreparedones  (Baena)  is  one  of  the  most  outstanding Roman sites  in  the  Province  of Cordoba, due  to  not  only  the  structural  remains  excavated  in  recent  decades,  but  also the  relevance through the relevance of other recovered materials. In recent years, among the recordings made during excavations and in the area of  the north  portico  of  the  forum  and  the  temple,  an  important  sculptural  group from  the high  imperial  time was documented. The sculptural cycle consists of two dynastic groups, which are currently part of the museum exhibition of Baena. The first, found in the area of the gate, consists of a toga, a female figure, a military sculpture and a fragment ideal statue (of the type hüftmantel). The second group, from the temple or near the same area, consists of two male and female seated statues representing: Divus Augustus, Divus Claudius and Diva Augusta (Livia). The latter offers a representation of idealized types, as characters portraits were produced post-mortem once the senate decreed their deification time. Because of the importance of this second group, a three-dimensional (3D) model of each of the pieces has been created. The main objective of this research, with some results presented in this article, is further development of a mobile application that allows disseminating results and promotes the use of virtual reality in the field of heritage. In order  to  carry  out  the  development  of  the  app  the  following  lines  of  action have  been followed:  1)  Recording by  the sculptural 3D scanning cycle; and 2) the development of a 3D digital catalogue for the dissemination and study within the framework of scientific research.</p><p>Data  collection of  the surface  was  performed by  using  a  3D  laser scanner,  a  tool  that  allows  obtaining sub-millimetre resolution and accuracy. After obtaining the results, we processed and checked the quality of the acquired points, best-fit and  registration  of  successive surface  recordings, and  filtering  and  cleaning  of  the  point  clouds.  To disseminate the findings of this research we chose to carry out analyses with a free application called "Sculptural Cycle Torreparedones" available for the Android operating system. With this app, the user can access all the information available, with periodic updates as the progress of other ongoing investigations. This application allows and intuitive and easy way of navigation, see the 3D models of the sculptures, as  well as access a virtual tour of Rome in 360° room of the museum of Baena.</p><p>Also, the user can access different multimedia content related to the site. As representative logo for the app, the icon of the half-head portrait of Divus Augustus was selected along with the title “3D Sculptural Cycle Torreparedones” as it is one of the largest and best known general level sculpture images. Since the app has been available since October 2017, a survey for assessing the app was conducted in order to know its impact and anticipate future necessary changes. In the course of this system, we have known the user skills in handling the application and the great interest of the youngest people in 3D.Theresults of this survey confirm that this work is an example of how this communication channel can be of service to the valorization and intelligibility of archaeological heritage. It  not  only  allows knowing the  materials recovered  during  the  excavations  of  Torreparedones  but  also  facilitates  the visitor to establish  a  direct  connection between the museum and the archaeological site. The application 3D Sculptural Cycle Torreparedones joins other works developed for 3D models digitized as a virtual catalogue, as is the Epigraphia3D app and other applications made with visits 360° as the case of the mobile application Guadiat VR -Belmez (Spain).</p>


Author(s):  
S. Pratali Maffei ◽  
E. Canevese ◽  
T. De Gottardo

<p><strong>Abstract.</strong> The twenty-year and interdisciplinary research activity carried out by Virtualgeo has focused on the development of new methods and tools for 3D modeling that go beyond the simple digital-virtual reconstruction of solid modelling, in order to realize three-dimensional informative and photogrammetric representations that faithfully reproduce reality. These so called Advanced 3D models are the basis for carrying out metrological investigations to support the design and the BIM database population. In particular, in this paper we will deal with the segmentation tool, which allows the classification of the photogrammetric 3D model (material, degradation and chronological features). In detail, we will illustrate the collaboration experience between Virtualgeo and the University of Trieste, course in Technologies for the conservation and enhancement of architectural heritage of the Master's Degree in Architecture. The experience focused on the study of the archaeological site of the Roman river port of Aquileia, which Advanced 3D model was supplied by Virtualgeo. Firstly, the work focused on the informative contents necessary for the subsequent elaborations (different types of materials, alteration/degradation forms), starting from the use of coded lexicons (UNI 11182/2006). Subsequently, the quantitative data were associated to each category of homogeneous elements, obtainable from the segmentation (“mapping”) of the 3D model. This experience gave the chance to test the EasyCUBE PRO software: it was gradually adapted to the specific needs emerged both during the analysis of the site and the definition of conservation interventions, so as the outputs that can be generated after the elaboration of the Advanced 3D model.</p>


2020 ◽  
Vol 11 (23) ◽  
pp. 106
Author(s):  
Damiano Aiello ◽  
Cecilia Bolognesi

<p class="VARAbstract">Can we preserve cultural heritage and, consequently, the memory of the past? To answer this question, one should look at the digital revolution that the world has gone through in recent decades and analyse the complex and the dialectical relationship between cultural heritage and new technologies. Thanks to these, increasingly accurate reconstructions of archaeological sites and historical monuments are possible. The resulting digital replicas are fundamental to experience and understand cultural heritage in innovative ways: they have complex and dynamic relationships with the original objects. This research paper highlights the importance and the scientific validity of digital replicas aimed at understanding, enhancing and protecting cultural heritage. The study focuses on the virtual reconstruction of the constructive phases, from the mid-15<sup>th</sup> century to date, of one of the most emblematic Gothic-Renaissance buildings in the city of Milan (Italy): the convent of Santa Maria delle Grazie, famous worldwide for hosting Leonardo da Vinci's Last Supper painting. This site proved to be an ideal case study because of its troubled and little-known history that led to numerous changes over the centuries. Thanks to a methodological approach based on the analysis of the documentary sources and three-dimensional (3D) modelling, it was possible to outline the chronological succession of the convent transformations; the way in which these overlapped the pre-existing structures was described starting from the Renaissance harmonious and organic interventions, to finally reach 18<sup>th</sup>-19<sup>th </sup>centuries inhomogeneous and incompatible additions. Finally, the research was completed by mapping the 3D models based on the sources used and their different levels of accuracy. The 3D models have thus become a valid tool for checking and verifying the reconstruction hypotheses.</p><p class="VARAbstract">Highlights:</p><ul><li><p>The study focused on the virtual reconstruction of the convent of Santa Maria delle Grazie, one of the most emblematicGothic-Renaissance buildings in the city of Milan.</p></li><li><p>By combining data from documentary sources, architectural treatises, period photos and digital survey, the mainbuilding phases of the convent, from the 15th century to date, were digitally reconstructed.</p></li><li><p>The 3D models are enriched with information about the accuracy of the digital reconstruction, creating 3D databasesthat can be easily consulted and updated.</p></li></ul>


2017 ◽  
Vol 8 (17) ◽  
pp. 1 ◽  
Author(s):  
Roberto Scopigno ◽  
Marco Callieri ◽  
Matteo Dellepiane ◽  
Federico Ponchio ◽  
Marco Potenziani

<p class="VARKeywords">Digital technologies are now mature for producing high quality digital replicas of Cultural Heritage (CH) assets. The research results produced in the last decade ignited an impressive evolution and consolidation of the technologies for acquiring high-quality digital three-dimensional (3D) models, encompassing both geometry and color. What remains still an open problem is how to deliver those data and related knowledge to our society. The web is nowadays the main channel for the dissemination of knowledge. Emerging commercial solutions for web-publishing of 3D data are consolidating and becoming a de-facto standard for many applications (e-commerce, industrial products, education, etc.). In this framework, CH is a very specific domain, requiring highly flexible solutions. Some recent experiences are presented, aimed at providing a support to the archival of archaeological 3D data, supporting web-based publishing of very high-resolution digitization results and finally enabling the documentation of complex restoration actions. All those examples have been recently implemented on the open-source 3D Heritage Online Presenter (3DHOP) platform, developed at CNR-ISTI.</p>


2012 ◽  
Vol 3 (5) ◽  
pp. 126 ◽  
Author(s):  
F. Stanco ◽  
D. Tanasi

<p>This paper deals with a project of virtual reconstruction of an entire archaeological site, the Sicilian Archaic sanctuary on the acropolis of Polizzello Mountain. This research program, called ’Virtual Acropolis’ has been developed in order to allow the experience of visiting an interactive and immersive 3D environments reconstructed in all and set in a realistic landscape. A visit that in the reality is currently impossible due to the still ongoing restoration works. For improving the archaeologist’s hypotheses about rituals and performances that were carried out in the sanctuary, all votive objects and offerings were digitally recreated and located in their original position and an avatar of a worshipper was implemented within the interactive model in order to directly experience, thanks to the archaeological and literary sources collected, how was one ordinary day in an Archaic sanctuary. Furthermore, the application of this technique represents the more recent frontier in the policies aimed to promotion of cultural and archaeological heritage.</p>


2021 ◽  
Vol 12 (25) ◽  
pp. 158
Author(s):  
Pablo Aparicio-Resco ◽  
Alejandro García Álvarez-Busto ◽  
Iván Muñiz-López ◽  
Noelia Fernández-Calderón

<p class="VARKeywords">The virtual reconstruction of a site is the mirror in which the archaeological research process is reflected, with all its uncertainties and certainties, generating a space for reflection on the lost materiality while the vestige itself is reconfigured into a didactic and social resource. Here we present the result of the three-dimensional (3D) reconstruction of the archaeological structures preserved in the Peñón de Raíces, in Castrillón (Asturias), which correspond to the ruins of the castle of Gauzón, a famous fortification of the Asturian kings in which La Cruz de la Victoria was made in 908.</p><p>The article begins with an introduction and a first part (Section 2) dedicated to the explanation of the site itself from an archaeological and historical point of view. We believe that this analysis should be the basis of any scientific virtual reconstruction. The virtual reconstruction presented here is dated to the 9-10th centuries and corresponds to the fortification built in the time of the Asturian kings. We offer a detailed analysis of the morphological and architectural components that have been documented in this defensive settlement in the light of archaeological research, and that provide the main foundations for the infographic reconstruction.</p><p>In the second part of the article (Section 3), we analyse the specific sources of historical and archaeological information that support the reconstruction and serve as a reference for it. The historical-archaeological sources used for the representation, for example, of the walls and the palaeoenvironmental environment, are detailed. Likewise, we comment on the process of discussion of the different hypotheses that, finally, lead to the presented result. It is important to note that without this discussion process it is not possible to produce a sound and solid proposal over time.</p><p>In the third part (Section 4), we show the result of the virtual reconstruction with a series of images. To obtain the virtual reconstruction presented in this article, the Blender Geographic Information System (GIS) addon has been used, which allows us to have a digital terrain model (DTM) on our 3D desktop easily so that we can begin to carry out the work from it. The archaeological planimetries were arranged on it and, based on all this information, the modelling process began. In the first place, basic modelling of volumes was carried out that served to raise the first sketches and, on them, to continue discussing the reconstructive hypotheses. Little by little the geometry of the virtual reconstruction was detailed and the castle took shape. The next step was to carry out texturing in a photorealistic way, for which it was decided to use Substance Painter software. We continued with the texturing and addition of details of the surrounding terrain using particle systems, which has been one of the most complex phases to carry out given the level of realism that we set ourselves as a goal. Later, other types of minor details were added: objects, characters and animals, which help to better understand the context. Finally, the final renderings are carried out and their post-processing is developed in Adobe Photoshop, for which matte painting techniques were used that merge 3D images with photographs and digital drawing.</p><p>Our interest was to carry out scientific graphic work, for which we have emphasized the importance of using the scale depicting historical/archaeological evidence for virtual reconstructions, a tool that allows us to ensure the principles of authenticity and scientific transparency of any virtual reconstruction (Aparicio et al., 2016). In this case, thanks to this tool, it is clear that the highest level of evidence is found in the castle itself excavated in the acropolis, while the town and the surrounding palisade clearly show a lower level of evidence. We hope that subsequent excavations in this area will allow us to review the reconstruction and thus also reflect a higher level of evidence in this area.</p><p>We believe that the work presented here constitutes a good example of the use of virtual scientific reconstruction for the development and consolidation of new hypotheses not only reconstructive but also interpretive of an archaeological site. Furthermore, the result presented here demonstrates the power of this graphic resource for the dissemination of historical-archaeological knowledge, a fundamental objective when carrying out any scientific work.</p><p><strong>Highlights:</strong></p><ul><li><p>Reconstrucción infográfica de una de las principales fortificaciones del reino de Asturias (s. VIII-X), a partir de la evidencia material documentada en las campañas de excavación arqueológica realizadas en el yacimiento.</p></li><li><p>Desarrollo de hipótesis reconstructivas de arquitectura militar altomedieval arruinada mediante la interpretación de vestigios arqueológicos aplicando un enfoque multidisciplinar.</p></li><li><p>Ejemplo de uso de la escala de evidencia histórico-arqueológica y de las unidades reconstructivas (UR) como instrumentos que permiten garantizar los principios de autenticidad y transparencia científica.</p></li></ul>


2015 ◽  
Vol 4 (8) ◽  
pp. 50 ◽  
Author(s):  
Jinliang Xiao ◽  
Jin Shang ◽  
Ming Gao ◽  
Jianhua Zhang ◽  
Jianhe Li

<p>In Dahecun, a famous archaeological site in China, the cultural strata have accumulated up to 12.5 meters, including archaeological remains covering 3,300 years. In order to improve the precision and convenience of archaeological work, a digitally aided 3D archaeological reconstruction and representation system is designed for the support of archaeological work and subsequent research and virtual reconstruction and representation of immediate site information and research output. The system shall benefit archaeologists and researchers as well as the general population with easy access to archaeological information.</p>


Author(s):  
Angel-Iván García-Moreno

Abstract Three-dimensional urban reconstruction requires the combination of data from different sensors, such as cameras, inertial systems, GPS, and laser sensors. In this technical report, a complete system for the generation of textured volumetric global maps (deep vision) is presented. Our acquisition platform is terrestrial and moves through different urban environments digitizing them. The report is focused on describing the three main problems identified in this type of works. (1) The acquisition of three-dimensional data with high precision, (2) the extraction of the texture and its correlation with the 3D data, and (3) the generation of the surfaces that describe the components of the urban environment. It also describes the methods implemented to extrinsically calibrate the acquisition platform, as well as the methods developed to eliminate the radial and tangential image distortion; and the subsequent generation of a panoramic image. Procedures are developed for the sampling of 3D data and its smoothing. Subsequently, the process to generate textured global maps with a negligible uncertainty is developed and the results are presented. Finally, the process of surface generation and the post-process of eliminating certain holes/occlusions in the meshes are reported. In each section, results obtained are shown. Using the methods presented here for geometric and photorealistic reconstruction of urban environments, high-quality 3D models are generated. The results achieved the following objectives: generate global textured models that preserve the geometry of the scanned scenes.


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