CI PA 2003 XIX 11 ' International Symposium, 30 September - 04 October, 2003, Antalya, Turkey
from simple hand drawings, to CAD designs, GIS systems, 3D
representations, animations and walkthroughs or even
stereoscopic representations in virtual reality applications.
Knyaz and Zheltov (Knyaz and Zheltov, 2001) discuss the
different advantages of a virtual reconstruction. Three
dimensional and virtual reality representations can be shared
over the web or even be viewed through the web. Virtual
museums are constantly increasing and new technologies are
used for visualization such as photo realistic rendering. Instant
sharing over the web with other researchers can help in
exchanging opinions with people all over the world, working
remotely. Easy accessibility to the public over the web or
through educational and entertainment applications also
promotes cultural heritage. Furthermore, searching
manipulation and correlation of objects is simplified and the
original artefacts or monuments are preserved.
Figure 6. An overview of the ancient tomb used as case study
The 3D representation has to provide adequate geometry
characteristics and detailed enough textures for the
archaeologists to be able to work on them. While the process of
creating the virtual models can be complex, there are various
techniques that try to automate the whole process as much as
possible.
4.2 The Visualization Process
For the rendering of the model the stereoscopic display was
used. It is a rear projection screen with mirror and 2 ordinary
DLP's with polarizing lenses, Fig. 7. A 2.4 GHz PC with an
Nvidia Quatro4 video card which has output for 2 monitors was
used. The system renders one image for each eye, and both
images are projected on the screen. The observer uses polarized
glasses, which allows him to see only one image for each eye.
The observers use polarized glasses, which allow them to see
only one image for each eye, thus producing a stereo feeling
especially when objects come out of the screen (negative
parallax). For the rendering part the model was acquired from
the photogrammetric methods and was textured using a texture
map of the local stone and grass, in an attempt to show how the
environment appears nowadays, Fig. 8. During the visualization
process there are two options, to visualize the actual objects or
to visualize the reconstructed objects.
Figure 7. The visualisation set-up, showing the big screen and
the mirror. The two monitors are used for control
with each one giving a preview of what each eye
will see on the big screen
4.3 Animation
The final model is loaded in the virtual reality system and the
user can navigate around to examine the tomb. For navigation
we use a Polhemus Fastrack tracker and an analogue joystick.
Looking at the model in stereo and being able to move around
gives a much more complete impression of the tomb and the
size of the chambers. The virtual system can be further
enhanced with collision detection to give some feedback about
the geometry of the objects. A more advanced interface could
allow the user to move objects around and try to fit different
pieces together.
Figure 8. A close-up of the tomb showing certain sections in
different colour (with off-white texture). These are
components that can be manipulated by the user,
e.g. removed, to allow better visualisation
Care should be taken though, as the correctness of the
visualization can sometimes be taken for granted (Ogleby,
1999). Different interpretations of archaeological data can result
in different reconstructions and the virtual models should be
questioned the same way the drawings on paper are questioned.
In fact there is an on-going debate on whether striving for
photorealism is the right approach when dealing with what is