CIPA 2003 XIX th International Symposium, 30 September - 04 October, 2003, Antalya, Turkey
models have to be prepared for real-time platforms.
Furthermore precise and reliable source data is critical for a
scientifically correct and accurate restitution. Interpretative and
comparative issues are also necessary when the restitution is
targeting lost architectural elements of the heritage site.
The present paper is a continuation and real-time finalisation of
the work that we started as described in Foni et al. Thus hereby
we conclude the steps of the real-time virtual realistic inhabited
restitution of S. Sergius & Bacchus and Hagia Sophia in
Istanbul, both as Byzantine cathedrals and Islamic mosques.
The common problems, pitfalls from the modelling and pre
processing stages (Foni et al) and real-time solutions and
specific choices are analyzed and explained in order to establish
a complete real-time methodology of bringing large, complex
and endangered edifices to life and simulating historical
characters as well as their architectural evolution. It has to be
noted, that Hagia Sophia was proved to be a very challenging
edifice to reconstruct, due to its immense complexity, size and
detail. Of course complex edifices of that scale are never fully
and finally reconstructed due to their immense detail (e.g.
lamps etc.) and with the current efforts we tried to encapsulate
as much as possible in the given project time.
Finally the use of new immersive VR technologies, in
conjunction and with the essential support of traditional sources
and materials, has been presented here in order to describe a
complete methodology for the restoration and renovation
process of ancient monuments.
Hence with the utilization of the mentioned methodology for
the situations where architectural restoration and protection are
not available, virtual restoration and conservation is exhibited.
Such virtual heritage simulations are a fundamental aspect for
the full understanding of the historical and social development
of vast communities and form a ‘virtual material witness’ of the
process of civilization.
5. REFERENCES
Chrichton, M., Timeline, Alfred A. Knoph, New York, 1999.
Coyne, R., Technoromanticism, digital narrative, holism and
the romance of the real, The MIT Press, Cambridge, Mass.
1999, pp. viii)
Foni, A., Papagiannakis, G., Magnenat-Thalmann, N., “Virtual
Hagia Sophia: Restitution, Visualization and Virtual Life
Simulation”, UNESCO World Heritage Congress, October 2002
Heidegger, M., Sein und Zeit, Max Niemeyer Verlag,
Tübingen, 1993, p. 38 (translated according to the English
translation of J. Macquarrie and E. Robinson; Blackwell, 1962).
Kshirsagar, S., Garchery, S., Magnenat-Thalmann, N., Feature
Point Based Mesh deformation Applied to MPEG-4 Facial
Animation, Proceedings Deform'2000; Geneva, Switzerland,
Nov. 29-20, Workshop on Virtual Humans by IFIP Working
Group 5.10 (Computer Graphics and Virtual Worlds) published
by Kluwer Academic Publishers, pp 23-34., November, 2000
Cordier, F., Magnenat-Thalmann N., Real-time Animation of
Dressed Virtual Humans, Eurographics Conference
Proceedings, Blackwell Publishers, July, 2002
Molet, T„ Boulic, R., Thalmann, D., A Real-Time Anatomical
Converter for Human Motion Capture, 7th EUROGRAPHICS
Int. Workshop on Computer Animation and Simulation'96,
Poitier, France, G. Hegron and R. Boulic eds., ISBN 3-211-828-
850, Springer-Verlag Wien, pp 79-94., 1996
Nandi A., Marichal X., Transfiction, proceedings of Virtual
Reality International Conference, Laval May 2000.
Papagiannakis, G., L’Hoste, G., Foni, A., Magnenat-Thalmann,
N., "Real-Time Photo Realistic Simulation of Complex
Heritage Edifices ", Proceedings of VSMM2001 (Virtual
Systems and Multimedia), San Francisco - USA, October 2001
Ponder, M., Papagiannakis, G., Molet, T., Magnenat Thalmann,
N., Thalmann, D., VHD++ Development Framework: Towards
Extendible, Component Based VR/AR Simulation Engine
Featuring Advanced Virtual Character Technologies, IEEE
Computer Society Press, Proceedings of Computer Graphics
International (CGI), 2003 (to appear)
Salzburg Research Forschungsgesellschaft m.b.H,
Technological Landscapes for Tomorrow’s Cultural Economy
(DIGICULT):Definitions-trends-hypotheses,
http://www.salzburgresearch.at, working paper presented on
04/04/2001
Ulicny, B., Thalmann, D., Crowd simulation for virtual
heritage, Proc. First International Workshop on 3D Virtual
Heritage, Geneva, pp.28-32, 2002.
YTU Project team, CAHRISMA, Project No:ICA3-CT-1999-
00007, Internal Project Consortium document: Detailed
scenarion on Namaz Pray, Yildiz Technical University,
February 2003.
6. ACKNOWLEDGEMENTS
We would like to thank Nedjma Cadi-Yazli for her additional
modelling and design contribution and Michal Ponder,
Branislav Ulicny, Bruno Herbelin, Sebastian Schertenleib and
Tom Molet for their support with the VHD++ framework. The
presented work is supported by the Swiss Federal Office for
Education and Science in frame of the EU INCO-MED
CAHRISMA project (ended March 2003) and the VHD++ real
time framework in frame of the EU 1ST STAR project.
7. APPENDIX
The Following Figures illustrate further examples of the Hagia
Sophia fully real-time VR reconstructed edifice (as a 16 th
century mosque), which constitutes the only known, published
effort of this kind and scale, for the selected cultural heritage
site (added in 1996 in the annual list of endangered monuments
by the World Monuments Watch).