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3D Virtual Reconstruction for Archaeological Sites

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Earth Sciences".

Deadline for manuscript submissions: closed (20 March 2023) | Viewed by 74612

Special Issue Editors


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Guest Editor
Department of Engineering, University of Palermo, 90128 Palermo, Italy
Interests: photogrammetry; 3D modeling; laser scanning; UASs (unmanned aircraft systems); remote sensing; topography
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Civil, Chemical, Environmental and Materials Engineering (DICAM), University of Bologna, Viale del Risorgimento 2, 40132 Bologna, Italy
Interests: 3D digitization for cultural heritage; digital photogrammetry; laser scanning; 3D surveying and modeling
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

It is our great pleasure to invite you to submit original contributions concerning the topic of 3D Virtual Reconstruction for Archaeological Sites.

3D virtual reconstruction for the documentation, representation, and realistic simulation of ancient contexts is today becoming increasingly important in the study of Cultural Heritage. In particular, in archeology, 3D virtual reconstructions are frequently used to recreate ancient sites and their surrounding environments for different purposes, such as study, documentation, preservation, management, restoration, dissemination, and multimedia applications for education and tourism. 3D virtual reconstructions, if done with rigorous archaeological hypotheses, allow us today to speak of "virtual archaeology" as a discipline that is increasingly spreading in the academic world, also in multidisciplinary projects.

This Special Issue aims to collect high-quality papers dealing with the 3D documentation of archaeological sites, 3D digitization and modeling of Cultural Heritage, 3D virtual reconstruction of archaeological sites and their use through augmented reality (AR)/virtual reality (VR) applications. The main purpose of the Special Issue is to collect contributions about the state-of-the-art on 3D virtual reconstruction in archaeological contexts and on new methodological approaches for virtual archaeology. Examples of case studies in archaeological and museum applications will also be considered.

Prof. Dr. Mauro Lo Brutto
Prof. Dr. Valentina Alena Girelli
Guest Editors

Manuscript Submission Information

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Keywords

  • Cultural Heritage
  • Archaeological sites
  • 3D surveying
  • 3D virtual reconstruction
  • Virtual restoration
  • AR/VR applications
  • Virtual archaeology

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Published Papers (14 papers)

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Research

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13 pages, 2790 KiB  
Article
Creating a Haptic 3D Model of Wenceslas Hill in Olomouc
by Richard Lazna, Radek Barvir, Alena Vondrakova and Jan Brus
Appl. Sci. 2022, 12(21), 10817; https://doi.org/10.3390/app122110817 - 25 Oct 2022
Cited by 3 | Viewed by 2165
Abstract
Interactivity in today’s society finds its way into many facets of life and can be used in various ways, including 3D printing. For example, various 3D models can be incorporated into museum exhibitions and serve as interactive media for visitors, deepening their experience. [...] Read more.
Interactivity in today’s society finds its way into many facets of life and can be used in various ways, including 3D printing. For example, various 3D models can be incorporated into museum exhibitions and serve as interactive media for visitors, deepening their experience. One of the advantages of haptic 3D models is the immediate haptic feedback. Such models can have various uses, from being a part of an interactive exhibition to providing assistance to people with visual impairment. This article describes the process of creating a haptic 3D model depicting Wenceslas Hill in Olomouc in the eighteenth century. The model has several surface elements printed from conductive material that react to touch. The interactive model itself is unchanged from its original modelled 3D version, meaning the shape of the object stays the exact same throughout modifications. The resulting model conveys additional information about the object or its parts by means of a web interface via a connected tablet device. To implement the desired functionality, TouchIt3D technology was used. This technology uses a combination of conductive and non-conductive materials for 3D printing. The conductive material serves to propagate an electrical signal caused by touching a chosen part of the model. A 3D printer with two extruders was used for printing the model, allowing simultaneous printing of two different materials. The model’s scalability is advantageous for potential use by people with visual impairment. The model shall serve as a tool for enriching historical knowledge about the object by using interactivity. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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10 pages, 3596 KiB  
Article
Forensic Facial Approximation of 5000-Year-Old Female Skull from Shell Midden in Guar Kepah, Malaysia
by Johari Yap Abdullah, Cicero Moraes, Mokhtar Saidin, Zainul Ahmad Rajion, Helmi Hadi, Shaiful Shahidan and Jafri Malin Abdullah
Appl. Sci. 2022, 12(15), 7871; https://doi.org/10.3390/app12157871 - 5 Aug 2022
Cited by 10 | Viewed by 9826
Abstract
Forensic facial approximation was applied to a 5000-year-old female skull from a shell midden in Guar Kepah, Malaysia. The skull was scanned using a computed tomography (CT) scanner in the Radiology Department of the Hospital Universiti Sains Malaysia using a Light Speed Plus [...] Read more.
Forensic facial approximation was applied to a 5000-year-old female skull from a shell midden in Guar Kepah, Malaysia. The skull was scanned using a computed tomography (CT) scanner in the Radiology Department of the Hospital Universiti Sains Malaysia using a Light Speed Plus scanner with a 1 mm section thickness in spiral mode and a 512 × 512 matrix. The resulting images were stored in Digital Imaging and Communications in Medicine (DICOM) format. A three-dimensional (3D) model of the skull was obtained from the CT scan data using Blender’s 3D modelling and animation software. After the skull was reconstructed, it was placed on the Frankfurt plane, and soft tissue thickness markers were placed based on 34 Malay CT scan data of the nose and lips. The technique based on facial approximation by data extracted from facial measurements of living individuals showed greater anatomical coherence when combined with anatomical deformation. The facial approximation in this study will pave the way towards understanding face prediction based on skull structures, soft tissue prediction rules, and soft tissue thickness descriptors. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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21 pages, 6062 KiB  
Article
3D Modelling of Archaeoseismic Damage in the Roman Site of Baelo Claudia (Gibraltar Arc, South Spain)
by Yolanda Sánchez-Sánchez, Javier Elez, Pablo G. Silva, Gabriel Santos-Delgado, Jorge Luis Giner-Robles and Klaus Reicherter
Appl. Sci. 2022, 12(10), 5223; https://doi.org/10.3390/app12105223 - 21 May 2022
Cited by 7 | Viewed by 2712
Abstract
This study deals with the morphometric characterization and quantification of earthquake damage in the ancient Roman city of Baelo Claudia in South Spain (Gibraltar Arc) by means of the use of 3D modelling from drone imagery. Baelo Claudia is a world-renowned archaeological site [...] Read more.
This study deals with the morphometric characterization and quantification of earthquake damage in the ancient Roman city of Baelo Claudia in South Spain (Gibraltar Arc) by means of the use of 3D modelling from drone imagery. Baelo Claudia is a world-renowned archaeological site recording recurrent earthquake destruction during the first and third centuries AD. The first earthquake destroyed the lower littoral zone of the city, allowing its reconstruction from the year c. 60–70 CE, but the second earthquake in 365–390 CE led to the complete destruction of the renewed city and its eventual abandonment. This second earthquake imprinted important deformations in the main monumental zone of the city, including the basilica temples, macellum, city walls, aqueducts and funerary monuments, as well as in the main paved zones of the city. This is the case for the Forum, Decumanus and Cardos, which show a variety of folds, pop-up structures, conjugate fractures and impact marks susceptible to be measured in a 3D format. The current study presents detailed (up to 3 mm/pixel) surface models of iconic monuments within the city. The 3D models were obtained by means of serial orthophotos taken with a UAV Mavic Pro 2 (DJI) Drone device equipped with a 20 mpx camera and a 1” CMOS sensor. Each individual image was captured in a geo-referenced jpg format and processed with the Agisoft Metashape Professional software®. Depending on the measured monument, the final images consisted of 250 to 700 photographs clustered by 50,000 to 150,000 tie points. In all studied items (Decumanus, city walls and bath dish), we follow the same workflow of analysis: (1) alignment of photos with support points; (2) building a dense cloud of points; (3) creation of the surface texture; (4) creation of the Digital Elevation Model (DEM); (5) creation of the orthomosaic; and finally, (6) the building of the high-quality 3D tiled surface models. The obtained models allow the geometric quantification of earthquake deformations (displacements, amplitudes, orientation, etc.) in a GIS-based 3D environment suitable to quantify oriented damage of seismic origin. In a complementary way, these 3D models deserve to be considered for their potential role as digital seismoscopes of ancient archaeological sites and/or heritage buildings. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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10 pages, 8244 KiB  
Article
The Facial Reconstruction of a Mesolithic Dog, Muge, Portugal
by Cicero Moraes, Hugo Matos Pereira, João Filipe Requicha, Lara Alves, Graça Alexandre-Pires, Sandra de Jesus, Silvia Guimarães, Catarina Ginja, Cleia Detry, Miguel Ramalho and Ana Elisabete Pires
Appl. Sci. 2022, 12(10), 4867; https://doi.org/10.3390/app12104867 - 11 May 2022
Cited by 2 | Viewed by 9083
Abstract
This paper presents the facial reconstruction of a Mesolithic dog whose skeleton was recovered from the Muge shell middens (Portugal) in the 19th century. We used the anatomical deformation approach based on a collection of computer tomography images as an attempt to reconstruct [...] Read more.
This paper presents the facial reconstruction of a Mesolithic dog whose skeleton was recovered from the Muge shell middens (Portugal) in the 19th century. We used the anatomical deformation approach based on a collection of computer tomography images as an attempt to reconstruct the Muge dog’s head appearance. We faced a few challenges due to the level of bone displacement and the absence of some cranium anatomical parts, as well as accurate information on soft tissue thickness for modern dogs. This multidisciplinary study combined anatomical, veterinary, zooarchaeological, artistic and graphic aspects to allow for the facial reconstruction of the Muge dog. Albeit an approximation, it confers a recognition to this prehistoric finding. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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18 pages, 7243 KiB  
Article
The Virtual Reconstruction of the Aesculapius and Hygeia Statues from the Sanctuary of Isis in Lilybaeum: Methods and Tools for Ancient Sculptures’ Enhancement
by Leonarda Fazio, Mauro Lo Brutto, Sara Gonizzi Barsanti and Saverio Giulio Malatesta
Appl. Sci. 2022, 12(7), 3569; https://doi.org/10.3390/app12073569 - 31 Mar 2022
Cited by 11 | Viewed by 3235
Abstract
Thanks to recent technological developments in 3D surveys, computer graphics and virtual reality, new scenarios have been opened for the documentation and enhancement of ancient sculptures. When not totally preserved, sculptures can be digitally reproduced, modified and visualized to simulate their physical or [...] Read more.
Thanks to recent technological developments in 3D surveys, computer graphics and virtual reality, new scenarios have been opened for the documentation and enhancement of ancient sculptures. When not totally preserved, sculptures can be digitally reproduced, modified and visualized to simulate their physical or virtual reconstruction in a non-invasive way for specialists or for dissemination aims. The virtual sculptural reconstruction process starts usually from the 3D survey of real fragments, and then continues by integrating missing parts with 3D modelling techniques by means of source evaluation. Along with primary data sources (reality-based model), secondary data sources (photos, drawings and 3D models of similar sculptures) can be directly used in the reconstruction process. This approach has a double advantage of making the reconstruction activities easier and less arbitrary, contributing to a decrease in the degree of uncertainty for the sculptural reconstruction work, also thanks to many iconographic comparisons to ancient copies. Moreover, virtual reconstruction can be easily visualized alongside a scalable rendering system using open-source Web3D apps and platforms, accessing information, 3D models and descriptions in order to enhance the experience of artworks. Inspecting theoretical and technical approaches, this work aims at establishing how primary and secondary data sources can be effectively used in sculptural reconstruction workflows, and how 3D outputs can be applied to implement digital sculptural heritage exploitation for museums and cultural institutions. The statues of Aesculapius and Hygeia from the sanctuary of Isis in Lilybaeum (Marsala, Italy) were chosen as a case study. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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24 pages, 15149 KiB  
Article
Strategies for 3D Modelling of Buildings from Airborne Laser Scanner and Photogrammetric Data Based on Free-Form and Model-Driven Methods: The Case Study of the Old Town Centre of Bordeaux (France)
by Domenica Costantino, Gabriele Vozza, Vincenzo Saverio Alfio and Massimiliano Pepe
Appl. Sci. 2021, 11(22), 10993; https://doi.org/10.3390/app112210993 - 19 Nov 2021
Cited by 9 | Viewed by 2716
Abstract
This paper presents a data-driven free-form modelling method dedicated to the parametric modelling of buildings with complex shapes located in particularly valuable Old Town Centres, using Airborne LiDAR Scanning (ALS) data and aerial imagery. The method aims to reconstruct and preserve the input [...] Read more.
This paper presents a data-driven free-form modelling method dedicated to the parametric modelling of buildings with complex shapes located in particularly valuable Old Town Centres, using Airborne LiDAR Scanning (ALS) data and aerial imagery. The method aims to reconstruct and preserve the input point cloud based on the relative density of the data. The method is based on geometric operations, iterative transformations between point clouds, meshes, and shape identification. The method was applied on a few buildings located in the Old Town Centre of Bordeaux (France). The 3D model produced shows a mean distance to the point cloud of 0.058 m and a standard deviation of 0.664 m. In addition, the incidence of building footprint segmentation techniques in automatic and interactive model-driven modelling was investigated and, in order to identify the best approach, six different segmentation methods were tested. The segmentation was performed based on the footprints derived from Digital Surface Model (DSM), point cloud, nadir images, and OpenStreetMap (OSM). The comparison between the models shows that the segmentation that produces the most accurate and precise model is the interactive segmentation based on nadir images. This research also shows that in modelling complex structures, the model-driven method can achieve high levels of accuracy by including an interactive editing phase in building 3D models. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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21 pages, 21933 KiB  
Article
ARK-BIM: Open-Source Cloud-Based HBIM Platform for Archaeology
by Filippo Diara and Fulvio Rinaudo
Appl. Sci. 2021, 11(18), 8770; https://doi.org/10.3390/app11188770 - 21 Sep 2021
Cited by 24 | Viewed by 4734
Abstract
In recent years, Historic Building Information Modelling (HBIM) methodology has strengthened the documentation and interpretation of archaeological contexts and is regarded as a breakthrough in relation to established methodologies and analyses. Change is also taking place regarding web and cloud-based solutions, and this [...] Read more.
In recent years, Historic Building Information Modelling (HBIM) methodology has strengthened the documentation and interpretation of archaeological contexts and is regarded as a breakthrough in relation to established methodologies and analyses. Change is also taking place regarding web and cloud-based solutions, and this work acknowledges the importance of cloud-based and web HBIM solutions applied to Cultural Heritage assets and archaeology. More than ever, online platforms are becoming useful services to ease data exchange and validation between collaborators and stakeholders, establishing multidisciplinary approaches. Despite the presence of different cloud-based platforms, Heritage asset documentation can hardly be managed by environments or software developed for architecture and construction design. For this reason, this project is strongly founded on four pillars: online documentation, collaboration, communication and accessibility. Cognisant of these needs, the paper is aimed at the development of a custom HBIM cloud platform for archaeology, on the basis of the BIMData open-source online environment. This platform, called ARK-BIM, can be considered a modular solution leaning on HTML, JavaScript, VueJS, XEOKIT and open-source languages. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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23 pages, 32997 KiB  
Article
From Field Archaeology to Virtual Reconstruction: A Five Steps Method Using the Extended Matrix
by Emanuel Demetrescu and Daniele Ferdani
Appl. Sci. 2021, 11(11), 5206; https://doi.org/10.3390/app11115206 - 3 Jun 2021
Cited by 39 | Viewed by 9194
Abstract
This article is framed into the theoretical and methodological background of virtual archaeology. The advantages of virtual archaeology and its weak points have long been discussed in academia, formulating theoretical foundations and principles to be followed in order to guarantee scientific results, where [...] Read more.
This article is framed into the theoretical and methodological background of virtual archaeology. The advantages of virtual archaeology and its weak points have long been discussed in academia, formulating theoretical foundations and principles to be followed in order to guarantee scientific results, where data are traceable, transparent and verifiable. Gathering the inheritance of the last 30 years of debates and research, this work proposes implementing these principles through the formulation of a methodological approach, to virtual reconstruction of archaeological contexts, consisting of an application protocol articulated in five steps. In particular, the proposed methodology is grounded in the Extended Matrix (EM), a formal language and tools entirely developed and tested by the Virtual Heritage lab of the CNR ISPC. The EM takes its cue from the Matrix of Harris and adapts its system to the specific needs arising in the fields of virtual reconstruction and scientific visualisation. This protocol, which ranges from fieldwork to the publication of scientific data, has been tested and systematised in over ten years of activity on various complex and significant archaeological contexts. In the article, each methodological step is supported by case studies described in detail and accompanied by a graphic apparatus that clearly illustrates the results obtained. These case studies led to the definition of version 1.2 of the EM as described in the methods section. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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18 pages, 9506 KiB  
Article
Roman Fortress Pitiunt: 3D-Reconstruction of the Monument Based on the Materials of Archaeological Research and Geological Paleoreconstructions
by Galina Trebeleva, Konstantin Glazov, Andrey Kizilov, Suram Sakania, Vladlen Yurkov and Gleb Yurkov
Appl. Sci. 2021, 11(11), 4814; https://doi.org/10.3390/app11114814 - 24 May 2021
Cited by 9 | Viewed by 4618
Abstract
The present study examined the references in the works of ancient authors to the ancient city and the Roman fortress Pitiunt, the geological aspects of the formation of the coastline in the Pitsunda Cape area in the first centuries AD and the results [...] Read more.
The present study examined the references in the works of ancient authors to the ancient city and the Roman fortress Pitiunt, the geological aspects of the formation of the coastline in the Pitsunda Cape area in the first centuries AD and the results of archaeological research of the monument performed from 1952 to 1974. The creation of the 3D reconstruction of the exterior of the Pitiunt fortress during its prosperity in the IV century AD, along with the churches which were the first monuments of religious architecture in northwestern Colchis (northwestern Colchis comprises parts of the territory of modern Russia, Georgia and Abkhazia) was carried out based on the excavation plans and the principles of fortification and temple architecture that were accepted in the late Roman times, paying special attention to the geological paleoreconstructions. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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21 pages, 6819 KiB  
Article
Optimization of Photogrammetric Flights with UAVs for the Metric Virtualization of Archaeological Sites. Application to Juliobriga (Cantabria, Spain)
by Julio Manuel de Luis-Ruiz, Javier Sedano-Cibrián, Raúl Pereda-García, Rubén Pérez-Álvarez and Beatriz Malagón-Picón
Appl. Sci. 2021, 11(3), 1204; https://doi.org/10.3390/app11031204 - 28 Jan 2021
Cited by 14 | Viewed by 2998
Abstract
Three-dimensional models are required to virtualize heritage sites. In recent years, different techniques that ease their generation have been consolidated, such as photogrammetry with Unmanned Aerial Vehicles (UAVs). Nonmetric cameras allow relatively inexpensive data collections. Traditional aerial photogrammetry has established methodologies, but there [...] Read more.
Three-dimensional models are required to virtualize heritage sites. In recent years, different techniques that ease their generation have been consolidated, such as photogrammetry with Unmanned Aerial Vehicles (UAVs). Nonmetric cameras allow relatively inexpensive data collections. Traditional aerial photogrammetry has established methodologies, but there are not commonly used recommendations for the selection of parameters when working with UAV platforms. This research applies the Taguchi Design of Experiments Method, with four parameters (height of flight, forward and lateral overlaps, and inclination angle of the sensor) and three levels (L9 matrix and nine flights), to determine the set that offers the best metric goodness and, therefore, the most faithful model. The Roman civitas of Juliobriga (Cantabria, North of Spain) was selected for this experiment. The optimal flight results of the average signal-to-noise ratio analysis were height of 15 m, forward and lateral overlaps of 80%, and inclination of 0° (nadiral). This research also highlights the noticeable contribution of the inclination in the accuracy of the model with respect to the others, which is 16.4 times higher than that of the less relevant one (height of flight). This leads to propose avoiding inclination angle as a variable, and the sole development of nadiral flights to obtain accurate models. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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19 pages, 84119 KiB  
Article
A Heritage Science Workflow to Preserve and Narrate a Rural Archeological Landscape Using Virtual Reality: The Cerro del Castillo of Belmez and Its Surrounding Environment (Cordoba, Spain)
by Antonio Monterroso-Checa, Alberto Redondo-Villa, Massimo Gasparini, Alberto Hornero, Bernardo Iraci, Rafael Martín-Talaverano, Juan Carlos Moreno-Escribano, Jesús Muñoz-Cádiz, José Ignacio Murillo-Fragero, Rafael Obregón-Romero, Noël Vargas, Simon J. Young, Raul Yuste and Pablo J. Zarco-Tejada
Appl. Sci. 2020, 10(23), 8659; https://doi.org/10.3390/app10238659 - 3 Dec 2020
Cited by 14 | Viewed by 4298
Abstract
The main aim of this article is to present a heritage action protocol based on the application of photogrammetric and LiDAR acquisitions, a catalogue of flora and fauna, archeological research, and 3D virtualization for the integrated recovery of a rural cultural heritage site [...] Read more.
The main aim of this article is to present a heritage action protocol based on the application of photogrammetric and LiDAR acquisitions, a catalogue of flora and fauna, archeological research, and 3D virtualization for the integrated recovery of a rural cultural heritage site located in the Alto Guadiato Valley of Cordoba, Spain. This joint multidisciplinary action focusing on a common heritage objective has resulted in a comprehensive and innovative action: the virtualization of an 800-hectare multitemporal archeological landscape. The results may be of interest to researchers, educators, and tourism agents, or for the dissemination of scientific knowledge, among other applications. The protocol of actions implemented in the framework of this project can be replicated in sites with similar characteristics, particularly rural areas with well-preserved landscapes that have not been investigated. The main result of the project is the preservation of geomorphological features using remote sensing technologies and the creation of a virtual lookout for this historical and natural landscape (GuadiatVR), which is a very uncommon outcome within the virtualization of historical landscapes. The lookout can be downloaded from Google Play on IOS. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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15 pages, 10047 KiB  
Article
Reconstructive Archaeology: In Situ Visualisation of Previously Excavated Finds and Features through an Ongoing Mixed Reality Process
by Miguel Angel Dilena and Marie Soressi
Appl. Sci. 2020, 10(21), 7803; https://doi.org/10.3390/app10217803 - 3 Nov 2020
Cited by 6 | Viewed by 3713
Abstract
Archaeological excavation is a demolishing process. Rather few elements outlast extractive operations. Therefore, it is hard to visualise the precise location of unearthed finds at a previously excavated research area. Here, we present a mixed reality environment that displays in situ 3D models [...] Read more.
Archaeological excavation is a demolishing process. Rather few elements outlast extractive operations. Therefore, it is hard to visualise the precise location of unearthed finds at a previously excavated research area. Here, we present a mixed reality environment that displays in situ 3D models of features that were formerly extracted and recorded with 3D coordinates during unearthing operations. We created a tablet application that allows the user to view the position, orientation and dimensions of every recorded find while freely moving around the archaeological site with the device. To anchor the model, we used physical landmarks left at the excavation. A series of customised forms were created to show (onscreen) the different types of features by superimposing them over the terrain as perceived by the tablet camera. The application permits zooming-in, zooming-out, querying for specific artefacts and reading metadata associated with the archaeological elements. When at the office, our environment enables accurate visualisations of the 3D geometry concerning previously unearthed features and their spatial relationships. The application operates using the Swift programming language, Python scripts and ARKit technology. We present here an example of its use at Les Cottés, France, a palaeolithic site where thousands of artefacts are excavated out of six superimposed layers with a complex conformation. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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21 pages, 4649 KiB  
Article
3D Documentation with TLS of Caliphal Gate (Ceuta, Spain)
by Rubén Pérez-Álvarez, Julio Manuel de Luis-Ruiz, Raúl Pereda-García, Gema Fernández-Maroto and Beatriz Malagón-Picón
Appl. Sci. 2020, 10(15), 5377; https://doi.org/10.3390/app10155377 - 4 Aug 2020
Cited by 4 | Viewed by 2954
Abstract
Three-dimensional surveying with a terrestrial laser scanner (TLS) has implied a revolution in the field of 3D modeling, as this methodology provides detailed point-clouds with simplified processes of capture. In addition to the point-clouds, other outputs can be obtained, such as ortho-images, virtual [...] Read more.
Three-dimensional surveying with a terrestrial laser scanner (TLS) has implied a revolution in the field of 3D modeling, as this methodology provides detailed point-clouds with simplified processes of capture. In addition to the point-clouds, other outputs can be obtained, such as ortho-images, virtual itineraries, 2D cartography, and meshes, which implies a second avenue of multimedia products, such as 3D Portable Document Format (PDF) files and interactive applications. All these options are interesting for the management and broadcast of cultural heritage. The works that have been developed in this research are aimed at setting a workflow for the TLS surveying works and subsequent data management for the generation of a 3D model of the Caliphal Gate of Ceuta, which is considered as one of the most important medieval findings in Spain in recent years, and its immediate surroundings. This model and the different outputs that have been obtained from it allow for the continuation of the historiographic analysis of the complex, while documenting a partial stage in the development of the works of enhancement. In addition to this, these products are not only useful in terms of conservation studies or enhancement, as they are also suitable for the dissemination of the site. Special attention has been set on the paid suitable software for data management while generating the outputs, and for its application by the final users. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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Review

Jump to: Research

35 pages, 25237 KiB  
Review
UAV Platforms and the SfM-MVS Approach in the 3D Surveys and Modelling: A Review in the Cultural Heritage Field
by Massimiliano Pepe, Vincenzo Saverio Alfio and Domenica Costantino
Appl. Sci. 2022, 12(24), 12886; https://doi.org/10.3390/app122412886 - 15 Dec 2022
Cited by 42 | Viewed by 7526
Abstract
In recent years, structure from motion (SfM) and multi-view stereo (MVS) algorithms have been successfully applied to stereo images generated by cameras mounted on unmanned aerial vehicle (UAV) platforms to build 3D models. Indeed, the approach based on the combination of SfM-MVS and [...] Read more.
In recent years, structure from motion (SfM) and multi-view stereo (MVS) algorithms have been successfully applied to stereo images generated by cameras mounted on unmanned aerial vehicle (UAV) platforms to build 3D models. Indeed, the approach based on the combination of SfM-MVS and UAV-generated images allows for cost-effective acquisition, fast and automated processing, and detailed and accurate reconstruction of 3D models. As a consequence, this approach has become very popular for representation, management, and conservation in the field of cultural heritage (CH). Therefore, this review paper discusses the use of UAV photogrammetry in CH environments with a focus on state of the art trends and best practices in image acquisition technologies and 3D model-building software. In particular, this paper intends to emphasise the different techniques of image acquisition and processing in relation to the different platforms and navigation systems available, as well as to analyse and deepen the aspects of 3D reconstruction that efficiently describe the entire photogrammetric process, providing further insights for new applications in different fields, such as structural engineering and conservation and maintenance restoration of sites and structures belonging to the CH field. Full article
(This article belongs to the Special Issue 3D Virtual Reconstruction for Archaeological Sites)
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