Abstract

Abstract. In this paper, we will expose the process of adapting a high resolution model (laser and photogrammetry) into a virtual reality application for mobile phones. It is a virtual archeology project carried out on the site of Lugo’s Mitreo, Spain.

Highlights

  • One of the main components of a VR system is the threedimensional geometric representation within the reality engine

  • In order to avoid latency problems that cause the effect known as virtual reality sickness, we have to keep in latency low, below 10 milliseconds

  • In this paper we present a methodology that allows us to obtain a digitized model adapted to be viewed in virtual reality with a minimal loss of geometric information

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Summary

INTRODUCTION

One of the main components of a VR system is the threedimensional geometric representation within the reality engine This reality engine needs a series of demanding requirements for the geometry in order to get the correct interaction through the device and the interface. The three-dimensional models have to comply with the Requirements Engineering (RE) which defines the behavior of a system, and with the specifications of the design in which they are to be implemented. They have to meet the requirements of the creation of reusable repositories according to the standards (ISO / IEC 9126, SQuare ISO / IEC 25000), and follow principles of truthfulness as recommended by the London Charter and the Seville Principles. In this paper we present a methodology that allows us to obtain a digitized model adapted to be viewed in virtual reality with a minimal loss of geometric information

THE ARCHAEOLOGICAL SPACE
MATERIAL ELEMENTS
PROCESSING AND OPTIMIZATED MODELS
RESULTS
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