Abstract

The digital acquisition of Chiuro (Italy) is part of a research action of the still ongoing project “Le radici di una identità” (“An identity and its roots”), dealing with the documentation of the original urban structure of Chiuro, a small settlement located in northern Italy, whose interesting remains of mediaeval towers and Renaissance palaces are still well preserved. The paper focusses on the complete workflow developed by the group to create an explorative and implementable 3D digital model of the urban centre, constructed by a set of optimised mesh models. From the acquisition phase to geometric processing methodologies, different modelling strategies have been investigated to solve problems related to survey integration, and optimisation of the architectural digital assets. The main challenge is in fact the utilisation of the huge amount of data gathered during the previous surveying campaigns, providing a specific workflow to obtain an optimised 3D model. Moreover, the paper analyses some outputs: one is the storytelling of historical and cultural heritage in an attractive way, using game engines to visualise and give access to detailed digital contents to the general public.

Highlights

  • Over the last decades, digitisation of cultural assets has become a standard in the documentation process of cultural heritage (CH), and the procedures for data acquisition follow strongly experimented workflows

  • Digital models need to transmit shape, metric and colour information, but they are turned into a knowledge and data repository: the 3D model becomes a tool for simultaneous storage and data recall, answering to professional user requirements

  • The paper defines the progress of the RADICI project and the digital representation of the town of Chiuro

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Summary

Introduction

Digitisation of cultural assets has become a standard in the documentation process of cultural heritage (CH), and the procedures for data acquisition follow strongly experimented workflows. The present contribution proposes a workflow to produce a Set of Optimised Mesh (SOM), of which we analyse creation protocols developed during the ongoing research project This first experimentation takes place in the last category introduced in the state-of-the-art overview (3), dealing with the storytelling of historical and cultural contents in an attractive way, using game engines to visualise and give access to detailed digital contents. The management of huge quantity of data refers to the workflow introduced by Cohen et al (1998), that is a widely used technique in the field of video game and virtual contents, consisting in encoding normals of high-detail models in the parameter space of low-detail models This baking process, known as render-to-texture, necessarily requires the conversion of point clouds from active/passive sensors into triangular polygonal meshes, with semi-automatic procedures (Cipriani and Fantini 2018), but requires special attention to keep under control the deviation between high detail initial models and their simplified low-poly versions. Our team is part of the researchaction on the medieval historical centre of Chiuro (Fig. 1), one of the 19 local administrations located in the Province participating in the RADICI Project, among other partners and stakeholders.

Title of the project
Conclusions and future developments

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