Abstract

Abstract. As virtual reality and 3D documentation and modelling technologies become increasingly powerful and affordable tools for architecture, planning, and cultural heritage preservation and communication, it has become increasingly important to develop low-cost methodologies for the creation of 3D immersive virtual environments and interactive experiences. Doing so makes this technology more viable for institutions such as museums and other cultural institutions, who often work within strict budgets. In this paper, we describe a workflow used to build an interactive, immersive virtual reality experience around a virtual city model of the town of Stade (Germany) in the year 1620. This virtual city model is based on a physical 3D model of the town, exhibited in the Stade town hall. The workflow begins with the digitization of this model using digital photogrammetry, followed by the subsequent low- and high-polygon modelling of the individual architectural assets in Autodesk Maya, texture mapping in Substance Painter and finally visualisation within Unreal Engine 4. The results of this workflow are a detailed 3D historical environment with a high degree of realism and in which interactivity can easily be added. In addition, the workflow takes a highly iterative approach that allows the performance of the virtual environments in the game engine to be monitored at each stage of the process, and that allows adjustments to be made quickly. To increase the potential of the virtual environment as a tool for education and communication, interactive elements and simple game mechanics are currently being integrated.

Highlights

  • In recent years virtual reality technology has become cheap and powerful enough to reach a much broader public

  • The following workflow was developed to create the virtual city model: (1) data acquisition by digital photogrammetry, (2) image orientation, dense point cloud generation, and meshing using the software Agisoft PhotoScan/Metashape, (3) production of height map from photogrammetric meshed model in Autodesk Maya, (4) loading of height map into Unreal Engine 4 (UE4) and block-out of scene using low-poly meshes, (5) 3D solid modelling of high-poly building meshes with Maya guided by photogrammetric mesh and reference material, (6) UV texture mapping of polygon meshes using Maya and Substance Painter, (7) high-poly meshes integrated into scene in UE4, (8) modelling and painting of landscape using native UE4 tools, (9) integration of motion controls and interactions in UE4, and (10) immersive and interactive visualisation of the city model

  • This project has been important in developing a workflow that allows for high-detail visualisations of virtual city models

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Summary

INTRODUCTION

In recent years virtual reality technology has become cheap and powerful enough to reach a much broader public. The use of interaction within these virtual worlds encourages a degree of sensory-motoric immersion (Holopainen, Björk, 2005), and is a very powerful tool for learning As a result, this has inspired an increased interest in the gamification of cultural heritage education, bringing it under the banner of ‘edutainment’. We focus on the case study of the digital 3D reconstruction of a historic city model of the town of Stade in the year 1620 This project was conceived in cooperation with the Schwedenspeicher Museum in Stade, where the VR experience will be exhibited as an educational tool for museum visitors and school groups to present a brief look into the history of Stade

RELATED WORK
THE HISTORIC CITY MODEL OF STADE
THE UNREAL GAME ENGINE AND HTC VIVE PRO VR SYSTEM
DATA ACQUISITION
WORKFLOW
CONCLUSION AND OUTLOOK
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