Abstract

Virtual models’ production is of high pertinence in research and business fields such as architecture, archeology, or video games, whose requirements might range between expeditious virtual building generation for extensively populating computer-based synthesized environments and hypothesis testing through digital reconstructions. There are some known approaches to achieve the production/reconstruction of virtual models, namely digital settlements and buildings. Manual modeling requires highly-skilled manpower and a considerable amount of time to achieve the desired digital contents, in a process composed by many stages that are typically repeated over time. Both image-based and range scanning approaches are more suitable for digital preservation of well-conserved structures. However, they usually require trained human resources to prepare field operations and manipulate expensive equipment (e.g., 3D scanners) and advanced software tools (e.g., photogrammetric applications). To tackle the issues presented by previous approaches, a class of cost-effective, efficient, and scarce-data-tolerant techniques/methods, known as procedural modeling, has been developed aiming at the semi- or fully-automatic production of virtual environments composed of hollow buildings exclusively represented by outer façades or traversable buildings with interiors, either for expeditious generation or reconstruction. Despite the many achievements of the existing procedural modeling approaches, the production of virtual buildings with both interiors and exteriors composed by non-rectangular shapes (convex or concave n-gons) at the floor-plan level is still seldomly addressed. Therefore, a methodology (and respective system) capable of semi-automatically producing ontology-based traversable buildings composed of arbitrarily-shaped floor-plans has been proposed and continuously developed, and is under analysis in this paper, along with its contributions towards the accomplishment of other virtual reality (VR) and augmented reality (AR) projects/works oriented to digital applications for cultural heritage. Recent roof production-related enhancements resorting to the well-established straight skeleton approach are also addressed, as well as forthcoming challenges. The aim is to consolidate this procedural modeling methodology as a valuable computer graphics work and discuss its future directions.

Highlights

  • Virtual reconstruction refers to the faithful digital reproduction of real-world entities such as objects, settlements, and even biological systems

  • Matini and Ono [33] documented the quality verification performed over virtual models that were produced to recover and preserve digitally cultural heritage buildings ruined after an earthquake that impacted the Citadel of Bam (Iran), in 2003

  • The importance of promoting general public participation in archeology was considered in Mixed Reality System for Archeology Sites” (MixAR), which is an Mixed Reality (MR) project that enabled the development of a system, whose main goal is to manage the amount of reality and virtuality displayed in cultural heritage visitations

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Summary

Introduction

Virtual reconstruction refers to the faithful digital reproduction of real-world entities such as objects, settlements, and even biological systems. In spite of being quite demanding regarding both time and human resources, non-automatic (manual) modeling enables a step-by-step follow-up, usually from scratch, which provides full control and customization over the entire virtual models’ production pipeline While it supports many professional/research areas (e.g., architecture, engineering, and construction [29]), this modeling style has been providing contributions to cultural heritage recovery, observable in works such as the recreation of Bracara Augusta (Braga, Portugal) [30], the recovery of cultural heritage buildings located in Conímbriga (Portugal) [31], and the reconstitution of Lisbon (Portugal) prior to 1755’s devastating earthquake [32].

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