This article focuses on modern methods of documentation and visualization for a historic object. Digital photogrammetry and terrestrial laser scanning (TLS), which are essential tools for documenting cultural heritage in view of their rapid development in recent years, were used, compared, and analyzed. Furthermore, the use of available 3D computer graphics technologies for visualization is described and an optimal procedure for converting the object into VR and AR is proposed and implemented. The technologies presented in this article were tested within the context of a project on the reconstruction of the shrine of the Prophet Nahum in the city of Alqosh in northern Iraq, taking the shrine as a case study. Funded by ARCH Int. and provided by GemaArt Int., the restoration project started in 2018 and was completed in 2021. The ongoing documentation was prepared by the CTU and it used the materials for research purposes. Accurate documentation using photogrammetry, drones, and TLS was key to the restoration. Leica BLK360, Faro Focus S150, and GeoSlam laser scanners were used, as well as photogrammetric methods. In particular, the documentation process involved the creation of 3D textured models from the photogrammetry, which were compared to the TLS data to ensure accuracy. These models were necessary to track changes during the reconstruction phases and to calculate the volumes of rubble removed and materials added. Our data analysis revealed significant differences between the construction logs and the analysis of the accurate 3D models; the results showed an underestimation of the displaced material statements by 13.4% for removed material and 4.6% for added material. The use of heat maps and volumetric analyses helped to identify areas of significant change that guided the reconstruction and documented significant changes to the building for the investor. These findings are important for use in the construction industry with respect to historic sites as well as for further research focused on visualization using VR (virtual reality) and AR (augmented reality). The conversion of existing 3D models into VR and AR is rapidly evolving and significant progress was made during this project. The Unreal Engine (UE) game engine was used. Despite the significantly improved performance of the new UE 5 version, the data for conversion to VR and AR needs to be decimated to reduce the amount—in our case, this was by up to 90%. The quality appearance of the objects is then ensured by textures. An important outcome of this part of the research was the debugged workflow developed to optimize the 3D models for VR, which was essential for creating a virtual museum that shows the restoration process.
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