TY - GEN
T1 - Virtual reality for cultural heritage monuments – from 3D data recording to immersive visualisation
AU - Kersten, Thomas
AU - Tschirschwitz, Felix
AU - Deggim, Simon
AU - Lindstaedt, Maren
N1 - Publisher Copyright:
© Springer Nature Switzerland AG 2018.
PY - 2018/1/1
Y1 - 2018/1/1
N2 - Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in other virtual environments without leaving the current real-life situation. Cultural heritage (CH) monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Furthermore, VR is increasingly in use for virtual locations to enhance a visitor’s experience by providing access to additional materials for review and deepening knowledge either before or after the real visit. Using today’s available 3D technologies a virtual place is no longer just a presentation of geometric environments on the Internet or a virtual tour of the place using panoramic photography. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. This paper presents the generation of virtual 3D models for different cultural heritage monuments and their processing for data integration into the two game engines Unity and Unreal. The workflow from data acquisition to VR visualisation using the VR system HTC Vive, including the necessary programming for navigation and interactions, is described. Furthermore, the use (including simultaneous use of multiple end-users) of such a VR visualisation for CH monuments is discussed.
AB - Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in other virtual environments without leaving the current real-life situation. Cultural heritage (CH) monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Furthermore, VR is increasingly in use for virtual locations to enhance a visitor’s experience by providing access to additional materials for review and deepening knowledge either before or after the real visit. Using today’s available 3D technologies a virtual place is no longer just a presentation of geometric environments on the Internet or a virtual tour of the place using panoramic photography. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. This paper presents the generation of virtual 3D models for different cultural heritage monuments and their processing for data integration into the two game engines Unity and Unreal. The workflow from data acquisition to VR visualisation using the VR system HTC Vive, including the necessary programming for navigation and interactions, is described. Furthermore, the use (including simultaneous use of multiple end-users) of such a VR visualisation for CH monuments is discussed.
KW - 3D
KW - Game engine
KW - HTC vive
KW - Modelling
KW - Reconstruction
UR - https://www.scopus.com/pages/publications/85055713518
U2 - 10.1007/978-3-030-01765-1_9
DO - 10.1007/978-3-030-01765-1_9
M3 - Conference Paper
SN - 9783030017644
T3 - Lecture Notes in Computer Science
SP - 74
EP - 83
BT - Digital Heritage. Progress in Cultural Heritage
A2 - Doulamis, Anastasios
A2 - Fink, Eleanor
A2 - Ioannides, Marinos
A2 - Brumana, Raffaella
A2 - Wallace, Manolis
A2 - Patias, Petros
A2 - Martins, Joao
T2 - 7th International Conference EuroMed 2018
Y2 - 29 October 2018 through 3 November 2018
ER -