Realism, Interactivity and Performance: a pipeline for large scale Virtual Heritage dataset on line

Authors

  • Sofia Pescarin CNR ITABC (Institute of Technologies applied to Cultural Heritage)
  • Bruno Fanini
  • Daniele Ferdani
  • Guido Lucci Baldassari CNR ITABC (Institute of Technologies applied to Cultural Heritage)
  • Luigi Calori CINECA

DOI:

https://doi.org/10.6092/issn.1828-5961/2570

Keywords:

Virtual Archaeology, Computer Graphics, 3D Web,

Abstract

The paper presents the different steps of a virtual archaeology project, where different data are produced using separate pipelines, and are optimized and integrated in a real time environment, accessible on line by specialists (restricted access to a back end section) and by a wider public (open access to a front end section). The work is based on an open source tool previously developed by the team, OSG4WEB, recently optimized, adding new features and functionalities to enable the final publication of massive landscape reconstructions and virtual environments. The case study, Aquae Patavinae project, was chosen in order to explain the problematic aspects of a typical virtual archaeology work, where the main goal is to reconstruct ancient potential contexts and landscapes, thus supporting the choices made in the development of the software. The paper will underline how large reconstructed worlds and virtual environments within real-time 3D applications via web is still a challenge.

References

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Published

2011-12-31

How to Cite

Pescarin, S., Fanini, B., Ferdani, D., Lucci Baldassari, G., & Calori, L. (2011). Realism, Interactivity and Performance: a pipeline for large scale Virtual Heritage dataset on line. DISEGNARECON, 4(8), 62–70. https://doi.org/10.6092/issn.1828-5961/2570