Academic literature on the topic 'Archaeological 3D models'

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Journal articles on the topic "Archaeological 3D models"

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Bornik, Alexander, and Wolfgang Neubauer. "3D Visualization Techniques for Analysis and Archaeological Interpretation of GPR Data." Remote Sensing 14, no. 7 (April 1, 2022): 1709. http://dx.doi.org/10.3390/rs14071709.

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The non-invasive detection and digital documentation of buried archaeological heritage by means of geophysical prospection is increasingly gaining importance in modern field archaeology and archaeological heritage management. It frequently provides the detailed information required for heritage protection or targeted further archaeological research. High-resolution magnetometry and ground-penetrating radar (GPR) became invaluable tools for the efficient and comprehensive non-invasive exploration of complete archaeological sites and archaeological landscapes. The analysis and detailed archaeological interpretation of the resulting large 2D and 3D datasets, and related data from aerial archaeology or airborne remote sensing, etc., is a time-consuming and complex process, which requires the integration of all data at hand, respective three-dimensional imagination, and a broad understanding of the archaeological problem; therefore, informative 3D visualizations supporting the exploration of complex 3D datasets and supporting the interpretative process are in great demand. This paper presents a novel integrated 3D GPR interpretation approach, centered around the flexible 3D visualization of heterogeneous data, which supports conjoint visualization of scenes composed of GPR volumes, 2D prospection imagery, and 3D interpretative models. We found that the flexible visual combination of the original 3D GPR datasets and images derived from the data applying post-processing techniques inspired by medical image analysis and seismic data processing contribute to the perceptibility of archaeologically relevant features and their respective context within a stratified volume. Moreover, such visualizations support the interpreting archaeologists in their development of a deeper understanding of the complex datasets as a starting point for and throughout the implemented interactive interpretative process.
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Nobles, Gary R., and Christopher H. Roosevelt. "Filling the Void in Archaeological Excavations: 2D Point Clouds to 3D Volumes." Open Archaeology 7, no. 1 (January 1, 2021): 589–614. http://dx.doi.org/10.1515/opar-2020-0149.

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Abstract 3D data captured from archaeological excavations are frequently left to speak for themselves. 3D models of objects are uploaded to online viewing platforms, the tops or bottoms of surfaces are visualised in 2.5D, or both are reduced to 2D representations. Representations of excavation units, in particular, often remain incompletely processed as raw surface outputs, unable to be considered individual entities that represent the individual, volumetric units of excavation. Visualisations of such surfaces, whether as point clouds or meshes, are commonly viewed as an end result in and of themselves, when they could be considered the beginning of a fully volumetric way of recording and understanding the 3D archaeological record. In describing the creation of an archaeologically focused recording routine and a 3D-focused data processing workflow, this article provides the means to fill the void between excavation-unit surfaces, thereby producing an individual volumetric entity that corresponds to each excavation unit. Drawing on datasets from the Kaymakçı Archaeological Project (KAP) in western Turkey, the article shows the potential for programmatic creation of volumetric contextual units from 2D point cloud datasets, opening a world of possibilities and challenges for the development of a truly 3D archaeological practice.
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Kersten, T. P., and D. Stallmann. "AUTOMATIC TEXTURE MAPPING OF ARCHITECTURAL AND ARCHAEOLOGICAL 3D MODELS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XXXIX-B5 (July 28, 2012): 273–78. http://dx.doi.org/10.5194/isprsarchives-xxxix-b5-273-2012.

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Fazio, Leonarda, and Mauro Lo Brutto. "3D survey for the archaeological study and virtual reconstruction of the “Sanctuary of Isis” in the ancient Lilybaeum (Italy)." Virtual Archaeology Review 11, no. 22 (January 28, 2020): 1. http://dx.doi.org/10.4995/var.2020.11928.

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<p class="VARKeywords">In recent years, the use of three-dimensional (3D) models in cultural and archaeological heritage for documentation and dissemination purposes has increased. New geomatics technologies have significantly reduced the time spent on fieldwork surveys and data processing. The archaeological remains can be documented and reconstructed in a digital 3D environment thanks to the new 3D survey technologies. Furthermore, the products generated by modern surveying technologies can be reconstructed in a virtual environment on effective archaeological bases and hypotheses coming from a detailed 3D data analysis. However, the choice of technologies that should be used to get the best results for different archaeological remains and how to use 3D models to improve knowledge and dissemination to a wider audience are open questions.</p><p class="VARKeywords">This paper deals with the use of terrestrial laser scanners and photogrammetric surveys for the virtual reconstruction of an archaeological site. In particular, the work describes the study for the 3D documentation and virtual reconstruction of the “Sanctuary of Isis” in <em>Lilybaeum,</em> the ancient city of Marsala (southern Italy). The "Sanctuary of Isis" is the only Roman sacred building known in this archaeological area. Based on the survey data, it has been possible to recreate the original volumes of the ancient building and rebuild the two best-preserved floors –a geometric mosaic and an <em>opus spicatum</em>– for a first digital reconstruction of the archaeological complex in a 3D environment.</p>
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Stampouloglou, M., O. Toska, S. Tapinaki, G. Kontogianni, M. Skamantzari, and A. Georgopoulos. "3D DOCUMENTATION AND VIRTUAL ARCHAEOLOGICAL RESTORATION OF MACEDONIAN TOMBS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W11 (May 5, 2019): 1073–80. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w11-1073-2019.

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<p><strong>Abstract.</strong> Archaeology as a science is based on finding and displaying the remains of the past. In recent years, with the progress of technology, the science of archeology has been expanding and evolving. Three-dimensional digitization has become an integral part of the archiving, documentation and restoration effort of cultural heritage, offering important benefits in studies for reconstruction and restoration tasks of architectural creations, archaeological sites, historic monuments and objects of art in general. The three-dimensional models are now available for many applications. In this paper such 3D models of two prominent Macedonian tombs in Northern Greece were exploited for their virtual restoration. Virtual restoration of monuments is of special importance to archaeological research, as it provides the necessary tools to investigate alternative solutions to the serious issue of archaeological restoration. These solutions do not interfere with the real monument, thus respecting its value and the international conventions. Digital 3D models have begun to be more beneficial in a science such as archaeology as they offer easy access to both archaeological and geometric information to a wider audience as well as a high degree of interaction possibilities with the user.</p>
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Lorenzo, Gabriela, Luciano Lopez, Reinaldo A. Moralejo, and Luis M. Del Papa. "Fotogrametría SFM aplicada a la determinación taxonómica de restos arqueofaunísticos." Virtual Archaeology Review 10, no. 20 (January 28, 2019): 70. http://dx.doi.org/10.4995/var.2019.11094.

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<p>Photogrammetry has recently been incorporated into archaeological research, replacing much more expensive techniques while still generating high resolution results. This technique converts two dimensional (2D) images into three-dimensional (3D) models, allowing for the complex analysis of geometric and spatial information. It has become one of the most used methods for the 3D recording of cultural heritage objects. Among its possible archaeological uses are: digitally documenting an archaeological dig at low cost, aiding the decision-making process (Dellepiane et al., 2013); spatial surveying of archaeological sites; 3D model generation of archaeological objects and digitisation of archaeological collections (Adami et al., 2018; Aparicio Resco et al., 2014; Cots et al., 2018; Iturbe et al., 2018; Moyano, 2017).</p><p>The objective of this paper is to show the applicability of 3D models based on SfM (Structure from Motion) photogrammetry for archaeofauna analyses. We created 3D models of four camelid (Lama glama) bone elements (skull, radius-ulna, metatarsus and proximal phalange), aiming to demonstrate the advantages of 3D models over 2D osteological guides, which are usually used to perform anatomical and systematic determination of specimens.</p><p>Photographs were taken with a 16 Megapixel Nikon D5100 DSLR camera mounted on a tripod, with the distance to the object ranging between 1 and 3 m and using a 50mm fixed lens. Each bone element was placed on a 1 m tall stool, with a green, high contrast background. Photographs were shot at regular intervals of 10-15º, moving in a circle. Sets of around 30 pictures were taken from three circumferences at vertical angles of 0º, 45º and 60º. In addition, some detailed and overhead shots were taken from the dorsal and ventral sides of each bone element. Each set of dorsal and ventral photos was imported to Agisoft Photoscan Professional. A workflow (Fig. 4) of alignment, tie point matching, high resolution 3D dense point cloud construction, and creation of a triangular mesh covered with a photographic texture was performed. Finally the dorsal and ventral models were aligned and merged and the 3D model was accurately scaled. In order to determine accuracy of the models, linear measurements were performed and compared to a digital gauge measurement of the physical bones, obtaining a difference of less than 0.5 mm.</p><p>Furthermore, five archaeological specimens were selected to compare our 3D models with the most commonly used 2D camelid atlas (Pacheco Torres et al., 1986; Sierpe, 2015). In the particular case of archaeofaunal analyses, where anatomical and systematic determination of the specimens is the key, digital photogrammetry has proven to be more effective than traditional 2D documentation methods. This is due to the fact that 2D osteological guides based on drawings or pictures lack the necessary viewing angles to perform an adequate and complete diagnosis of the specimens. Using new technology can deliver better results, producing more comprehensive information of the bone element, with great detail and geometrical precision and not limited to pictures or drawings at particular angles. In this paper we can see how 3D modelling with SfM-MVS (Structure from Motion-Multi View Stereo) allows the observation of an element from multiple angles. The possibility of zooming and rotating the models (Figs. 6g, 6h, 7d, 8c) improves the determination of the archaeological specimens.</p><p>Information on how the 3D model was produced is essential. A metadata file must include data on each bone element (anatomical and taxonomic) plus information on photographic quantity and quality. This file must also contain the software used to produce the model and the parameters and resolution of each step of the workflow (number of 3D points, mesh vertices, texture resolution and quantification of the error of the model). In short, 3D models are excellent tools for osteological guides.</p>
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Ebolese, D., M. Lo Brutto, and G. Dardanelli. "UAV SURVEY FOR THE ARCHAEOLOGICAL MAP OF <i>LILYBAEUM</i> (MARSALA, ITALY)." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W11 (May 4, 2019): 495–502. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w11-495-2019.

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<p><strong>Abstract.</strong> Collecting information and mapping are fundamental aspects of systematic archaeological excavation, documentation and interpretation. The process of recording physical evidence is the first step in the archaeological study with the goal to derive spatial and semantic information from the gathered and available data. Archaeological reports always include 2D maps, sections, data distribution and other spatial data. Indeed, the representation is inseparable from the archaeological practice, but this is undoubtedly a time-consuming activity. Nowadays, archaeologists can take advantages of various recording techniques to produce highly accurate 3D models and ortho-images of archaeological sites. Far from replacing the more traditional techniques, the development of new geomatics techniques tries to answer, in a more efficient way, to the needs of archaeological research. The use of Unmanned Aerial Vehicles (UAVs) has become more popular in archaeological excavations. In particular, UAV systems become a useful, versatile and cost-effective approach to record large archaeological areas in order to measure and completely document them. They are the fastest way to produce high-resolution 3D models of entire sites and allow archaeologists to collect accurate spatial data that can be used for spatial analyses using GIS platform. The paper presents the results of several UAV surveys of the archaeological remains of <i>Lilybaeum</i>, the ancient city of Marsala (Southern Italy), performed in the Archaeological Park of “Lilibeo”. The UAV acquisitions were planned and carried out to complete the previous traditional documentation of the site. Very detailed 3D models and high-resolution ortho-images, together with some new field campaigns, have been used for new analysis and documentation of the site and for the realization of the archaeological map of <i>Lilybaeum</i>.</p>
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Lo Brutto, M., R. Sciortino, and A. Garraffa. "RPAS AND TLS TECNIQUES FOR ARCHAEOLOGICAL SURVEY: THE CASE STUDY OF THE ARCHAEOLOGICAL SITE OF ERACLEA MINOA (ITALY)." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W3 (February 23, 2017): 433–38. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w3-433-2017.

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Digital documentation and 3D modelling of archaeological sites are important for understanding, definition and recognition of the values of the sites and of the archaeological finds. The most part of archaeological sites are outdoor location, but a cover to preserve the ruins protects often parts of the sites. The possibility to acquire data with different techniques and merge them by using a single reference system allows creating multi-parties models in which 3D representations of the individual objects can be inserted. <br><br> The paper presents the results of a recent study carried out by Geomatics Laboratory of University of Palermo for the digital documentation and 3D modelling of Eraclea Minoa archaeological site. This site is located near Agrigento, in the south of Sicily (Italy) and is one of the most famous ancient Greek colonies of Sicily. The paper presents the results of the integration of different data source to survey the Eraclea Minoa archaeological site. The application of two highly versatile recording systems, the TLS (Terrestrial Laser Scanning) and the RPAS (Remotely Piloted Aircraft System), allowed the Eraclea Minoa site to be documented in high resolution and with high accuracy. The integration of the two techniques has demonstrated the possibility to obtain high quality and accurate 3D models in archaeological survey.
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Ebolese, D., M. Lo Brutto, and A. Burgio. "3D MODELING OF TWO <i>LOUTERIA</i> FRAGMENTS BY IMAGE-BASED APPROACH." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-5/W1 (May 16, 2017): 573–80. http://dx.doi.org/10.5194/isprs-archives-xlii-5-w1-573-2017.

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The paper presents a digital approach to the reconstruction and analysis of two small-sized fragments of <i>louteria</i>, a kind of large terracotta vase, found during an archaeological survey in the south of Sicily (Italy), in the area of Cignana near the Greek colony of Akragas (nowadays Agrigento). The fragments of <i>louteria</i> have been studied by an image-based approach in order to achieve high accurate and very detailed 3D models. The 3D models have been used to carry out interpretive and geometric analysis from an archaeological point of view. Using different digital tools, it was possible to highlight some fine details of the <i>louteria</i> decorations and to better understand the characteristics of the two fragments. The 3D models provide also the possibility to study and to document these archaeological finds in a digital environment.
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Kaimaris, D., T. Roustanis, K. Klimantakis, I. A. Karolos, and P. Patias. "POSSIBILITIES OF SPATIAL CORRELATION OF 3D MODELS IN AN ARCHAEOLOGICAL AUGMENTED REALITY APPLICATION." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-M-1-2021 (August 28, 2021): 355–59. http://dx.doi.org/10.5194/isprs-archives-xlvi-m-1-2021-355-2021.

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Abstract. The use of Augmented Reality (AR) technology is widespread in countless archaeological sites and a variety of applications. Archaeological excavations lead to archaeological finds, some of which are transported for preservation and then for exhibition in museums (jewelry, vases, etc.), while another part of them is documented in detail and remains in situ (eg building walls), roads, grave covers, etc.). However, after the registration of the archaeological finds, it is impossible to observe them. As part of our research project, we will develop for the first time AR methodology and procedures for the observation of covered archaeological finds on mobile devices (smart phones, tablets), which were registered after their documentation. AR technology in recent years has seen great growth in terms of implementation platforms and available software, as well as the tools developed to support it. These tools either make their appearance in the form of frameworks, extending the capabilities of an existing engine, or function as independent services. At the same time, progress has been made in the field of sensors of mobile devices, which makes the compatibility of hardware and software another issue to be researched. As part of the development of the above application for mobile devices, an evaluation is made of the most widespread AR Frameworks that support the Unity3d Game Engine and the compatibility / interoperability with the sensors of different categories of mobile devices. The frameworks were checked and evaluated for placement and tracking of the positions of the 3D covered objects. In this paper also, methodologies and techniques used in space detection and tracking are presented and evaluated.
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Books on the topic "Archaeological 3D models"

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Counts, Derek B., Erik Walcek Averett, Kevin Garstki, and Michael K. Toumazou. Visualizing Votive Practice: Exploring Limestone and Terracotta Sculpture from Athienou-Malloura through 3D Models. The Digital Press at the University of North Dakota, 2020. http://dx.doi.org/10.31356/dpb011.

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Visualizing Votive Practice is an innovative, open-access, digital monograph that explores the limestone and terracotta sculptures excavated from a rural sanctuary at the site of Athienou-Malloura (Cyprus) by the Athienou Archaeological Project. Chapters on the archaeology of the site, the historiography of Cypriot sculpture, and perspectives on archaeological visualization provide context for the catalogue of 50 representative examples of votive sculpture from the sanctuary. The catalogue not only includes formal and contextual information for each object, but also embeds 3D models directly onto the page. Readers can not only view, but also manipulate, measure, zoom, and rotate each model. Additionally, links at the bottom of each entry unleash high-resolution models with accompanying metadata on the Open Context archaeological data publishing platform and on via the Sketchfab 3D viewing platform as well. This innovative monograph is aimed at a variety of audiences, from Mediterranean archaeologists and students to specialists interested in 3D visualization techniques.
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Sanders, Donald H. Virtual Reconstruction of Maritime Sites and Artifacts. Edited by Ben Ford, Donny L. Hamilton, and Alexis Catsambis. Oxford University Press, 2012. http://dx.doi.org/10.1093/oxfordhb/9780199336005.013.0014.

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The integration of virtual reality into archaeological research began in the early 1990s. The use of computer-based methods in maritime archaeology is recent. Before exploring a real-time virtual, a 3D computer model is created from drawings, general sketches, raw dimensions, 3D scanned data, or photographs, or by using simple primitives and “drawing” on the computer. Virtual reality is a simulation of physical reality offering the viewer real-time movement through a true 3D space and interactivity with the objects, which can be further enhanced with 3D sound, lighting, and touch. This article presents case studies to show how virtual reality becomes valuable for the four components of archaeology: documentation, research/analysis/hypothesis testing, teaching, and publication. As digital technologies advance, so too will the opportunities to explore underwater sites in ways that will continue to enhance our abilities to understand and teach maritime history.
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Book chapters on the topic "Archaeological 3D models"

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Dell’Unto, Nicolò, and Giacomo Landeschi. "3D models and knowledge production." In Archaeological 3D GIS, 18–28. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003034131-3.

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Roman-Rangel, Edgar, Diego Jimenez-Badillo, and Stephane Marchand-Maillet. "Rotation Invariant Local Shape Descriptors for Classification of Archaeological 3D Models." In Lecture Notes in Computer Science, 13–22. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39393-3_2.

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Iakushkin, Oleg, Dmitrii Selivanov, Liliia Tazieva, Anna Fatkina, Valery Grishkin, and Alexei Uteshev. "3D Reconstruction of Landscape Models and Archaeological Objects Based on Photo and Video Materials." In Computational Science and Its Applications – ICCSA 2018, 160–69. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95171-3_14.

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Clarke, John R. "3D Model, Linked Database, and Born-Digital E-Book: An Ideal Approach to Archaeological Research and Publication." In 3D Research Challenges in Cultural Heritage II, 136–45. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47647-6_7.

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Al-Hanbali, Nedal, Omar Al Bayari, Bassam Saleh, Husam Almasri, and Emmanuel Baltsavias. "Macro to Micro Archaeological Documentation: Building a 3D GIS Model for Jerash City and the Artemis Temple." In Lecture Notes in Geoinformation and Cartography, 447–68. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/978-3-540-36998-1_36.

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Zotti, G., and W. Neubauer. "ELEMENTS FOR THE CONSTRUCTION OF 3D-MODELS FOR ARCHAEOASTRONOMICAL ANALYSIS." In Archaeological Prospection, 354–56. Verlag der österreichischen Akademie der Wissenschaften, 2013. http://dx.doi.org/10.2307/j.ctvjsf630.132.

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Dell’Unto, Nicolò. "3D models and knowledge production." In Archaeology and Archaeological Information in the Digital Society, 54–69. Routledge, 2018. http://dx.doi.org/10.4324/9781315225272-4.

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Cipriani, Luca, Filippo Fantini, and Silvia Bertacchi. "3D Digital Models for Scientific Purpose." In Advances in Religious and Cultural Studies, 291–321. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0675-1.ch010.

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Reality-based digital models assist in the achievement of accurate analysis of historical buildings as well as archaeological sites and, more in general, of monuments featuring more or less complex forms. Their reliability is particularly useful when the state of conservation of masonries and vaults has been altered due to deterioration phenomena or as a consequence of incorrect interventions. In these cases, a highly detailed “digital copy” of the ancient constructions, if correctly observed via reverse modelling applications, can provide useful indications for an accurate and scientifically-based digital reconstruction. The Octagonal Hall of Small Baths at Hadrian's Villa, with its daring design of vaults and audacious building techniques, was chosen to test several interpretation techniques based on the customization of contemporary reverse modelling procedures integrated with standard protocols of design analysis and archaeological investigation.
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Inglese, Carlo, Mario Docci, and Alfonso Ippolito. "Archaeological Heritage." In Advances in Religious and Cultural Studies, 1–22. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-6936-7.ch001.

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Architects have been involved in the task of representing archaeology and archaeological sites for many years now. Their objective has invariably been to make the reading of the artifact more detailed and accurate to scholars of archaeology. The advent of informatics brought a significant step forward in the domain of representation in this field. To recall that representation of archaeology should restore artifacts of which only fragments of walls remain, often in ruin and with degraded surfaces which often do not follow the geometry of the original artifact any longer. Therefore, in order to obtain objective representation with a highly detailed documentation of the state of the surfaces, three dimensional methodologies of digitalization were applied, ones that made it possible to construct 3D models. Addressed in this chapter is the problem of how to communicate architectonic archaeology with virtual instruments. The subject researched includes both very well-preserved examples as well as ones of which merely vestiges remain.
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Richards-Rissetto, Heather. "Technological Challenges to Practicing 3D Ethics in Archaeology." In Digital Heritage and Archaeology in Practice, edited by Ethan Watrall and Lynne Goldstein, 163–93. University Press of Florida, 2022. http://dx.doi.org/10.5744/florida/9780813069302.003.0009.

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Digital technologies require that we transform archaeological practice, and 3D technologies bring specific conundrums of data access and representation. Archaeologists can now collect an overwhelming number of x, y, z data points from the scale of objects to vast landscapes. But to what extent are these high resolution 3D data actually accessible, who can actually access them, and who should make decisions about their accessibility? Open data is essential to data sustainability and avoiding digital colonialism; however, there are technological and ethical challenges to sharing 3D archaeological data. While 3D raises many ethical questions related to practicing digital archaeology, the scope of this chapter is 3D ethics that primarily stem from technological affordances. It addresses three key questions: (1) How do we make archaeological 3D data accessible to wide and diverse (including the Global South) audiences; (2) What 3D data and versions of data (i.e., representations) can we ethically make accessible? Who gets to decide, and; (3) How can we represent uncertainty and interpretation in our 3D models/depictions? While technology offers some potential solutions to these challenges, it is essential that we focus on human-centered solutions that foster dialog among diverse communities.
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Conference papers on the topic "Archaeological 3D models"

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D'Urso, Maria Grazia, Ester Corsi, and Cristina Corsi. "Mapping of archaeological evidences and 3D models for the historical reconstruction of archaeological sites." In 2018 Metrology for Archaeology and Cultural Heritage (MetroArchaeo). IEEE, 2018. http://dx.doi.org/10.1109/metroarchaeo43810.2018.9089783.

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Chelmus, I. Alexandru. "3D GPR models generated from 2D profiles validation through archaeological excavation." In 2020 13th International Conference on Developments in eSystems Engineering (DeSE). IEEE, 2020. http://dx.doi.org/10.1109/dese51703.2020.9450791.

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Dell’Unto, Nicoló. "SHIFTING GROUNDS: THE ARCHAEOLOGICAL PRACTICE IN THE AGE OF DIGITAL TECHNOLOGY." In VIRTUAL ARCHAEOLOGY. SIBERIAN FEDERAL UNIVERSITY, 2021. http://dx.doi.org/10.17516/sibvirarch-008.

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In the last decade, 3D visualisation has seen a strong diffusion in the cultural heritage sector. The development of more efficient computers, the distribution of friendly user interfaces, and the spread of new sensors for recording and visualising information were pivotal for exploring 3D visualisation technology to support advanced interaction and promote new investigation methods. Since the early 1990s, 3D visualisation was conceived as a dynamic tool for increasing the perception of the archaeological material (Reilly 1991), and 3D models were considered an effective solution for addressing complex questions and revising different hypotheses
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Gorkovchuk, Denys, Julia Gorkovchuk, and Thomas Luhmann. "INTEGRATION OF COMPLEX 3D MODELS INTO VR ENVIRONMENTS – CASE STUDIES FROM ARCHAEOLOGY." In ARQUEOLÓGICA 2.0 - 9th International Congress & 3rd GEORES - GEOmatics and pREServation. Editorial Universitat Politécnica de Valéncia: Editorial Universitat Politécnica de Valéncia, 2021. http://dx.doi.org/10.4995/arqueologica9.2021.12123.

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Recently, virtual reality technologies are increasingly being introduced into our lives. The focus of their use is shifting from the entertainment industry to design, healthcare, tourism, architecture, education and more. The advantages of virtual reality technology are especially noticeable in the field of archaeology, as many historical objects have not survived to our time, and their appearance can be reproduced only on the basis of historical sources and archaeological excavations. Most platforms for implementing virtual reality programs are based on game engines that can provide the required level of performance for VR. Such platforms show very good results for architectural objects, which often have many similar elements of simple shapes. Integrating complex objects with unique shapes is usually a problem. In this article, we consider the use of photogrammetric methods to create 3D models of historical objects and the aspects of their integration into a virtual environment based on a game engine. Specifically, aspects such as object resolution and suitable level of detail are discussed. As a case study, such a virtual environment was created for the ancient Trypillia settlement in the territory of Ukraine.
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Teppati Losè, Lorenzo, Antonia Spanò, and Anna Anguissola. "GEOMATICS ADVANCED TESTINGS FLANKING ARCHAEOLOGICAL RESEARCH. A NOTEWORTHY AREA IN THE NORTHERN NECROPOLIS OF HIERAPOLIS OF FRIGIA (TK)." In ARQUEOLÓGICA 2.0 - 9th International Congress & 3rd GEORES - GEOmatics and pREServation. Editorial Universitat Politécnica de Valéncia: Editorial Universitat Politécnica de Valéncia, 2021. http://dx.doi.org/10.4995/arqueologica9.2021.12149.

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The paper relates the studies performed on an archaeological context aimed at experimenting aerial and terrestrial methods of rapid mapping survey with those dedicated to archaeological research. Different UAV (Unmanned aerial vehicle) and 360° camera data acquisition and processing strategies are reported and discussed. The integration and fusion approaches have been investigated taking advantages of co-registration approaches. Archaeologists from the University of Pisa have investigated areas of the northern necropolis at Hierapolis since 2017, exploring the arrangement and use of Roman sarcophagi in their architectural context. Thanks to a full review of the archaeological and epigraphic evidence from Tomb 159c, and thanks to the high detailed 3D models and high-resolution orthophotos derived from geomatics techniques, it has been possible to reconstruct patterns and changes in ownership, use, and movement in a significant section of the necropolis across three centuries.
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Cabrelles, Miriam, and José Luis Lerma. "DOCUMENTACIÓN 3D DE LA COVA DELS CAVALLS Y DE SU ENTORNO (TÍRIG, CASTELLÓN)." In 1st Congress in Geomatics Engineering. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/cigeo2017.2017.6627.

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Archaeological cultural heritage is a precious resource that should be transmitted to future generations. The 3D digital representation of monuments and sites has proven to be a reliable method for this aim. This article shows the geomatics workflow undertaken for the complex rock art documentation of the Cova dels Cavalls (Tírig, Castellón). The paintings are part of the Rock art of the Mediterranean Basin of the Iberian Peninsula declared a UNESCO’s World Heritage Site in 1998. The various stages are reviewed, from the acquisition phase up to the delivery of part of the derived metric products, such as 3D models and photorealistic models.http://dx.doi.org/10.4995/CIGeo2017.2017.6627
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Hookk, D. Yu. "VIRTUAL ARCHAEOLOGY: 10 YEARS IN VIRTUAL SPACE." In VIRTUAL ARCHAEOLOGY. SIBERIAN FEDERAL UNIVERSITY, 2021. http://dx.doi.org/10.17516/sibvirarch-013.

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According to the system development life cycle framework (ISO/IEC/IEEE 15288), any technical project usually passes six stages: requirement analysis, design, development and testing, implementation, documentation, and evaluation. The international “Virtual archaeology” project is no exception. It was born thanks to the ideas of the ISAP London meeting in 2011 and contacts with the newly established Ludwig Bolzmann Institute for Archaeological Prospection and Virtual Archaeology. The concept of virtual archaeology was first proposed by Paul Reilly in 1990 who introduced the use of 3D computer models based on virtual reality for the visualisation of archaeological data (Reilly 1990). Since then, virtual archaeology has developed into a broad field of research and applications using the internationally recognised principles for the use of computer-based visualisation (London Charter Initiative 2009), while still missing its fundamental definition. That was the problem to discuss by the specialists interested in the topic. The sequence of all the activities based on the previous results has got the title International “Virtual archaeology” project with periodical conferences taking place.
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Biere Arenas, Rolando Mauricio, and Nicolas Colaninno. "Entornos virtuales de ciudad: SIG, modelos 3D y simulaciones de alta definición." In International Conference Virtual City and Territory. Roma: Centre de Política de Sòl i Valoracions, 2014. http://dx.doi.org/10.5821/ctv.7948.

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La actual situación de las ciudades, la densificación de sus áreas urbanas, así como la complejidad de sus actividades y la transformación de sus centros históricos, son cuestiones que exigen el desarrollo de exhaustivos análisis previos a las decisiones para su transformación. Desde esta perspectiva, en los últimos años, las Tecnologías de la Información y la Comunicación (TIC) han significado un avance fundamental como evolución de las herramientas tradicionales no sólo de análisis, sino también de representación, visualización y simulación de los entornos urbanos y arquitectónicos. Diversas ciudades y territorios han desarrollado Sistemas de Información Geográfica (SIG) para gestionar sus datos, así como modelos virtuales 3D, a modo de herramientas de ayuda para afrontar sus procesos de gestión. El manejo de un volumen cada vez mayor de datos y sus constantes cambios, exige una mayor eficacia en su control, y para ello la generación de éstos modelos virtuales, surge como una estrategia de conocimiento integral de la realidad, útil para usuarios y administraciones con competencias territoriales para visualizar las características de la realidad, mediante la integración de herramientas de SIG y Realidad Virtual en entornos interactivos de alta definición, territoriales, urbanos, históricos y arqueológicos, de manera que permitan acercar al ciudadano al mejor conocimiento de su entorno, a no olvidar el origen del mismo y a entender el real sentido de éste como un lugar. La aplicación de fórmulas y algoritmos precisos para generar modelos y simulaciones aumentadas de elementos arquitectónicos y entornos urbanos de alta precisión, permite analizar además sus lógicas constructivas y estructurales. En este sentido el uso de instrumentos como los escáneres laser terrestres, en la toma de datos de la realidad, permite contrastar de forma rápida y eficiente, estas fórmulas, evaluar sus comportamientos y tomar medidas para el modelado y la prevención de posibles colapsos de los edificios, para la aplicación de técnicas de tratamiento de imágenes sobre los modelos, así como para la incorporación de recursos de animación y de navegación interactiva, tanto en la escala arquitectónica como en la urbana. The current situation of cities, the densification of their urban areas, as well as the complexity of their activities and the transformation of their historic canters, are questions that require a complex analysis, previous to decide their transformation. From this perspective, in recent years, the Information Technology and Communication (ICT) have meant a fundamental advance as an evolution of the traditional tools, not only of analysis but also of representation, visualization and simulation of urban and architectural environments. Diverse cities and territories have developed Geographic Information Systems (GIS) to manage their data, as well as 3D virtual models, as tools to help in confronting these processes of management. The management of an ever greater volume of data and its constant changes, requires a greater efficacy in its control, and for this the generation of these virtual models, arises like a strategy of integral knowledge of reality, useful for users and administrations with territorial competences to visualize the characteristics of reality, by means of the integration of GIS and Virtual Reality tools in high definition interactive, territorial, urban, historic and archaeological environments, so which lead the citizen to the best knowledge of their environment, not to forget its origin and understand the true meaning of it as a place. The application of formulas and precise algorithms to generate models of architectural elements, allows for the analysis of its constructive and structural logics. In this sense the use of precision instruments such as laser scanners, in obtaining data of the reality, permits contrasting these formulae rapidly and efficiently, evaluating its performance and taking measures in order to predict the possible collapse of buildings, for the application of image, processing techniques on the models and resources for incorporate animation and interactive navigation, in architectural and urban scale.
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Luczfalvy Jancsó, Andrea, Benoît Jonlet, Pierre Hallot, Florent Poux, Patrick Hoffsummer, and Roland Billen. "CASTLE4D: AN ARCHAEOLOGICAL INFORMATION SYSTEM BASED ON 3D POINT CLOUDS." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.4210.

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During the past decade, the implementation of 3D visualization and Geographic Information System (GIS) in archaeological research has increased and is now well established. However, the combination of these two factors remains rather complicated when faced with archaeological data. Some of the characteristics of this discipline impose the development of applications that will be able to cope with all of the specificities of archaeological data. Our research aims to create an Archaeological Information System (AIS) that will gather all of the characteristics of an archaeological work. In order to develop such an AIS, our first step was to identify its purposes and consequently, the features that should be available to the users. As it is destined to help with archaeological research, it is therefore of the outmost importance that the particularities of such a study are also taken into account. Moreover, the AIS is intended to incorporate point clouds that serve as a base for the three-dimensional model. These 3D point clouds result from the use of photogrammetry and/or lasergrammetry and, at a later stage, will be inserted into a GIS similar structure. The archaeological data will then be linked to the relevant section of the 3D model. However, these various stages and during the development of the AIS itself, we will encounter a series of issues that require to be addressed in order to produce a working system. This paper aims to identify and define the AIS characteristics as well as the issues and obstacles that we are going to face so that this system becomes a functional tool for archaeological research.
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Ribera Torró, Esteve. "KUÉLAP VIRTUAL: VIRTUALIZACIÓN DE UNA CIUDADELA PREINCA EN LOS ANDES AMAZÓNICOS DEL PERÚ MEDIANTE FOTOGRAFÍA ESFÉRICA, MODELADO 3D E IMPRESIÓN 3D." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.3567.

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Between 2010 and 2012, under the International Cooperation for Development, a virtual archeology project was realized in Amazonian Andes of Peru. The project was carried out with collaboration from Universitat Politécnica de València (UPV) and the Agencia Española de Cooperación Internacional al Desarrollo (AECID), with archeologists taking part in Proyecto Especial Kuélap (PEK). The goal was to create a virtualization of Kuélap, an important monumental citadel constructed by the ancient Chachapoya society. The fruits of the project was the website “kuelapvirtual.com", that offers an interactive virtual visit (like street view) as well as geographical and archaeological information of interest. Furthermore, a virtual 3D reconstruction was created from blueprints, topographic data available and assistance from archaeologists. The 3d digital model made the fabrication of a two prototipes: an archaeological model in scale 1:750 and a topographical model in scale 1:17500, obtained through 3D printing at the Department of Engineering Projects at Universitat Politècnica de València.
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