Publication | Open Access
Extended reality and informative models for the architectural heritage: from scan-to-BIM process to virtual and augmented reality
124
Citations
21
References
2019
Year
EngineeringDigital Cultural HeritageHeritage BuildingScan-to-bim ProcessCultural HeritageArchitectural HeritageVirtual MuseumMuseum StudiesComputer-aided DesignDigital HeritageVisual ArtsSocial SciencesCultural Heritage ManagementHeritage ConservationDigital WorkflowArchitectural ModelVirtual RealityDesignAncient ArchitectureRoman TheatreMonumental HeritageAugmented RealityArchitectural DesignExtended Reality
Digital Cultural Heritage aims to disseminate the tangible and intangible values of heritage buildings by integrating 3D survey, BIM, and XR technologies, requiring a holistic, multidisciplinary workflow to share information across restoration, geomatics, virtual museums, and serious gaming. This study demonstrates how generative modelling of the Basilica of Sant’Ambrogio can create XR experiences that enhance information richness and interactivity for experts and non‑experts across desktop, mobile, and VR platforms. By applying novel generative‑modelling grades (GOG and GOA) to the Basilica’s 3D survey and historical data, the authors reduce scan‑to‑BIM time and costs while producing immersive VR/AR environments that faithfully represent the heritage site.
<p>The dissemination of the tangible and intangible values of heritage building represents one of the most important objectives in the field of Digital Cultural Heritage (DCH). In recent years, different studies and research applied to heritage monuments have shown how it is possible to improve the awareness of the architectural heritage through the integration of latest developments in the field of 3D survey, 3D modelling, Building Information Modeling (BIM) and eXtended Reality (XR). On the other hand, this digital workflow requires a huge amount of data sources and a holistic approach to reach a high level of information sharing coming from different disciplines and sectors such as restoration, geomatics, 3D virtual museums and serious gaming. In conjunction with entertainment software and gaming, this research shows the main results obtained during the generative process of digital environments oriented to improve the level of information and to enrich the contents coming from the informative models. The case study is represented by one of the most important Lombard monuments: the Basilica of Sant’Ambrogio in Milan. This study, starting from the 3D survey and the data collection of the historical records of the church, improves the creation of an XR experience that reaches a new level of interactivity for different types of devices (desktop, mobile, VR headset) and users (experts, non-experts).</p><p><strong>Highlights:</strong></p><ul><li><p>Generative modelling requirements and novel grades of generations (GOG) and accuracy (GOA) are presented in order to improve the digitisation of built heritage from the 3D survey, reducing time and costs of the scan-to-BIM process.</p></li><li><p>The holistic value of generative modelling allows experts to create digital worlds able to faithfully and accurately represent the detected reality and improve new immersive environments for Virtual Reality (VR) and Augmented Reality (AR) projects.</p></li><li><p>Immersive environments are created with a mixture of the latest generation software and hardware, allowing users to discover the hidden historical values of built heritage with new levels of interactivity and information.</p></li></ul>
| Year | Citations | |
|---|---|---|
Page 1
Page 1