Digital reconstruction of architectural heritage for 3D interactive virtual environments: study of methods for geometric modeling of existing buildings
DOI:
https://doi.org/10.11606/gtp.v16i3.172369Keywords:
Built cultural heritage, 3D digitization, Geometric model, Point cloudAbstract
With the constant advance of technology, new means of heritage’s digital documentation have emerged, allowing the virtual reconstruction of buildings and sites of historical and cultural interest. The use of interactive virtual environments, as in virtual reality applications and digital games, are increasingly being studied for use in several areas, researching more interactive and immersive learning methods. The emergence of free tools that optimize the development of these applications, such as the game engines, allow the development of innovative ways of knowing and interacting with the built heritage, which can be shared online and through different mobile devices, facilitating the access to this asset. This article aims to: investigate, through a practical study, different methods and techniques of geometric modeling of existing buildings of historical interest; insert the different models generated in Unreal Engine 4; finally, make a comparative analysis of the visualization of these models, identifying which is the best workflow for the representation of these buildings, aiming the future development of an interactive virtual environment.
Downloads
References
ANDERSON, E. F. et al. Serious game in cultural heritage. In: INTERNATIONAL SYMPOSIUM ON VIRTUAL REALITY, ARCHAEOLOGY AND CULTURAL HERITAGE, 10., 2009, St. Julians. Proceedings [...]. St. Julians: Eurographics Association, 2009 p. 29-48. ISBN 9783905674187.
AMORIM, A. L. Methodological aspects of architectural documentation. Geoinformatics FCE CTU, v.6, p. 34-39, 2011. DOI 10.14311/gi.6.5.
CAMARA, J. Jogos sérios e mediação patrimonial: estratégias de identificação, valorização e transmissão do património cultural imaterial. Memoriamedia, v. 3, n. 4, 2018. ISSN 2183-3753.
CHAMPION, E. Entertaining the similarities and distinctions between serious games and virtual heritage projects. Entertaining Computing, 2015. E-book. DOI 10.1016/j.entcom.2015.11.003.
DENARD, H. (ed.). For the computer-based visualisation of cultural heritage. 2009. Disponível em: http://www.londoncharter.org/. Acesso em: 18 abr. 2019.
GROETELAARS, N. J. Criação de Modelos BIM a partir de “nuvem de pontos”: estudo de métodos e técnicas para documentação arquitetônica. 2015. Tese (Doutorado em Arquitetura e Urbanismo) - Faculdade de Arquitetura, Universidade Federal da Bahia, Salvador, 2015.
IOANNIDES, M., MAGNENAT-THALMANN, N., PAPAGIANNAKIS, G. (ed.). Mixed reality and gamification for cultural heritage. Springer International Publishing, 2017. E-book. DOI 10.1007/978-3-319-49607-8.
JERALD, J. The VR book: human-centered for virtual reality. 1 ed. ACM Books, 2016. E-book. DOI 10.1145/2792790.
LINHARES, G.; GROETELAARS, N. J. Realidade virtual para a visualização e difusão do patrimônio arquitetônico: conceitos e aplicações. In: ENCONTRO BRASILEIRO DE MODELAGEM DA INFORMAÇÃO DA CONSTRUÇÃO E PATRIMÔNIO CULTURAL, 1., 2019, São Carlos, SP. Anais […]. São Carlos: IAU-USP, 2019a.
LINHARES, G.; GROETELAARS, N. J. Tecnologias digitais para a representação do patrimônio arquitetônico: estudo de métodos para modelagem geométrica. In: ENCONTRO BRASILEIRO DE MODELAGEM DA INFORMAÇÃO DA CONSTRUÇÃO E PATRIMÔNIO CULTURAL, 1., 2019, São Carlos, SP. Anais […]. São Carlos: IAU-USP, 2019b.
LIAROKAPIS, F. et al. Multimodal serious game technologies for cultural heritage. In: IOANNIDES, M.; MAGNENAT-THALMANN, N.; PAPAGIANNAKIS, G. (ed.). Mixed reality and gamification for cultural heritage. Springer International Publishing, 2017. E-book.
MARCHI, P.; HASHIMOTO, M. Arquitetura e Design. In: TORI, R.; HOUNSELL, M. S. (org.). Introdução a realidade virtual e aumentada. Porto Alegre: SBC, 2018. E-book. ISBN 978-85-7669-446-5.
MCGONIGAL, J. Gaming can make a better world. In: TED: Ideas worth spreading. 2010. Disponível em: https://www.ted.com/talks/jane_mcgonigalgaming_can_make_a_better_world?utm_source=facebook.com&utm_medium=social&utm_campaign=tedspread&fbclid=IwAR2Gfp0cc4KCgDQuScpA4AoAZ3T2HZ1M2fDEkEKxWUVMuQnjJmVoh2b4k#t-867. Acesso em: 16 de jun. 2019.
MORTARA, M. et al. Learning cultural heritage by serious game. Journal of Cultural Heritage, Elsevier, v. 15, n. 3, p. 318-325, 2014. DOI 10.1016/j.culher.2013.04.004.
NOGUEIRA, F. M. S. A representação de sítios históricos: documentação arquitetônica digital. 2010. Dissertação (Mestrado em Arquitetura e Urbanismo) - Faculdade de Arquitetura, Universidade Federal da Bahia, Salvador, 2010.
ROSA JUNIOR, O. LRVCHAT3D, desenvolvimento de um ambiente virtual tridimensional multiusuário para internet. Dissertação (Mestrado em Engenharia de Produção) – Universidade Federal de Santa Catarina, 2003.
STATHAM, N. Scientific rigour of online plataforms for 3D visualisation of heritage. Virtual Archaeology Review, v. 10, n. 21, p.1-16, 2019. DOI 10.4995/var.2019.9715.
TORI, R.; HOUNSELL, M. S.; KIRNER, C. Realidade Virtual. In: TORI, R.; HOUNSELL, M. S. (org.). Introdução a realidade virtual e aumentada. Porto Alegre: SBC, 2018. E-book. ISBN 978-85-7669-446-5
Downloads
Published
Issue
Section
License
Copyright (c) 2021 Gabriela Linhares da Silva, Natalie Johanna Groetelaars

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Copyright Notice
Authors who publish in this journal agree to the following terms:
- Authors retain the copyright and grant the journal the right of first publication, with the article simultaneously licensed under the Creative Commons Attribution License BY NC ND, which allows the sharing of article with acknowledgment of authorship and initial publication in this journal.
- Authors are authorized to take additional contracts separately, for non-exclusive distribution of version of the article published in this journal (e.g. publish in institutional repository or as a book chapter), with acknowledgment of authorship and initial publication in this journal.
- Authors are allowed and encouraged to publish and distribute their research work online (e.g. in institutional repositories or on their personal page) at any point before or during the editorial process, as this can generate productive changes, as well as increase the impact and the citation of published article (See O Efeito do Acesso Livre).