Constructed and visualized in Blender.
As an integral part of my master thesis, I created an interactive virtual reconstruction of the Neo-Assyrian Nabu-Temple complex and the associated city fortifications of Dur-Sharrukin using the Unreal Engine 4 game engine.
In the course of my work I considered didactic and aesthetic aspects, while simultaneously aspiring to maintain a critical view from an information technology standpoint in the particular context of archeological data.
Game engines offer astounding possibilities in the mediation of concrete and abstract concepts. In the context of museums, this medium allows for exhibits to be conceptualized free from constraints of real space. The illustrative capabilities and the array of methods for interactivity are practically limitless.
I am currently further enhancing my programming skills to develop an integrated and streamlined documentation and visualization process using this method.
For an in depth description of the archeological aspects of my reconstruction approach, click here to read my master thesis.
Demonstration of the reconstruction’s functionality:
This test explores combination possibilities of Reflectance Transformation Imaging and Photogrammetry, using reliable low frequency depth with high absolute accuracy from the later, and high frequency surface normal data with high relative accuracy from the former.
For a detailed description of my approach and the results, click here.
Within the framework of the newly founded cooperation with the Heliopolis-Project, the Department of Surveying and Geo-spatial Information Technology at the University of Applied Sciences Mainz aims to, among other things, provide guidelines to ensure the quality and integrity of computational photography and photogrammetry methods used on site.
During the Spring 2016 campaign, the Mainz-based Heliopolis-branch concentrated on establishing ground rules for the reliable, economical and scientifically sound on-site acquisition and processing of Photogrammetry-data. Our software of choice was Agisoft PhotoScan, mainly due to it’s performance and level of parameter control in comparison with similar packages.
Using the data collected on site, we were able to identify fallacies in regular data-capture practices particular to the nature of the site, as well as bottlenecks and possible overheads in the processing pipeline. This formed our basis to develop an empirical, step-by-step approach to the data acquisition on site, as well as to the subsequent data-processing. These efforts were finally condensed into instructional guides tailored to the specific needs of the Heliopolis Project.
To meet the upcoming challenges of increased digital data volume due to the more widespread use of photogrammetry in the project, we also developed internal guidelines establishing fixed data nominations as well as an internal meta-data model and a digital archive structure, thus adhering to scientific archiving standards for digital data and simultaneously ensuring their longevity.
The collected 3D data will serve as a basis for dynamic virtual reconstructions of the site in later phases of the Heliopolis-Project.
The recent discovery of a colossal Satue of Psamtik I. has further confirmed the site’s importance as the most important religious centre of its time. The methods established by i3mainz played a substantial role in the documentation of this extraordinary find.