Recovering Traditions
Recovering Traditions
a r t i c l e i n f o
a b s t r a c t
Article history:
Received 10 July 2007
Received in revised form 1 July 2008
Accepted 29 July 2008
Driven by progress in sensor technology, algorithms and data processing capabilities, the recording and
3D virtual modelling of complex archaeological sites is currently receiving much attention. Nevertheless,
the problem remains the huge effort and costs that have to be invested to obtain realistic models. Besides
on-site measurements, much time is often spent in manually rebuilding the whole site with a CAD
package or a 3D-modelling tool.
In this paper, a low-cost and exible system has been devised and realized for virtual archaeological sites
modelling, starting from the acquisition system and ending with the generation of a virtual model in
three dimensions. Different efforts have been made to increase the level of automation without losing
accuracy and reliability. Finally, in order to demonstrate its capabilities some examples applied in
archaeological sites are tested and reported.
2008 Elsevier Ltd. All rights reserved.
Keywords:
Archaeology
Low-cost aerial photogrammetry
Modelling
1. Introduction
From the beginnings of photogrammetry up until now, photogrammetry has always been a technique that has provided accurate
and reliable data in a cost effective way, assigning to the background other important aspects such as 3D visualization of the
results. In fact, the most relevant visualization examples in
a photogrammetry context were dened by a rigid support, twodimensional representation for a rigorous metric analysis; for
example topographic maps with both planimetric features and
contours obtained from aerial photogrammetric cases and rectied
maps of facades from close-range applications.
Fortunately, the emergence of new technologies and disciplines
has provided that the 3D visualization of large and complex sites is
currently receiving much attention. In this way, photogrammetry is
making progresses towards two directions: to popularize the
output data, that is, to make the data available to as many users and
for as many applications as possible; to popularize the technique,
that is, to make the technique readily available in a user-friendly
environment to as many non-photogrammetrist, end-users as
possible. This last goal seems to be the most demanded nowadays,
since several software packages enable the end-user to obtain some
photogrammetric products. However, regarding the popularization
of the output data, 3D visualization together with virtual reality
constitue an alternative that offers promising perspectives for the
* Corresponding author.
E-mail addresses: [email protected], [email protected] (D. Gonzalez-Aguilera).
0305-4403/$ see front matter 2008 Elsevier Ltd. All rights reserved.
doi:10.1016/j.jas.2008.07.013
3. Methodology
The low-cost process developed (Fig. 1) involves well-known
steps: design (sensor and network geometry); data processing
(feature extraction, image matching, image orientation, geometric
constraints and 3D points); data modelling (constrained mesh
generation, vertical walls modelling) and data visualization (virtual
visualization and mapping textures).
101
102
Fig. 2. Sensors design: camera platform (a) and Picavet system (b).
Table 1
Flight project planning
Height (m)
Photograph scale
sXY (mm)
sZ (mm)
Overlap (m)
Base (m)
14
28
42
56
70
82
96
112
126
140
1/1000
1/2000
1/3000
1/4000
1/5000
1/6000
1/7000
1/8000
1/9000
1/10000
8
16
24
32
40
48
56
64
72
80
12.8
25.6
38.4
51.2
64
76.8
89.6
102.4
115.2
128
15 15
30 30
45 45
60 60
75 75
90 90
105 105
120 120
135 135
150 150
8.7
17.4
26.1
34.8
43.5
52.2
60.9
69.6
78.3
87
103
The reconstruction of surfaces from point cloud is rather difcult in the case of archaeological sites since the data are usually
uneven and sparse. No regular surfaces such as planes, cylinders or
cones can be handled to render the site surface. In addition, the
presence of vertical walls demands a two steps approach: in the
rst step, the terrain surface is modelled through conventional
triangulation procedures; in the second one, the vertical walls are
modelled from simple primitives and then blended with the
triangle mesh.
1
Interest points are locations in the images where the signal content changes,
usually in two-dimensions; they are geometrically stable under different transformations and present high information content.
2
For each point, we have two equations (collinearity condition) and three
unknown coordinates (X,Y,Z). Therefore the system is underdetermined and some
more assumptions need to be introduced.
104
105
3
531
330
201
0.03
0.02
0.04
106
Fig. 8. Surface modelling through Delaunay triangulation and vertical walls modeling.
107
Oblique image processing through single image-based modelling performs as a complement, providing some relevant geometric
information in the two walled enclosures such as geometric
constraints (green planes) (Fig. 12).
After image processing, a semi-automated point cloud of 7500
points with several breaklines and vertical walls was obtained.
Firstly, for the conversion of the point cloud to a triangular surface
mesh, a 2.5D constrained Delaunay triangulation was applied
considering only surface breaklines. Secondly, an automated
vertical walls modelling using simple elements like polygonal
boxes was applied projecting the extracted elements over the
triangulated surface orthogonally. Occluded areas were complemented and reconstructed semi-automatically through oblique
image-based modelling.
Vertical images were used to render the main surface while
oblique images were used to render the vertical walls. In addition
several Celtic houses were reconstructed and placed on the terrain
following the historical data available (Fig. 13).
4.1. Technical discussion
In this section the nal results are discussed, as well as the
different considerations of the proposed process.
Regarding the data capture we can remark that the wind in the
case of Clunia, about 810 km/h, made it difcult to navigate the
blimp and led to additional time (about 50%) devoted to this
purpose. In the case of Las Cogotas the difculties arose from the
natural conditions of the site: steep slopes, huge granite rocks, trees
and tall weeds. This hindered considerably the task, not only for the
difculty of moving around the place carrying the blimp, controlling the camera set and measuring the targets, but also because of
the difculty of placing with enough accuracy (less than 3 m) the
projected principal points of the vertical images. Very probably this
task can be improved, whenever these natural conditions are
found, if the coordinates of these points are computed previously
and then, the GPS is used to nd the targeted location. Note that the
regular disposition of the walls in Clunia facilitated greatly this
work.
In relation to data processing, the most remarkable aspects to be
discussed are relative to the automatic reconstruction of the walls.
In the case of Clunia, these difculties concern the points (corners)
where orthogonal walls met. Additional manual work was needed
to identify these points accurately before the upper part of the walls
was projected on the ground. Further developments should aim at
the automation of this item. In the case of Las Cogotas the most
108
crucial aspects are related to the curved nature of the walls. In this
case, also, some editing work was needed to cluster adequately
isolated segments before the wall generation step.
Finally, concerning the data visualization, it should highlight the
qualitative change that represents the inclusion of houses in the
virtual model. This issue not only requires special care for the
material implementation of roofs, walls, doors, etc. It implies a new
visualization concept which incorporates time as an extra dimension towards the 4D worlds.
Table 3
Number of extracted points and achieved theoretical precisions s
Images per strip
Tie points
Points in two images
Points in three images
sX (m)
sY (m)
sZ (m)
5
337
225
112
0.01
0.03
0.05
109
Fig. 13. Textured and virtual 3D model with the ideal reconstruction of Celtic houses.
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