首页> 外文会议>International Conference on Signal-Image Technology and Internet-Based Systems >Workflows and Challenges Involved in Creation of Realistic Immersive Virtual Museum, Heritage, and Tourism Experiences: A Comprehensive Reference for 3D Asset Capturing
【24h】

Workflows and Challenges Involved in Creation of Realistic Immersive Virtual Museum, Heritage, and Tourism Experiences: A Comprehensive Reference for 3D Asset Capturing

机译:创造逼真的虚拟博物馆,遗产和旅游体验所涉及的工作流程和挑战:3D资产捕获的综合参考

获取原文

摘要

This study provides a technical review of the current state of immersive virtual museum, heritage, and tourism focusing on workflows and challenges involved in realistic asset creation. The workflow includes two parts i.e. virtualization of historic objects and creation of environment. However, in some instances the environment itself is a cultural heritage site e.g. an old castle that can be considered as historic object. Otherwise, the environment is just a conceptual virtual place (created using traditional 3D modeling methods) to mimic museum experience, embedding smaller historic objects, which are virtualized. Although tools and technologies such as photogrammetry, 3D scanning, or aerial 3D mapping have made the process of virtualization of historic/cultural objects considerably easier for basic users, challenges and limitations still remain as these automatic processes are not always accompanied by flawless outcomes. This study addresses some of those challenges and limitations faced during preparation of experimental immersive virtual museum for exhibition purposes. This covers various ranges of topics from lighting, texturing, and topology to limitations related to opacity, dark colors, and small details. This paper also provides a comprehensive overview of the technical details when it comes to preparation of virtual cultural heritage environments specifically for immersive experiences. Areas such as user interaction, navigation, space optimization, quality and viewing distance, access, purpose and objectives, degree of realism, etc. are covered in this review. The major processes illustrated in this study include photogrammetry, aerial 3D mapping, polygon modeling, 3D sculpting, 3D painting, UV Mapping, etc. The major software/tools used in this workflow include Agisoft Photoscan, Autodesk Remake, Pixologic ZBrush, xNormal, Autodesk 3ds Max, Unity, SteamVR, HTC Vive, including other relevant plugins and scripts. However, this study is not a step by step guide or a tutorial, but a reference for the currently available technologies to create immersive virtual museum, cultural heritage, and tourism aiming to distinguish the lines between different levels of processes involved. The objective is to provide a clear understanding of the challenges involved. Based on the literature review done prior to this study, a comprehensive academic reference (covering the mentioned areas) for digital heritage researchers is lacking (to date). The authors believe that due to the increasing availability and affordability of the current immersive virtual reality technologies for basic users this is a proper time for gathering major processes/challenges involved in creation of such environments and present them in form of a comprehensive reference. Although the main focus of this study is on digital heritage, the processes undertaken and explained can be generalized to be used by researchers in other fields where applicable.
机译:这项研究对沉浸式虚拟博物馆,遗产和旅游业的当前状态进行了技术综述,重点是现实资产创建中涉及的工作流程和挑战。工作流程包括两个部分,即历史对象的虚拟化和环境的创建。但是,在某些情况下,环境本身就是文化遗产,例如可以被认为是历史古迹的古老城堡。否则,环境只是一个概念上的虚拟场所(使用传统的3D建模方法创建),以模仿博物馆的体验,并嵌入较小的历史对象并进行虚拟化。尽管摄影测量,3D扫描或航拍3D映射等工具和技术使基本用户对历史/文化物体的虚拟化过程变得相当容易,但挑战和局限性仍然存在,因为这些自动过程并不总是伴随着完美的结果。这项研究解决了为展览目的而准备的实验性沉浸式虚拟博物馆所面临的一些挑战和局限性。这涵盖了从照明,纹理和拓扑到与不透明度,深色和小细节有关的限制的各种主题。本文还为准备虚拟文化遗产环境(特别是身临其境的体验)提供了有关技术细节的全面概述。本文涵盖了用户交互,导航,空间优化,质量和查看距离,访问权限,目的和目标,真实程度等领域。本研究中说明的主要过程包括摄影测量,空中3D映射,多边形建模,3D雕刻,3D绘画,UV映射等。此工作流中使用的主要软件/工具包括Agisoft Photoscan,Autodesk Remake,Pixologic ZBrush,xNormal,Autodesk 3ds Max,Unity,SteamVR,HTC Vive,包括其他相关的插件和脚本。但是,本研究不是逐步指南或教程,而是对创建沉浸式虚拟博物馆,文化遗产和旅游业的当前可用技术的参考,这些技术旨在区分所涉及的不同过程级别之间的界线。目的是清楚地了解所涉及的挑战。根据这项研究之前进行的文献综述,迄今为止(迄今为止)缺乏针对数字遗产研究人员的全面的学术参考(涵盖提到的领域)。作者认为,由于当前沉浸式虚拟现实技术对基本用户的可用性和可承受性不断提高,因此现在是收集创建此类环境所涉及的主要流程/挑战并以全面参考的形式提出的适当时机。尽管本研究的主要重点是数字遗产,但可以将进行和解释的过程概括为供其他领域的研究人员使用(如适用)。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号