3D Modelling and Visualisation 1

Thomas van Reimersdahl – Peter Melms – Henner von Hesberg

3D Visualization Limitations of Historical Spaces: Requirements, Practices and Technical Visions

Abstract: This paper focuses on the limitations of 3D reconstructions and their visualization with recent software applications. Taking several cultural heritage research projects as examples (the cryptoporticus, the theatre of the in Castel Gandolfo and the “Musensaal” in the Faustina baths in Milet), we discuss how archaeological requirements and current technical practices affect the limitations of 3D recon- struction and visualization approaches. In response, some technical visions will be introduced to illustrate some possibilities for overcoming several of these limitations.

Introduction Reconstruction Projects

Three-dimensional reconstruction projects of frag- In this section we introduce the archaeological back- mentary buildings aim at mapping available frag- ground of our ongoing reconstruction projects: the ments to a whole 3D model whereby unavailable cryptoporticus and the theatre of the Villa Domitian parts are supplemented based on archaeological in Castel Gandolfo (Hesberg 1980; Hesberg 1981a; expertise. The main goal of such reconstructions is Hesberg 2006) as well as the “Musensaal” of the to generate a complete and sound 3D representa- Faustina baths in Milet (Gerkan / Krischen 1928). tion, enabling further studies. An additional ben- The lessons learned from their respective 3D recon- efit is that these reconstructions can be employed structions form the basis of the discussions in the in public presentations. In the second section, we subsequent sections. introduce three of our reconstruction projects. The subsequent sections reflect on the lessons we have Cryptoporticus of the Villa learned through these projects. Demonstrations of Domitian in Castel Gandolfo our visualization software COVISE (Collaborative Visualization and Simulation Environment), which The villa of the Roman Emperor Domitian, who is freely available for scientific research projects, reigned from 81–96 A.D., was situated between as well as discussions about technical feasibility the places nowadays known as Albano and Castel led to a listing of typical requirements, which is Gandolfo at the edge of a crater, in the interior sur- presented in the third section. After a short theo- rounding of the Albanian Lake. Among the emper- retical introduction to the reconstruction process or’s country estates this villa was the most impor- in the fourth section, the problems that were iden- tant one, sometimes even serving as his residence. tified to be faced by each reconstruction project Its most important installations were scattered over are presented in the fifth section. In the sixth sec- terraces of the ridge of the crater, the area of which tion, technical limitations are focused on, and the extended from the shore of the lake in the east to the maximum standards of quality that 3D reconstruc- Via Appia in the west, with a basal surface of at least tions can currently achieve are discussed. As a re- 2500 × 1200 m2. This is where the emperor arranged sult of our perennial research projects, we suggest games for the population of and where he re- a system of classification for 3D visualization ap- ceived the senate as well as foreign legations. After plications in the seventh section which reflects the Hadrian’s villa near Tivoli, Domitian’s is the great- increasing demands on 3D visualizations as they est among the of the Roman emperors. During respond to growing possibilities. These categories the reign of Domitian, power became increasingly lead to some possibilities that we envisage for fu- concentrated in the person of the emperor. This was ture projects, presented in the conclusion of the last externally expressed in his self-representation in section. public and private monuments. The villa clearly dis- 2 Layers of Perception – CAA 2007

a b c

Fig. 1. 3D reconstruction results of the cryptoporticus.

a b c

Fig. 2. 3D reconstruction results of the theatre. plays this, with its severe composition, the peculiar- There are many questions connected with the re- ity of several buildings as well as in its equipment. construction of the cryptoporticus, for instance how Apart from the more general interest in the ru- it appeared from the different parts of the building. ins, our work was determined first of all by what The long route to the place of the emperor through we might learn about the emperor’s intention by the corridor should be analyzed in its different parts. evaluating the structure of the installation, the im- The quality of light combined with the effects of portance of the villa for Domitian and the function painted walls or a polished marble surface are of he assigned to it among his different residences. The high importance, as are the inclusion or exclusion of consideration should now concentrate rather on the the gardens outside the building and other effects. reconstruction of two buildings: the theatre and the Whenever one imagines the cryptoporticus in cryptoporticus, and their use during the reign of the function, one notices the conspicuous guiding line emperor. of the light, falling from the side windows in the In this ensemble the cryptoporticus formed a sort northern section to the upper ones in the southern of spinal column and at the same time, due to its part. The light is reflected in the shiny marbled size, represented the most impressive instance of walls. Such staging is conceivable only in the con- this type of structure. Measuring more than 338 m text of the representation of the emperor; such a in length, 7.5 m in width and 10.5 m in height, it pedestal as a section of the staircase could have had was the greatest known hall of its kind in antiquity no other meaning. To the visitor the emperor and (Fig. 1). Below the central terrace, starting from a his entourage must have appeared as if in a sort of zone offering more access to the public, which could window when the sun was in the south. be entered from streets from the Via Appia, it led to the private residential part of the villa. Theatre of the Villa Domitian in Castel Gandolfo The use of photogrammetrical and geodetical registration allowed the whole arrangement to be As was the norm for all Roman theatres, the theatre widely reconstructed. Regarding the equipment, in the Villa was composed of two parts, the stage and two phases may be discerned. In the first one the the spectators’ round (Fig. 2). The spectators’ round walls were painted, in the second one they were was situated directly besides the steeply ascending covered with marble plates. terrain. It was possible to assemble the remaining 3D Modelling and Visualisation 3

Fig. 3. 3D reconstruction results of the “Musensaal”.

parts of the decoration, insofar as they were fitting western coast of Anatolia, nowadays the Aydin in their size and their characteristics, and to com- Province of Turkey. The building complex of the bine them with the rests of the construction. The Faustina baths extends about 2 ha and lies in the cen- spectators’ round was crowned by a porticus, and tre of the antique city, enclosed by the stadium in the the system of draining pipes may be interpreted as west and the southern market in the east, between fountain jets. One has to imagine a fountain before the northern and the southern part of the city. every other column. According to an inscription found at the entrance The interior of the porticus is decorated with of the “Musensaal”, the Faustina baths were donated fountains. The combination of these with other ar- by Faustina minor, the second wife of the emperor chitectural elements having corresponding curva- Marcus Aurelius. The Reference to Faustina minor al- ture leads to the porticus. lows the building to be dated to the 2nd century AD. The stage also may be reconstructed to a great In addition to the actual public bath, the Faus- extent in its original form. First of all there is the tina baths also includes a Palaestra and a Stadium pulpitum belonging to the stage, with its architec- attached to the south-western corner of the Pal- ture consisting of a dense row of small columns. The aestra. The “Musensaal” delineates the northern significance of a theatre in a private context usually end of the Ambulacrum. The eastern and western refers to the organization of games (ludi) recorded walls contain several niches in which statues of for the Albanum as Juvenalia and Quinquatrus in muses were placed, which explains the name of reverence to Minerva. the room. The theatre presents a lot of different questions about perceiving architecture, for instance about the use of water and its aesthetic effects in connection Archaeological Requirements with architecture, the use of veils and other instal- lations on the scene with its curtain, the soundings Reconstruction projects in archaeology mostly deal and the lines in which visitors were guided to their with incomplete remains and use archaeological places. For all these questions – how to see architec- expertise to complete the remains towards a whole ture at work, how to visualize movements in cer- virtual model for at least one construction time, tain spaces which could be easily changed from one enabling them to address scientific questions. With moment to the other – our project seeks answers. In the possibility of perceiving the reconstructed mod- this way the understanding of a residence as a place els on a life-size scale, fully immersed in a Virtual where the interaction between the emperor and his Reality environment, the need for realism increases people is clearly regularized by the ceremonial, by because each detail becomes clearly visible. The which its performance obtains a determinative ef- demand for realism has controversial aspects – the fect, should be possible. higher the degrees of simulated realism, the higher the costs for the implementation. Thus each project “Musensaal” of the Faustina baths in Milet has to balance how much realism can be achieved within its budget. The best solution is a 3D model The “Musensaal” (Hall of Muses, see Fig. 3) belongs which has an appearance that is as photorealistic to the Faustina baths in Milet and is located on the as possible with regard to the textures used as well 4 Layers of Perception – CAA 2007

as the reproduction of the architectural details and ecuted stepwise and involves the reconstructions of the underlying materials. Such a model provides geometry and texture. an intense impression of the ambience of the origi- The geometrical reconstruction starts with draw- nal structure, thus allowing a deeper understand- ings and plans, ideally from different points of view. ing of the visual interaction between architectural At the very least, top-down drawings and drawings elements and – for instance – lighting. On the other from one side have to be available. At best, there are hand, a too realistic appearance suggests a degree detailed drawings available, showing each side of the of certainty, which sometimes cannot be justified particular object. Firstly, the foundation walls have to sufficiently, regarding the data and material the re- be reconstructed based on top-down drawings. Then construction is based upon. Thus, while the textures follows the reconstruction of the room height, includ- used should reflect the appearance of the original ing the roof, window openings, doors or passages. To materials (e.g. the type of marble) the overall model reconstruct the room height accurately one needs to should retain the appearance of an abstract repre- have drawings showing at least one side-view. The sentation. But of course without the scientific elabo- third and final step covers the reconstruction of geo- ration of archaeologically sound reconstructions metrical details such as columns, capitals, cornices and without the visualization of the results, scien- and additional decoration and ornamentation, equal- tific discussion could not be initiated and therefore ly based on drawings from multiple points of view. could not lead to further improvements. In the subsequent texture reconstruction, the The interactive exploration of the reconstructions resulting objects need to be textured to give them is the main means by which historical spaces are per- a more realistic appearance. This task is relatively ceived in a natural way and even in a scientific, explor- easy to accomplish if the original materials (e.g. ative way. While common navigational techniques are marble) are conserved. The textures can then be the main basis for interactive exploration in architec- created based on photos of these materials, pre- tural visualization applications, other methods allow- suming that the conserved parts of the materials ing different reconstruction versions to be selected are are of an appropriate size. In this case, tiling of the also required. One major way that models contribute texture-image would be possible without too much to scientific research is by allowing the visualization visible repetition. But even if the original materi- of changes over time. Therefore, the different recon- als are conserved, they often are in such a bad or structed construction phases have to be interactively weathered condition that they could not be used selectable without leaving and restarting the applica- to create textures from photos, as the reconstruc- tion. An additional simple-to-use interface element tion intends to show the materials in their primary should allow a construction phase to be selected and condition and not in the condition the materials are the corresponding parts to be dynamically reloaded in after several hundred years. However, in most into the current scene. Also, different reconstruction cases the objects, which have to be reconstructed, approaches must be selectable in order to make it clear are completely destroyed. In this case, the textures that there may be multiple equivalent interpretations have to be created with image editing software, and reconstruction approaches, each justifiable on the based on some assumptions. In this regard, even basis of the same findings. small findings could aid the specification of the The differentiation between facts and assump- original materials. tions is also one major requirement of reconstruc- tion projects. The visualization should provide visual clues to distinguish between confirmed -ar Reconstruction Problems chaeological facts and additional assumptions or in- terpretations. One common technique is to draw the Reconstruction projects always have to deal with a unconfirmed parts with an abstract texture. couple of common problems. In most cases model- lers are not archaeologists. To get an archaeologically sound reconstruction it is important that modellers Reconstruction Workflow get acquainted with the demands, the requirements and the aims of archaeological reconstructions. In this section the common practises of the 3D re- The most important thing is that they follow them construction workflow are introduced. This - work strictly without adding own interpretations. Only flow includes several processes that have to be ex- if modellers discuss each inconsistency with the ar- 3D Modelling and Visualisation 5

chaeologists can the final model meet archaeologi- posed by archaeologists and matters of technical cal demands. Another common problem is that dur- feasibility. The limitations of technical feasibility are ing the modelling process, a certain state or version always determined by hardware functionality and of the reconstruction has to be specified as “the first hardware performance. choice” to be displayed, even if there are equivalent competing alternatives. Other identified problems Accuracy vs. Real-Time Visualization concern the phases of geometry reconstruction and of texture reconstruction. One of the main requirements for a scientific 3D Most geometry reconstruction problems result reconstruction is the demand for an accurate and from the underlying data of the raw material. detailed representation of the lost spaces. However Available plans and drawings are sometimes in- even though it is obviously possible to include all consistent, incomplete or even wrong. While ar- the small details, the rising degree of detail unfor- chaeologists are traditionally used to working with tunately leads to high polygon counts for the whole 2D drawings and plans, it is often difficult to raise reconstruction. The problem with this is that render- this data to the third dimension – in some cases, ing speed is limited by the performance of current reconstructions which seem to work well in 2D, graphics hardware. The higher the polygon count do not work in three dimensions. The next prob- of the 3D model, the slower the 3D model will be lem is a problem of scale and proportionality. This rendered in a real time visualization environment. means the existing drawings use different scales To ensure an interactive display frame rate, it is and therefore demand large adjustments in scale therefore necessary to achieve a trade-off between and proportion before they can be used as refer- the desired level of perfection and the possibilities ences for modelling. These adjustments often entail of real-time rendering. problems with distortion. In some cases, there are One instrument to diminish this impact is to in- no drawings at hand covering different points of clude “levels of detail” in the reconstruction. To view, so certain parts of the building (or object) can utilize this technology, multiple models have to be not be reconstructed precisely. Finally, the available build for every single object in different levels of de- drawings can be contradictory, i.e. drawings from tail. These different models can be switched, accord- different views show in fact different reconstruc- ing to the distance between viewer and object. For tion approaches at the same time. instance, if the viewer is far away from a column, The main problem with texture reconstruction the details of the capital are not visible and there- is the potential lack of conserved parts of the origi- fore there is no need to render them. If the viewer nal material. In this case, no verifiable assertions comes closer to the column, the displayed model can be made about the used materials. But even will be switched to one on a higher level of detail. If if some of the material is conserved, it often is in the viewer zooms in very closely, a high resolution a rather bad or weathered condition, so it can not version of the capital will be displayed, so the user is be used to represent the former condition and ap- able to examine every detail of the column. pearance of the object. Or, if parts of the materials are conserved, these parts are often too small and Photorealism vs. Real-Time will result in visible repetitions, thus tiling of the Rendering Capabilities texture images should be avoided. This problem often occurs with highly structured or grained ma- Despite the fact that the photorealistic presentation terials, like marble. In all of these cases, textures of reconstructed buildings is controversial in some for the three-dimensional reconstruction have to cases, there are scenarios where such a presentation be created from scratch using image editing soft- is reasonable. But what makes a 3D model look pho- ware, based on more or less reasonable assump- torealistic? tions. One of the key answers to this question is light- ing. To evoke a natural impression it is essential to include techniques like physically correct dynamic Technical Limitations lighting and shadows as well as physically correct reflections on shiny surfaces, although the- opti The limitations outlined in this section are all con- cal impression is predominantly rather subtle and cerned with the gap between the requirements therefore not noticeable until these effects are miss- 6 Layers of Perception – CAA 2007

ing. The problem here is that these techniques, in Conclusions spite of their relatively small optical impact, are computationally very intensive. With integrated interactive 3D visualization appli- A highly detailed, dynamically lighted and physi- cations (third level applications) several new possi- cally correct 3D model with several millions of poly- bilities can be envisaged. For instance, an authoring gons still pushes current hardware to its limits, i.e. it system for didactic knowledge representation could can not be rendered with adequate interactive frame be added. Such a system could provide a toolbox rates. assisting the creation of guided tours for use in edu- cation and in museums. New guided tours could be created by the interactive selection of several inter- Categories of 3D Model Visualization mediate stages by requesting the roombook database Applications or other available databases. These intermediate stages could be directly linked with 3D models and From our point of view, three levels of 3D visuali- with some further contextual information explain- zation applications can be identified in the field of ing the content. And finally, the transitions between archaeology: pure 3D, interactive 3D and integrated the stages have to be added, thereby completing the interactive 3D. Pure 3D visualizations applications guided tour experience for the target users. aim at producing animations or videos of high A second possibility concerns the major role ar- quality. The human-computer-interaction is limited chaeologists can play in the process of 3D recon- to navigational tasks, only allowing simple walk- struction, again from a technical point of view. With throughs. There are numerous examples of visuali- mobile devices like tablet PCs archaeologists could zations in this category, for instance the Temple of immediately create digital documentation without Zeus in Athens (Gaitatzes et al. 2000). In interactive using handwritten documents at all, thus skipping 3D visualization applications, the geometric com- the time-consuming process of handwriting recogni- plexity of the models is reduced to permit render- tion. They could also contribute to or even practice the ing in real-time. Typical interaction tasks include 3D-scanning on-site by themselves. These practises the selection of alternative sub-models, for instance would significantly reduce the time needed to get the a submodel from a distinct construction period right and most promising details for future research. (Heine / Brasse / Wulf 2006; Jablonka 2004). An- If they also uploaded the generated documents to a other typical interaction task is the direct manipula- project server for sharing purposes with other project tion of selected textures and material properties in members and experts, it would be possible to start order to study the variations within them. the scientific research off-site and even to collaborate Most current 3D visualization applications can close to the campaigns with computer supported col- be assigned to these two categories. We predict laborative workspace (CSCW) methods. that in coming years the interactive 3D visualiza- 3D reconstructed cultural heritage objects are tion applications will mature to integrated 3D visu- brought alive through visualization hardware, visu- alization applications. In such applications several alization software and human-computer interfaces. information systems, such as roombook databases, CPU processing power and transistor density dou- 3D model archives, geographic information sys- ble every 18 months on average. This trend is called tems, and digital libraries, are connected to the Moore’s law, and follows from empirical observa- visualization application, allowing detailed contex- tions which have been taken for about 40 years and tual knowledge to be requested and presented on appear to be continuing (Moore 1965). Moreover, demand in the 3D environment. Some reconstruc- computer graphics performance increases by even tion projects already connect a 3D model with a more than a factor of two every year. As a result database (Heine / Brasse / Wulf 2006) or with GIS- of these rapid improvements, we certainly should like features, like TroiaVR (Jablonka 2004). But such invest our time and efforts in reconstructing the reconstructions still lack detail and operate only on objects as accurately as possible without thinking an abstract level, or restrict users to pre-defined in- about the hardware limitations we are currently teractions. Improving this approach will result in a confronted with. new and powerful instrument for scientific analysis In computer graphics, we are currently observing enabling the stored information to be correlated in a a movement from texture-mapped rendering to pix- more intuitive way. el graphics processing units (GPU) based rendering. 3D Modelling and Visualisation 7

A GPU is a second processor dedicated to graph- Heine / Henze / Riedel 2005 ics which takes over graphics processing from the K. Heine / F. Henze / A. Riedel, Raumbezogene Infor­ CPU. With its highly parallel architecture it can op- mationssysteme für Bauforschung und Archäologie. erate very efficiently at manipulating and display- Forum der Forschung, Wissenschaftsmagazin der BTU ing computer graphics. To use it, however, special Cottbus 18, 2005, 91–98. programs have to be developed and loaded into the Hesberg 1980 GPU. These programs will enable, for instance, sim- H. von Hesberg, Zur Datierung des Theaters in der ulating geometry with textured flat geometries and Domitiansvilla von Castel Gandolfo. Atti della Pontifi- computing large area marble textures at run-time, cia accademia romana di archeologia. Rendiconti, 51/52, avoiding visible repetitions. 1978–81, 305–324. Hesberg 1981a H. von Hesberg, Neue Ausgrabungen in Castel Gan- Acknowledgements dolfo (Artis 1981). Hesberg 1981b This work is part of the ongoing reconstruction H. von Hesberg, La Scaenae Frons del teatro nella villa projects in collaboration with the Archaeological In- di Domiziano a Castel Gandolfo. Archeologia Laziale 4, stitute (Villa Domitian) and the Computer Science 1981, 176–180. Chair Prof. Lang (Villa Domitian, “Musensaal”) of Hesberg 2006 the University of Cologne, the German Archaeologi- H. von Hesberg, Il potere dell’otium – La villa di cal Institute (DAI) in Rome (Villa Domitian) and in Domiziano a Castel Gandolfo. Archeologia classica 57, Berlin (“Musensaal”), and the Collection of Classical 2006, 221–244. Antiquities in Berlin (“Musensaal”). The “Musen- Jablonka 2004 saal” project was founded by the Gerda Henkel Stif- P. Jablonka, Virtuelle Archäologie, TroiaVR – Schluss­ tung. The authors wish to thank all the individuals bericht (Tübingen 2004). that have contributed to the development of these Moore 1965 projects. G. E. Moore, Cramming more components onto inte- grated circuits. Electronics 38, 1965, 114–117.

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