2011 International Conference on Biometrics and Kansei Engineering

Virtual Reconstruction and Visualization of Pre and Proto Historic Landscapes in

R.P.C. Janaka Rajapakse Yoshimasa Tokuyama Graduate Institute of Animation and Film Art Department of Media and Image Technology Tainan National University of the Arts Faculty of Engineering, Tokyo Polytechnic University 72045, Guantian, Tainan, Taiwan 1583, Atsugi, Kanagawa, 243-0297, Japan [email protected] [email protected]

Raj Somadeva Postgraduate Institute of Archaeology University of Kelaniya No. 407, Bauddhaloka Mawata, Colombo 07, Sri Lanka [email protected]

Abstract— Advanced digital media and 3D computer graphics archaeological assets. They can be an immediate way to have long been used to preserve or virtually reconstruct present information to a public, and can immerse virtual cultural heritage sites. While a number of research work on monuments by using interactive technology such as haptic preservation and virtual visualization of archaeological sites in devices. The virtual restoration technic can be a tool for Europe and Egypt, less effort has been spent on introducing simulating current working hypotheses, which could visually new technologies to visualize and preserve cultural heritage justify and explain the theoretical principals or present tourist sites in some other regions of the world like . This information at a high level. These tools often associate with research presents a case study focused on the virtual 3D cinema and visual information media in order to show visualization and simulation of pre and proto historic everything which has disappeared: the destroyed or landscapes in Sri Lanka. The transition between formulated working documentary. and protohistory of Sri Lanka is not precisely clear, that would have occurred in the mid or late Holocene. Recently, This paper introduces ongoing research project for archaeological researchers have found important evidence for virtually visualizing and simulating pre and proto historic the proto historic culture of the Uda Walave River Basin in Sri landscapes in Sri Lanka. Our case study has focused on three Lanka. This area has recognized as an environmentally main contributions: optimal area to investigate and describe the question of pre  In order to describe the transition between prehistory and proto historic transition in Sri Lanka. The main goal of and protohistory of Sri Lanka, the 3D virtual this paper is to visualize and virtually reconstruct pre and reconstruction of pre and proto historic culture in the proto historic culture in Sri Lanka; based on recent Uda Walave River Basin and southwestern area of archaeological evidence and findings in the Uda Walave River the country are considered; based on recent Basin and southwestern region of the country. archaeological findings and evidence [12, 13, 16, 17].  The skeleton reconstruction of hominid, based on Keywords- virtual reconstruction; virtual heritage; photometric visualization technics and prehistory; omponent; formatting; style; styling; insert (key archaeological information of fossilized hominid words) remains [14, 15, 18, 19].  I. INTRODUCTION Real-time rendering for interactive media, based on our previous experience with developing haptic Virtual reality and digital media are increasingly been interaction in immersive virtual environment that employed on reconstruction of cultural heritage sites [1, 2, 4, allows the visitors to explore the shape and 5, 6, 7] and archaeological museums in Europe and Egypt [8, geometric details of the archaeological artifacts and 9, 10, 11], less effort has been spent on evaluating the use of hominid remains [3]. different Information and Communication Technologies The remainder of the paper proceeds as follows. Section (ICT) as well as advanced digital media for reconstructing II illustrates Background and historical information of the heritage sites in South Asia. Our previous work has focused case study. Section III shows overview of the successfully introduced an innovative framework for realistic modeling methods. Section IV presents the techniques visualization and haptic rendering of ancient woodcarvings associated with the visualization of the Hominid and in Sri Lanka [3]. As shown in our previous work, 3D animating motion data. Section V shows details of rendering computer graphics and interactive technologies appear to be and interactive media applications. Finally, future directions very helpful tool for simulating and reconstructing and conclusions are discussed in Section VI.

978-0-7695-4512-7/11 $26.00 © 2011 IEEE 200198 DOI 10.1109/ICBAKE.2011.69

Terrain of the UWRB

Figure 1. Location of the Uda Walave River Basin (UWRB).

II. BACKGROUND Digital cultural tourism in south Asia is in very early stage. After ending the three-decade war on LTTE , government and academic sector have recognized the importance of cultural tourism, its potential to magnify the rapid development of the country. The several projects were initiated to develop the tourism. However, the current state of development of cultural Figure 2. Generated terrain based on GIS data, top image shows full tourism indicated that a significant problem lies within the terrain of the UWRB, bottom image is a part of the terrain in Autodesk’s lack of ICT involvements. Traditional activities on the local Maya 2011. level do not retain the pace with the changes in cultural tourism growth on the international level. For the purpose of pre and proto historic culture and landscapes in the UWRB creating 3D virtual visualization of prehistoric landscapes in and southwestern Sri Lanka. Sri Lanka we have introduced advanced digital media III. MODELING technology to Sri Lankan archaeology. This project is initiated with the goal to use the advanced media Different modeling solutions were considered for the technologies for integrating with heritage preservation and creation of 3D models. The first task was to reconstruct the tourism, together with local and international communities. terrain of the UWRB by using GIS (Geographic Information System) data. Three-dimensional polygonal models of A. Historic Overview archaeological artifact and fossil remains were created based The island of Sri Lanka lies in the southern tip of Indian on architectural survey data and visual measurements using peninsular (See the left image of the Figure 1). There are the image-based and photometric techniques. The Autodesk strong evidences of settlements in Sri Lanka by 130,000 Maya 2011 software package was selected for the 3D years ago, probably by 300,000 BP or earlier. From about generation of virtual prehistoric hominids, animals and 34,000 BP onwards the prehistoric record is very much vegetation. Wherever possible, the model’s surfaces were more complete. The transition from the defined as single sided objects in order not to burden the Balangoda culture to the protohistoric early has final meshes with an extravagant amount of hidden been inadequately documented in Sri Lanka [12]. This polygons. unclear hole that exists in the archaeological research in Sri A. Data-driven Terrain Generation Lanka is the unresolved problem of pre and proto historic transition that would have occurred in the mid or late In order to create more realistic terrain of the UWRB, we Holocene. Recently, archaeological researchers have concerned the height values of the study areas by using GIS focused on the proto historic culture of the Uda Walave data. The surface generation process from raw data in x, y, z River Basin (UWRB) in Sri Lanka (See the left image of format is conducted using AutoCAD 2012 software package. Fig. 1) [13]. As their archaeological findings suggested and This 3D surface can then be explored and visualized (Fig. 2, identified this area as an environmentally desirable area to top image). After processing and identifying necessary describe the question of pre and proto historic transition in portion of the terrain according to the script, data was then Sri Lanka. Based on these findings, it is very important to exported to the Autodesk Maya 2011 software package for visualize this prehistoric culture for public. The main goal ground texturing and making 3D layouts with other 3D of our framework is to visualize and virtually reconstruct - objects such as stones, animals, vegetation, etc. (Fig. 2, bottom image).

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(a) image data (b) Constructed 3D surface (a) (b) (c)

Figure 3. 3D reconstruction of a prehistoic stone implement(quarts); (a) Figure 5. (a) Adult mandible, Found in Batadomba Lena 9 [18], source: input image, (b) generated normal map, and (c) reconstructed 3D model. collection of department if Archeology, Colombo. (b) Reconstructed 3D surface of mandible fossil fragment.

Figure 4. Top: photographs of beads found in Galpaya survey, bottom: images of the 3D reconstructed beads (a) 3D created part (b) Combine with the fragment

B. Image-based Modeling of Artifacts Figure 6. Reconstruction of Hominid skulls by means of combining Critical works of modeling, such as fossil remains, due mannually created 3D models and reconstructed 3D model of remaining to its extremely complex geometrical features, were given fossil fragments. special attention to generate relief surfaces of artifacts by Kitulgala in Sri Lanka [18, 19] (Fig. 5). Our proposed using normal estimation methods. We based on previous prototype for reconstructing prehistoric landscapes explored works called “shape-from-shading” [13, 14], and computed possible research methods for digitally reconstructs these surface normal from the shading information in the image as skeletal remains. On the other hand these archaeological shown in Fig. 3. In order to model the artifacts with evidences are very important to accurately model the primitive shapes as shown in Fig. 4, we can easily use mesh prehistoric humans. In the pilot segment of this project, it is editing techniques by referring front and side pictures of a big challenge to digitize these remains by using cost them. To increase level of details, 2D textures gained from effective scanning methods. As shown in Fig. 5, we used the surface of real objects were mapped to the 3D digital image-based techniques [13, 14] to digitize skeletal remains. objects. After the 3D reconstruction of the artifacts, their 3D The generated surfaces were guided to model complete model data were exported to the common 3D file format skeleton parts as presented in Fig. 6. These 3D models of (Wavefront OBJ file format) for creating a catalog of 3D partial skeletons will be helpful to construct the full body of models for souvenirs. Because visitors of the archaeological the 3D hominid sites do not only like to enjoy with cultural attraction, but also interest to buy some souvenirs. The generated 3D D. Modeling of Wild Animals and Vegetation models of archaeological artifacts were also used to provide 1) Wild Animals: new experiences of digital media technologies and 3D craft Wild animals were modeled and added using Autodesk making to children and a new learning experience that helps Maya 2011 to suggest occupation of the area. them to obtain knowledge of prehistory in Sri Lanka [17] has investigated Palaeo-environmental activities and through entertainment. climate shifts in the prehistoric Sri Lanka. In the C. The Skeleton and Fossil Reconstruction Sabaragamuwa province of Sri Lanka, archeologists Deraniyagala and his father found the remains of upper The strong evidences for prehistoric settlements in Sri Pleistocene fauna, including fossils of mammals such as Lanka were found in southwestern region and near areas of elephants, hippopotamus, rhinoceros, lions, gaurs etc. Their UWRB [12, 18, 19]. The most of the skeletal remains were investigations not only covered mammals but also focused found from the cave sites of Batadomba-lena and Beli-lena on reptiles, aquatic animals, birds etc. Recently, the most of their suggestions were proven with DNA evidence.

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(a) (b) (c) Figure 10. Adding fur to the animals. (a) A sample 3D model for lion, (b) Adding fur (lion-mane) to the separate model of lion’s head, (c) A sample fur model for lion-mane Figure 7. A sample 3D model for rhinoceros.

(a) (b) Figure 11. A sample 3D model (a) and textures version of Banana tree (b). Figure 8. A sample 3D model for Elephant(right), and left image is a drawing of pre-historic elephant originally painted by Archeologist Deraniyagala Snr.(source image from: [21]) 2) Vegetation: As a result of Asian monsoon interact with mountainous Evidences from known prehistoric archaeological region of UWRB, it was predicted that this landscape was findings and documents were used as the basis for modeling ascribed with rainforests and grasslands. Kourampas et al. the virtual wild animals and reptiles. Some sample non- explored geoarchaeology of focused area in south-western textured 3D models for mammals are shown in Fig. 7 and 8. Sri Lanka [20]. Their preliminary investigation found that Fig. 9 shows some sample 3D models for reptiles. late Pleistocene evidence for abundant charred seeds of wild The virtual restoration process of surface details and banana (Musaspp.), breadfruit (Artocarpus sp.), and texture composition process were conducted using Autodesk Canarium nuts. In order to model the vegetation, we Mudbox and Adobe Photoshop CS 5 software packages. In considered and based on palaeo-environmental vegetation order to enhancing realism and visual impact of the virtual and archaeological data [17, 20]. Fig. 12 shows a sample animals, UV-mapping techniques and material editing were model and textured version for banana tree. concerned with real photographs and advanced material Real photographs of barks, stems and leaves were used models. To adding fur to the animals, polygonal models to make realistic textures. The placement of the trees was with properly mapped UV coordinates that lie within a 0 to based on the palaeo-environmental evidence and the script 1 range in texture space were considered. For some animals, of the animation, scalar variation was based on noise and fur is not uniformly across the surface of a model. For fractals. For creation of big tree like a breadfruit, low- example, in lion character, mane is hair-like and longer than polygon versions were used with texture per branch as other furs. To control exactly where the different fur grows, shown in Fig. 12. Maya Paint Effects and our original MEL separated models were used (see Fig. 10). The several scripts were used to model grasses and variety of vegetation attributes maps were used to control fur parameters such as effects colors, length, baldness, direction, etc. Dynamic hair curves in Maya were used to create dynamic motion for fur.

(b) (b) (c) Figure 12. Samples of low-polygon 3D models of breadfruit tree (a & b) and textures for leaves and stems (c) Figure 9. Sample 3D models for reptiles.

203201 geometric details of the pre and proto historic artifacts and Hominid remains while looking the realistic visualization in the screen as shown in the Fig. 14. To enhance intuitive haptic interaction, we used the Reachin display that integrates a PHANTOM omni haptic device with stereoscopic vision glasses. This segment of the project prototype was developed using C++ in Visual Studio 2008 development environment and is based on OpenGL API and the OpenGL 2.0 Shading Language (GLSL) for the graphics, Figure 13. A sample 3D model of a reptile in Autodesk’s MotionBuilder- on the “OpenHaptics” and “QuickHaptics” libraries for 2012 with a skeleton. controlling the operations of PHANTOM haptic device.

IV. ANIMATION Techniques of key-framing and kinematics were used to make animation for peoples and animal characters. To make animated animals look real, anatomical structure guided joint hierarchies known as a skeletons, were created and placed inside the 3D models by using Maya software package. Inverse kinematics rigs, technique of smooth binding of skin geometry and Maya muscle were used in order to create realistic deformation for character rigs. Different quadrupeds have varying models of walking and Image galloping, The process of complex motion editing and scaling were carried out by using Autodesk’s MotionBuilder software package as depicted in Fig. 13. The creation of animated visual effects and natural phenomena such as water, rain, flood, smoke, fire, and tornados were used particle and fluid simulation techniques in 3D. The second phase of the animation will use captured motion data and mapping to the 3D hominid characters, that would be able to generate Normal map Displacement map realistic hominid animations.

V. RENDERING AND RESULTS This research project is envisaged not only to just create a virtual reconstruction of landscapes, but also motivated to comprise the creation of several presentation Medias such as animated film, advanced interactive hypermedia, web etc. The first phase of the proposed prototype was performed on a standard PC equipped with a 3.33 GHz Intel Xeon CPU and a NVIDIA Quadro FX 4600 graphics board with a Occlusion map Specular Map 768MB video memory. Making of documentary-style animated film (8 minutes long) is considered. Script of the animation is based on archaeological survey data and experts opinions. As we are already low on computing facilities and time, rendering of 3D stereoscopic version of the animation will be focused on the second phase of the project. A. Rendering for Interactive Media The Haptic technologies provide tactile stimulation and force feedback. One of the main objectives in this research is to introduce new media for interacting with pre and proto 3D model Visual and Haptic Interaction historic archeaological findings. An advantage of this interface is possible to make haptic interaction with 2.5D Figure 14. user feels the shape and geometric details of the pre and proto relief surfaces of the complex artifacts and reconstructed 3D historic artifacts and Hominid remains. models of Hominid remains and fossils. Through the use of our previous framework [3], visitor/user feels the shape and

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