Abstract
As we roam further into the future, digitization becomes an essential tool in thinning the barrier between the physical and cyber worlds. We grow expectations of bringing more and more of the world at our fingertips, and eventually being able to access data or experiences by the means of easily operable electronic devices.
Reviving the libraries use, especially in academic context, by augmenting their spaces through Augmented Reality techniques or mirroring their spaces in Virtual Reality, eases the training of the readers in knowing and using the library, and provides a solid foundation for plenty of new collaborative experiences for readers and visitors. Additionally, the 3D reconstruction of libraries, needed for Virtual Reality, provides an opportunity to disseminate online such rich cultural spaces, and preserve their patrimonial value.
This paper presents the case study of 3D reconstructing the Universitary Central Library of Bucharest.
First, we briefly present related work. Then, we analyze various reconstruction techniques. Latest hardware and software advances open a wide range of new reconstruction methods, each having advantages, costs and limitations. We discuss both automatic and manual reconstruction, and combinations of both.
Next, we identify and analyze the problems to be solved for our reconstruction subject and pinpoint solutions offering fidelity, rapid reconstruction, moderate use of resources, and sufficient performance for real-time applications (including VR).
Finally, we detail, through practical examples, the solutions or optimal techniques, depending on the characteristics of the part to be modeled. Together, they all form an efficient hybrid solution satisfying our objectives. |
Keywords
3D reconstruction, modelling techniques, serious games, preservation, virtual reality, cultural heritage, photogrammetry, 3D scanning |