[Fist Person Exploration] Virtual Archaeology : Ancient Megalithic Walls

Web player … be patient about 460mb. (remember no Chrome :()

Hi there,
I would like to show our new work presented recently also at Museums & Heritage Show in London.
The project consist of a 3d reconstruction of an archaeological site named “Sa Mandra Manna” - Sardinia ITALY.

All the site (except the vegetation) has been modeled by a photogrammetric processing of digital images taken by helicopter, drone and on the ground (about 9000 digital shots).

We have developed a standalone version with classic controls (keyboard and mouse/gamepad) and a touch version to be exposed by a Multi-touch Table on site.
For mobile platform, we have developed a smartphone/tablet version and a VR Cardboard version.

Feel free to leave any comment or feedback

Cheers
Max

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534041b7201a42888170383e7d274967
Sketchfab version of mobile project


Multi-touch Table Installation - Tula (SS) - Sardinia ITALY


Our recent presence at Museums + Heritage Show 2016 in London.

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Web player … be patient about 460mb. (remember no Chrome :()

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Hi.
What image effect have you used? It looks really nice:)

Beautiful !

Thanks NatureManufacture,
the post process camera effects used are :

Hedgehog Team …Thanks Nicolas!

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This is very beautiful. Excellent visuals, minus one exception. The text on the mustard yellow UI panel is difficult to read.

Ridiculously nice looking.

theANMATOR2b
Thak you … yes you are right but i didn’t find a good solution for that.I’ll try to improve the reading comfort.

LaneFox
Thanks.

Has anyone tested the webplayer.?.. yes I know it is so heavy ( you need to wait much) but i would like to see some gameplay feedbacks.
Other screens:


Video of the mobile version
Added in the first post.

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Gorgeous views.

Thank you raven!

I noticed a issue in Speedtree and in general all the leaves shaders which are abnormally lit when observed against the light.
Unity 5.3.4p6 deferred + linear.
Anyone have some tips to fix or some version (unity 5.3.5?) which fix the issue?
Some similar issuetracker reports this an this.

Edit:
Seems that a fix is on the way . Here the post

Edit2:
Solved Here

Some new captures!

That’s really well done and atmospheric. However, as someone else pointed out in the scion thread, some additional insects and pollen particle effects might help bring the scene to life a bit more. The other thing I noticed is that the rocks look very flat in a close-up view, which is too bad because they’re the main points of interest in the scene. Isn’t there a way to get the heightmap from the photogrammetry data or pseudo-bake it from the photos? With it you could either use a tesselation shader or tesselate and displace the mesh for the rocks in your 3D app. I think that this could improve the visuals in this scene even more.

Hi christoph_r,
thanks for your feedback.

The site is big for a photogrammetry process (2 Hectar explorable) and the project had as target device a multi-touch table kiosk which as you know usually do not have a game ready hardware. I did a compromise between technical and aesthetic with in mind the hardware limits.


Some numbers:

Walls meshes:

  • 2M tris original photoscanned model
  • 200k tris optimized/decimated model (normal map, AO map from 2M model)
  • Full unwrapped by tre UV texture spaces and textured by tre 8k diffuse, bump and AO maps.

Nature meshes:

  • Grass 300k tris
  • Trees 400k tris

Background Areas:

  • 1 km2 near terrain with areal photo plus trees and grass
  • 150 km2 far terrain with areal photo

The photogrammetric process from digital photos don’t give a perfect representation of the small geometry especially if you have a big area to be scanned.
I Did not find a fine way to extract the height map of this complex organic mesh to make some test with tassellation. i’m open to any tips.

Best
Max

WOOOW awesome.
Fa piacere ogni tanto vedere qualche altro italiano qui.
Magnifico lavoro comunque.

Thank you Nove0
Grazie! :wink:

That’s why they looked like nuraghes, they are nuraghes! Great work!

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