caad futures 2015: development of high-definition virtual reality for historical architectural and...
TRANSCRIPT
July 9, 2015
Tomohiro Fukuda*1 Hirokazu Ban*2
Katsuhito Yagi*3 Junro Nishiie*2
1
Development of High-definition Virtual Reality for Historical Architectural and Urban Digital Reconstruction- A Case Study of Azuchi Castle and Old Castle Town in 1581 -
*1 Osaka University, Osaka, Japan
*2 Omihachiman City Government, Shiga, Japan
*3 Toppan Printing Co., Ltd., Tokyo, Japan
Contents
1. Introduction
2. Development of High-definition Virtual Reality Application
3. Validation of Qualitative Method
4. Quantitative Investigation
5. Conclusion
2
3D Visualization in architectural and urban fields
Experience and understand 3D virtual space intuitively
Began with the pre-rendering technique to create 3DCG image and animation
NTSC (640*480 px), 30 frames/sec, 30 min. to generate a frame3
1. Introduction -1
”Osaka” (1983), Sasada lab., Osaka-U
Real-time rendering technique (VR. 1/30-1/60 sec. to generate a frame)
Gives users to interact with 3DVE: Walk-through, comparison of design alternatives,
dynamic simulation in real time
Become common in the use of PCs
Problems of VR for arch. and urban use
Number of defining objects is large; Objects from a small scale to a huge scale is handled at
the same time -> Difficult to render in real-time with high accuracy and realism
▶ Texture mapping instead of geometry, Culling
▶ Level of Detail (LOD) to change 3D models and textures to depend on the distance from VR
camera 4
1. Introduction -2
VR screen capture Shimonoseki prj. (2010)
Previous Studies about VR application
Future simulation at design stage
Digital archiving of existing and past architecture and townscapes
►Studies to construct a detailed realistic VR using recent advances in the
PC environment have not been reported
5http://en.wikipedia.org/wiki/File:%E5%AE%89%E5%9C%9F%E5%9F%8E.jpg
Azuchi-jō-zu, a drawing of the castle
1. Introduction -3
Research Purpose
Show fundamental data to construct a high-definition VR application
Target: VR restoration of Azuchi Castle and its old town
Wide-area architectural
and city objects
For the NEXT CITY:
Rediscover, Revitalize,
Renovate mature society
combining with new
technology
Collaborative project
between local
government, research
scientists and VR
creators
Contents
1. Introduction
2. Development of High-definition Virtual Reality Application
3. Validation of Qualitative Method
4. Quantitative Investigation
5. Conclusion
6
2.1. Target
Azuchi Castle (Omihachiman city, Shiga, Japan Built by Oda Nobunaga in 1579, Destroyed after Honnoji Incident in 1582
Located on the shores of Lake Biwa
Keep tower: 40 m high, Buildings and stone walls of the castle: built over the
whole area of Mt. Azuchi (110 m high)
Castle town: built at the foot of Mt. Azuchi
7
2. Development of High-definition Virtual Reality Application
Mt. Azuchi
Lake Biwa
Reconstruction of stone steps and walls
after archaeological dig
Oda Nobunaga Toyotomi HIdeyoshi Tokugawa Ieyasu Honnoji Incidenthttps://ja.wikipedia.org/wiki/%E8%B1%8A%E8%87%A3
%E7%A7%80%E5%90%89#/media/File:Toyotomi_hidey
oshi.jpg
https://ja.wikipedia.org/wiki/%E5%BE%B3%E5%B7%9D%E5%
AE%B6%E5%BA%B7#/media/File:Tokugawa_Ieyasu2.JPG
https://ja.wikipedia.org/wiki/%E7%B9%94%E7%94%B0%E4%BF%A1%E9%95%B7#/media/File:Honnoj.jpg
2.1. Process of developing VR
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2. Development of High-definition Virtual Reality Application
1) Survey and planning
2) Scenario scripting
3) Data collection and analysis
4) Texture generation
5) 3D data modeling
6) Programming and visual effects
7) BGM, sound effect and narration
8) Integration and final adjustment
3) A part of full-scale Keep tower
for Sevilla EXPO 1992
5) Keep tower
5) Buildings for the castle
5) Terrain and castle townMeeting
2.2. Materials for the VR reconstruction -1
Whole
Record books, Excavation reports
Illustrations in the late 16th century
Azuchi Castle
Keep tower: Restoration plan by Dr. Naito Akira
Honmaru palace and Hideyoshi house: 1:40 scale model and
drawings
Turrets and gates: Deduced from excavation reports, from
existing castles of the same era, and from the architectural
style of that time
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2. Development of High-definition Virtual Reality Application
1:20 scale model of keep tower 1:40 scale model of Hideyoshi house
Luís Fróis, Nihonshihttps://ja.wikipedia.org/wiki/%E3%83%AB%E3%82%A4%E3%82%B9%E3%8
3%BB%E3%83%95%E3%83%AD%E3%82%A4%E3%82%B9#/media/File:Nih
onshi.jpg
2.2. Materials for the VR reconstruction -2
Old Castle Town
Roads, temples and shrines: Deduced by using old maps before modernization
Houses and people’s lifestyles: Deduced from materials of the same period such
as Rakuchurakugaizu
Terrain
Over a 65km square range including Lake Biwa
Resolution: 5km square in the center part: 1m mesh | Another area: 30m mesh
10
2. Development of High-definition Virtual Reality Application
Rakuchurakugaizu Terrain model
Mt. Azuchi
Lake Biwa
Kyoto
https://ja.wikipedia.org/wiki/%E6%B4%9B%E4%B8%AD%E6%B4%9B%E5%A4%96%E5%9B%B3#/media/File:%E6%B4%9B%E4%B8%AD%E6%B4%9B%E5%A4%96%E
5%9B%B3%E5%B7%A6.jpg
Flat tiles (74,000 polygons)
Round tiles
(168,000 polygons)
2.3. Level of Detail -1
3D Modeling Stage
To represent high-definition VR: Detailed elaboration polygons and high-resolution
texture generation Disadvantageous for real-time rendering Application of LOD
11
2. Development of High-definition Virtual Reality Application
Roof Tiles of Keep Tower
Roof Tile Model of Keep Tower
Major elements to represent an architectural façade Increase data amount when
roof tile objects were repeatedly used
Depending on the distance
of the VR camera from the
center of keep tower
0-50m: Both flat tile and
round tile were rendered
50-100m: Round tile was
linearly faded out
100m beyond: Only the
flat tile was renderedFlat tiles
(74,000 polygons)
Round tiles
(168,000 polygons)
2.3. Level of Detail -2
Terrain Texture Mapping
Mapped repeatedly to represent a wide range efficiently
When terrain is viewed from the sky, this repetitive representation becomes
apparent If the texture is not mapped repeatedly, necessary to reduce the texture
size Impossible to obtain sufficient resolution for closing up
Depending on the distance of the VR camera from the terrain model
0-20m: Not rendered repeatedly
20m beyond: Rendered repeatedly
12
2. Development of High-definition Virtual Reality Application
0-20m 20m beyond
2.4. Representation of Natural Objects -1
Natural Objects
Curved surfaces are present, Repeating texture is difficult
▶ Disadvantageous for real-time rendering
Stone Walls
Used some existing stone walls in Azuchi Castle as texture
Stone wall of the base of the keep in close proximity: 3D
polygons of the stone wall were created to enhance reality
13
2. Development of High-definition Virtual Reality Application
Traditional method
Proposed method
2.4. Representation of Natural Objects -2
Shade and Shadow
Applied IBL (Image Based Lighting) technique to wide area and four time zones
(morning, afternoon, evening and night) Texture of the sky: Created HDR by combining more than 600 photos at Azuchi
Blended shadow data generated by shadow mapping technique with texture
materials
14
2. Development of High-definition Virtual Reality Application
2.4. Representation of Natural Objects -3
Lighting
Beams of sunlight shining: Used a volume metric lighting
Controlling light intensity to soften the degree pf penetration of sunlight in
response to the angle between VR camera and the sun’s rays
15
2. Development of High-definition Virtual Reality Application
2.4. Representation of Natural Objects -4
Reflection of Water Surface
Texture of a mirrored image which was produced by off-screen rendering
technique, and a normal map created from the height map of waves, were
blended
16
2. Development of High-definition Virtual Reality Application
2.4. Representation of Natural Objects -5
Settlements in the old Castle Town
Inefficient to make and set more than 1000 houses one by one
▶ Objects such as houses, gardens and roads were created
▶ The objects were placed at random using procedural modeling techniques
17
2. Development of High-definition Virtual Reality Application
2.5 Developed High-Definition VR Application
18
2. Development of High-definition Virtual Reality Application
3D modelPolygons 7.86 million
Vertices 6 million
Texture
Textures 1000
Texture pixels 1.87 billion
Data amount 3 GB
VRAM use when running VR 6.27 GB
Total systemData amount 7 GB
Frame rate 30-60 fps
Short Movie Mode:
15-minutes captured VR movie
is set against the backdrop in
1581
Manual Mode:
Controller facilitates free
movement within the virtual
Azuchi Castle interactively and
seamlessly
Specification of the developed VR application
2.5 Main shots of the VR short movie
19
2. Development of High-definition Virtual Reality Application
Contents
1. Introduction
2. Development of High-definition Virtual Reality Application
3. Validation of Qualitative Method
4. Quantitative Investigation
5. Conclusion
21
3.1. Methodology
Subjects: Three VR creators
(30s male, 30s female and 20s female)
Subjects described the pros and cons of
the representative VR scene by referring to
the evaluation items
Full view: included all of Azuchi Castle, the
old castle town and terrain (Time zone: 3)
Keep tower view (Time zone: 3)
Castle town view: looked at the old castle
town (Time zone: 3)
Main road view: looked up at the keep tower
from the main road (Time zone: 4)
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3. Validation of Qualitative Method
PC spec PC model HP Z820 Workstation
OS Windows7 Professional 64-bit
CPU Intel Xeon E5-2643 v23.5GHz
Main
memory
64GB
Graphics
board
NVIDIA Quadro K6000 (VRAM:
12GB
Display Resolution 1920x1080
PC specifications
Factor Element Evaluation items
3D
modelingShape
Outline
Surface
Detail
Extensiveness
Rendering
LightingLight source
Color shade
Shade and
shadow
Shade
Shadow
Material
Color
Pattern
Texture
DepthFocus
Haze
Scene Natural scene
Image qualityColor
Aliasing
Expressing
Image
synthesis
Color
Outline
Composition
Staffage
Staffage
Scale
Perspective
Garnish
Time
Motion
Effect
Output
Condition
Dimension
Effect
3.2. Result and discussion – Full View
Positive (N=8): Integrated set of VR
images was realized.
Negative (N=4): Green texture
rendered in Mt. Azuchi was
unnatural.
23
3. Validation of Qualitative Method
3.2. Result and discussion – Keep tower View
24
3. Validation of Qualitative Method
Positive (N=8): Azuchi Castle model
was represented in detail
Negative (N=8): A part of the
daytime scene showed inconsistency
between shade and shadow.
Shade and shadows should be
calculated integrally based on the
physical quantity of light and
material properties, but wide area
real-time rendering techniques, it is
hard to apply the global illumination
technique.
Then, the shade data by IBL and the
shadow data by shadow mapping
had to be defined separately and
integrated.
3.2. Result and discussion – Castle town View
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3. Validation of Qualitative Method
Positive (N=4): Modeling quality of
the houses was high.
Negative (N=13): Liveliness of the
castle town could not be observed.
Vario-items such as people, small
animals and store curtains should
be placed in the old castle town to
add liveliness.
But, they were placed manually with
much labor and expense.
3.2. Result and discussion – Main road View
26
3. Validation of Qualitative Method
Positive (N=7): Roof tiles and stone
walls were expressed realistically.
Negative (N=3): Consistency of the
sky and lighting were insufficient.
Real photos were used as textures of
the sky and wall stones. But, buildings
were calculated using CG on the PC as it
no photos existed. The inadequate
consistency resulted from this reasons.
Contents
1. Introduction
2. Development of High-definition Virtual Reality Application
3. Validation of Qualitative Method
4. Quantitative Investigation
5. Conclusion
27
4.1. Methodology
Subjects: End-users (N=286)
Subjects viewed both short movie and manual modes, they
responded to the evaluation after the symposium held in March
and May 2014
Questionnaire items were answered using Likert five-point
agree/disagree scale
28
4. Quantitative Investigation
VR experience by end-users
4.2. Result and discussion
Developed VR: “Very good”
and “Good” of respondents
accounted for 88% of
responses.
High-definition VR experience
of the old Azuchi Castle and its
castle town: “Very interesting”
or “Interesting” of respondents
accounted for 89%.
The developed VR application
received a very positive
evaluation by end users.
29
4. Quantitative Investigation
About the developed VR application (N=286)
About High-definition VR experience (N=286)
Contents
1. Introduction
2. Development of High-definition Virtual Reality Application
3. Validation of Qualitative Method
4. Quantitative Investigation
5. Conclusion
30
5. Conclusion
To perform 3D-VR real-time rendering with high resolution, accuracy and realis, both LOD and representation techniques of natural objects and phenomena were developed, and the VR application of Azuchi Castle and its old town was constructed by integrating them.
Through the qualitative and quantitative evaluations, the developed VR obtained a certain number of positive judgments. Problems to be solved such as shade and shadow, and lively representation of the castle town were also clarified.
This VR system will be used for tourism, education and civic pride.
31New theater for VR Azuchi Castle (April, 2015)Azuchi Castle Remains