Reconstructing Conimbriga
Digital Cantaber
César Ferreira
1
, Nuno Rodrigues
1, 2
, Alexandrino Gonçalves
1, 2
and Virgílio Hipólito-Correia
3
1
School of Technology and Management, Polytechnic Institute of Leiria, Leiria, Portugal
2
Computer Science and Communication Research Centre, Polytechnic Institute of Leiria, Leiria, Portugal
3
Conimbriga Monographic Museum, Condeixa-a-Velha, Portugal
Keywords: Virtual Reconstructions, Cultural Heritage, Conimbriga, House of Cantaber, Kinect.
Abstract: Being the ancient cultural heritage structures and artefacts so full of detail and relevance to studies related to
our past, it would be desirable to have precise virtual replicas that could be freely explored without
endangering important pieces of history. However, the costs to produce three-dimensional environments are
sometimes discouraging, due to the significant cost of some 3D authoring tools, and to the time necessary to
manually produce the models. This paper presents a low-cost alternative to the classic manual modelling
process, towards the production of highly detailed virtual models, by using open source software and a low-
cost moving depth camera. The ambition is the dissemination of our cultural heritage legacy, making it
accessible, not only to experts, but also to the general public, without requiring any high-performance
hardware, authoring software or professional 3D skills. For the visualization, our virtual reconstructions will
be available through a three-dimensional live model viewer, based on recent technologies such as HTML5
and WebGL. Those may be triggered from a wide variety of device, contributing in this way to a true
democratization of history knowledge. The proposed approach was applied to create a virtual model of the
so-called “House of Cantaber”.
1 INTRODUCTION
Over the years several tools have emerged, that
intended to respond to the need to have exact
replicas of archaeological heritage that can be
exploited without endangering them. However, these
have proved discouraging since they are associated
with high costs, time consuming processes and
obstacles regarding the online availability to target
audiences. As a solution to this problem, the creation
of a tool based on open-source software and a
moving depth camera is presented. This results in a
website, which provides an interactive model with
exact replicas of the artefacts, without the need to
install additional plugins in the browser.
Nowadays it is possible to perform three-
dimensional acquisitions without the need for major
infrastructures, using low-cost equipment, which
enables mapping real scenarios with a high level of
detail. This possibility opens up new prospects for
the virtual and augmented reality scenarios. These
technological advances allow us to reach levels of
reliable reconstruction of cultural heritage spaces.
The case study presented in this paper is located
in the ruins of an important Lusitanian city of the
ancient Roman Empire: Conimbriga. Excavated
since 1899, opened to the public in 1930 and with
less than 20% of its full length brought to the
surface, this site has a prominent role in the
Portuguese cultural heritage.
Discovered during excavations that took place
between 1930 and 1934, completed in 1938, the
House of Cantaber is one of the largest and richest
in the western part of the empire (V. N. H. Correia,
2011).
It is precisely the House of Cantaber that was
chosen for a virtual reconstruction to be made
available on the Internet so that it can be accessed
interactively everywhere in the world.
2 VIRTUAL
RECONSTRUCTIONS
In recent years the so-called Virtual Archaeology led
to a significant growth of virtual reconstructions of
145
Ferreira C., Rodrigues N., Gonçalves A. and Hipólito-Correia V..
Reconstructing Conimbriga - Digital Cantaber.
DOI: 10.5220/0004732701450152
In Proceedings of the 5th International Conference on Information Visualization Theory and Applications (IVAPP-2014), pages 145-152
ISBN: 978-989-758-005-5
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
cultural heritage spaces, including Conimbriga. As
an example, Eduardo Barragán presents on his
personal page (http://italicaromana.blogspot.pt/)
excerpts from videos with a possible reconstruction
of the city of Conimbriga, namely the Insula do vaso
fálico. There are several apparent problems in the
architectural model chosen, namely those of
Pompeii/Herculaneum, breaking down, in our view,
the historical realism desirable that must take into
account the particularities of the local architectures.
Another Roman site propitious to being virtually
rebuilt is Bracara Augusta (Bernardes et al., 2000)
and (Bernardes and Martins, 2003). These, despite
representing fundamental resources for research and
being extremely important for raising cultural
heritage consciousness, lack reality quality for
today’s standards.
Regarding the acquisition of three-dimensional
archaeological structures there are several tools
available for the task. For instance, in wide exterior
environments, the DeltaSphere 3000 time-of-ight
laser scanner (3rdTech, 2000), used by some police
departments by the forensics team to scan crime
scenes, which uses readings from infrared lasers
combined with digital photographs, in order to
acquire textures. However, despite its good results it
is quite a slow process (Zhu et al., 2007). Another
solution is the Metric Vision LR200 Laser Scanner
which was the first device that combines software
acquisition by radar, laser and 3D. It was used in the
famous case of the “Plastico di Roma antica” (Guidi
et al., 2005) acquisition. Despite being a large model
in size it was tiny in detail and high on price.
To acquire smaller objects the NextEngine Multi-
Laser 3D Scanner (NextEngine, 2001) can be
considered a good solution, since it as several
advantages in recreating textures and colours of
objects, thus capturing an accurate picture of the real
object. Though, it has some drawbacks, such as the
high price and the fact that it needs a specific
scenario with a swivel base. This base has to run at a
constant speed, making the procedure very time
consuming.
There is also another type of device that allows
three-dimensional acquisitions at a significantly
reduced cost when compared with the
aforementioned solutions: the Microsoft Kinect
TM
.
This piece of hardware was originally aimed at the
game industry, designed for the Xbox 360
TM
video
game console. It allows interaction in a human
natural way (PrimeSense, 2013), but due to its
capabilities when it comes to capturing geometric
data, proved to be an asset in the process of
acquiring three dimensional objects. A
demonstration of the potential of the Kinect in three-
dimensional modelling of an indoor environment
may be observed in the work of (Henry et al., 2010).
Indeed, the potential of this equipment and its
growing popularity in a number of areas beyond the
video games led to the emergence of a new version,
called Kinect for Windows, largely identical to the
console model but with significant improvements in
catchment details on objects of small size (Pheatt
and McMullen, 2012).
The solution presented in this paper uses the first
version of the Kinect sensor, available at a relatively
low cost. However, the launch of the second version
of this device, the Kinect 2, is already planned by
Microsoft's. Amongst other features it will have a
resolution of 1080p (instead of the 480p from the
previous version). It is expected that with a few
adjustments the ConimbrigaCG, a small tool which
was developed to capture Conimbriga’s artefacts,
and using the soon to be released Kinect SDK 1.8 (a
free development kit developed for this version of
the Kinect sensor (Microsoft, 2011)), acquisitions
will become much more accurate due to the
improved depth perception of the new sensor.
When it comes to be able to interactively create
and control three-dimensional scenes, these may be
produced using specific modelling software.
However, some have high costs, not only monetary
but also associated with the learning time necessary
to master the software.
Table 1
compares some of the most frequently
used modelling software available in the market.
For this work Blender was chosen, since it is a
free open-source software that was created as an
alternative to high priced programs currently on the
market. Blender is in constant development since
1995 and currently provides many features matching
some of the main market competitors.
Finally, the representation of three-dimensional
models of cultural heritage sites through the Internet,
particularly Roman structures, has also been
highlighted by several authors. For example,
(Gonçalves and Mendes, 2003) and (Silva and
Gonçalves, 2004) present an interesting approach to
provide relatively realistic environments, with
special emphasis on the small size of the models,
using one of the popular standards at that time,
VRML. However, it was necessary to install a
specific plugin.
The solution presented in this paper to display
the three-dimensional heritage models is based on
HTML5 and WebGL and, for this reason, it only
requires a HTML5 compatible browser.
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Table 1: 3D modelling software.
Application Mainly used for Licence Price
3DS Max
Modelling,
Animation (Video
Games), Lighting,
Rendering
Proprietary $3,495
Cinema
4D
Animation,
Lighting,
Modelling, Visual
3D Effects,
Rendering,
Simulation
Proprietary
$995 -
$3,695
Maya
Modelling,
Animation (Video),
Lighting,
Rendering, Visual
3D Effects
Proprietary $1495
LightWave
3D
Modelling,
Animation,
Lighting,
Rendering, Film
and Television
Previz, Videogame
Asset Creation
Proprietary $3,495
Blender
Animation,
Lighting,
Modelling,
Rendering, Video
Game Creation,
Visual 3D Effects,
Sculpting, Basic
Post-Production
Video Editing
GPL 2+ Free
SketchUp /
SketchUp
Pro
Computer Aided
Design
Proprietary
Free /
$495
3 HOUSE OF CANTABER
The house of Cantaber is an extraordinarily large
house, actually the larger one excavated in the town
that covers more than 3200 sq. m.
The house is articulated around five different
perystiles, and about 1/3 of its area was originally a
large garden. This architectural setting responds to a
social need for large urban houses to give to their
owners the commodities expected from country
houses, the rus in urbe of the Roman poet Martial.
The artistic side of this social and cultural fashion
has already been studied (Alarcão, 2011), and can be
dated in the Flavian period (69-96 AD), which is an
epoch of outstanding urban development in
Conimbriga.
Modern research about the house (V. H. Correia,
2001) has, to some extent, contributed with data
about the chronology, the original plan and the
actual construction of the house, supplementing the
poor conservation of the remains (with the research
and conservation problems already mentioned). This
has allowed for a theoretical reconstruction proposal,
based on the fact that the house was built in an
isolated insula in the town, with few, if any,
constraints due to earlier construction on site. A
“Vitruvian” structure could thus be posited; the
different sectors of the plan of the house were
assumed to be made evident also in the overall
development of the building and some expression of
the relative importance of individual rooms was
made to be clear in the elevations (vg. the main
triclinium). With the evidence available concerning
actual architectonic elements, on which the town is
poor, due to the fact that they were mostly brick-
and-mortar built and have not survived for the most
part, the final result is thought to be credible,
although within a margin of error that has to be
acknowledged (on the theoretical implications of
this issue (Panhuysen, 2011)).
Figure 1: House of Cantaber plan.
ReconstructingConimbriga-DigitalCantaber
147
Figure 2: Real photo of the House of Cantaber.
4 VIRTUAL RECONSTRUCTION
The virtual reconstruction of the House of Cantaber
was carefully prepared based on information
collected on the site and in the knowledge of
experts, through a collaborative process between the
areas of Archaeology and Informatics. The goal is to
provide a low cost solution for similar cases with
Figure 3: Reconstruction workflow.
high accuracy both historical and archaeologically,
which will make the results available via the Internet
efficiently. Figure 3 illustrates the workflow
followed for the virtual reconstruction of the House
of Cantaber.
The next three sections address the workflow
emphasizing on the main processes presented (in
italic) on Figure 1, namely the modelling of the
house (section 4.1), the acquisition of the artefacts
(section 4.2) and the three-dimensional
representation of the model (section 4.3).
4.1 Modelling the House of Cantaber
As aforementioned for the intended purpose the
modelling software chosen was Blender which
allowed to recreate the house three-dimensionally.
First of all we had to consult an expert in
archaeology which provided us with a detailed plan
of the house (Figure 1) on which we extruded all the
walls from the house of Cantaber, then a detailed
study of the roof structure of the house was also
supplied, as well as a document with the heights of
the walls and columns of the entire complex.
Upon completion of the extruding walls phase,
we moved to the modelling of the different types of
columns (both Jonic and Tuscan). Lastly we
travelled to the storage rooms of the Monographic
Museum of Conimbriga, where there are pieces of
mosaics that once belonged to the House of
Cantaber floor, which were photographed in order to
apply them as textures in our newly created three-
dimensional models.
4.2 Acquisition of the Artefacts
Although at the time the model of the House of
Cantaber was presented to experts it received a
favourable appreciation, though the fact is that,
without any kind of ornaments it does not give the
feeling that at somewhere in time someone actually
lived there. In order to deliver a more realistic
sensation it is important to have some kind of human
evidence, more than just the building structure of the
house. For this reason, furniture, decorations and
other kinds of artefacts are indispensable to provide
a more human feeling, something which is
unrealizable in the real Conimbriga location.
Since Conimbriga’s artefacts are very ancient
relics, it was necessary to travel to the Monographic
Museum of Conimbriga. There, it was possible to
carry out the 3D acquisition of the artefacts, to use in
the virtual model of the House of Cantaber, without
compromising the real pieces. The process consisted
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of placing the objects on a tripod (one by one) and to
move the Kinect manually around them.
Conceptually, there are two equivalent
approaches: make an acquisition of a static object
while moving the sensor, or having the object
moving in a rotating tripod while the sensor is static.
This may be achieved with Kinect Fusion, an
Application Programming Interface (API) which
provides the ability to scan and create a model of
any three-dimensional object from the real world
using the Kinect sensor. This API supports both
approaches, but moving the sensor in a static object
is a more robust solution with a significantly lower
data loss.
4.2.1 Kinect Fusion
While mobile cameras depth are not a new concept,
Microsoft has made such sensors become available
to all at an affordable price through its Microsoft
Kinect. The quality of depth sensors, given the low
price and the nature of the technology which
requires a real-time high throughput, made it
immediately very popular among researchers and
enthusiasts. The user can create a scene with the
camera and simultaneously view and interact with
the detailed three-dimensional version of the reality.
Since it is a demanding computational work the need
to use GPGPU (General-Purpose Graphics
Processing Unit) arose to attain a fluid interaction
with the real environment.
The Kinect Fusion allows dense surfaces to be
reconstructed in real time (Newcombe et al., 2011),
with a much higher level and robustness that any 3D
modelling professional could do in hours or days of
work. Within seconds after the acquisition is
accomplished a file is ready to be freely manipulated
without posing any threat to the integrity of the real
object.
4.2.2 ConimbrigaCG
In order to use the Kinect Fusion a small application
was built, which reconstructs a single dense surface
model with smooth surfaces, by integrating the
depth data from the Kinect sensor over time from
multiple viewpoints. The camera pose is tracked as
the sensor is moved (its location and orientation) and
because we now know each frame's pose and how it
relates to the others, these multiple viewpoints of the
objects or environment can be fused together into a
single reconstruction voxel volume.
You can see a screenshot of our tool in
Figure
4
as we scan an ancient clay plate.
Figure 4: ConimbrigaCG (Conimbriga Computer
Generated) screenshot.
The reconstruction is made in three steps. The first
step is the depth map conversion. This takes the raw
depth from Kinect and converts it into floating point
depth in meters; The second step consists in the
calculation of the global camera position (location
and orientation) and tracks this position as the sensor
moves in each frame, using an iterative alignment
algorithm, so that the system always knows the
current sensor posing, relative to the initial starting
frame; The third step is the integration of the depth
data from the known sensor pose into a single
volumetric representation of the space around the
camera. As a moving sensor sees a surface from
slightly different viewpoints, any gaps or holes
where depth data is not present in the original Kinect
image can also be filled in and surfaces are
continuously refined with newer data as the camera
approaches the surface more closely.
We learned that small, slow movement in both
translation and rotation are best for maintaining
stable tracking. Dropped frames can adversely affect
tracking, as a dropped frame can effectively lead to
twice the translational and rotational movement
between processed frames. If this occurs we need to
reset the reconstruction and start over.
4.2.3 Conimbriga’s Artefacts
Several artefacts collected in Conimbriga were
chosen by experts to be acquired to virtual 3D
objects to complete the house model. These include
amphorae, dishes, bowls, pots, clay lamps and jars
amongst others.
The acquisition procedure resulted in overly
complex models, with some flaws. For this reason,
in a first step, arose the need to conduct tests, to
attain a geometric simplification, without
ReconstructingConimbriga-DigitalCantaber
149
compromising the visual quality of the artefacts.
Since the Kinect produces models with a high
number of polygons (see Figure 5), they are unfit for
the internet availability, since the geometric
complexity of the models will lead to a significant
degradation in performance when using them in an
interactive mode.
Figure 5: 3D scan of an amphora with 669’000 faces.
To reduce the complexity of the geometric model
without compromising the realism, a feature of
Blender was utilized: the Decimate modifier add-on.
This allows reducing the total number of
vertices/faces without significantly change the shape
of the object.
This feature has proved its value with a
configuration of 95% ratio of collapse. The model
shrank to 33’000 faces (Figure 6), without any
noticeable loss of quality.
Figure 6: Amphora after applying the Decimation
modifier.
In a second step the failures that occurred during the
geometrical capture of some of the artefacts with the
Kinect were corrected. In this particular case, a
Blender modifier called Remesh Modifier was
utilized to alter the topology of the model filling any
holes and to smooth the result by applying a smooth
shading. The final result may be observed in Figure
7.
Figure 7: Final amphora model with the necessary
corrections.
Finally, textures were applied to enhance the realism
of the models. Figure 8 shows a clay plate attained
by the same method with the texture applied to it.
Figure 8: Three-dimensional model from the acquisition
(right) and the real object (left).
To complete the process, both the model of the
house and the artefacts were exported to a format
which allows the embedding in a web page.
4.3 Online Availability with WebGL
In the recent past, in order to create and/or visualize
3D models, it would be necessary to utilize
specialized three-dimensional modelling programs
(Maya, 3D Studio Max, SketchUp, etc...). These use
languages to create and export models or even to
compile stand-alone applications with them. These
tools have access to the Graphics Processing Unit
(GPU) of a given computer, which would allow it to
render effects such as shadows, reflections and
atmospheric distortions at speed rates that otherwise
would not be possible.
In web browsers however, when the standard
used to represent three-dimensional models were
VRML or even X3D, not all of these features were
available and plugins were necessary to allow the
visualization (Gonçalves et al., 2005). Due to
advances in the current characteristics of the current
browsers, they enable the implementation of WebGL
(KhronosGroup, 2013), a low-level API in
Javascript that accesses directly the GPU
capabilities where the browser is running. Therefore
the process of three-dimensional visualization in real
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time is easier. Since it is based on web standards it
does not require any specific plugin to present these
results. It also has the advantage of being fully
interactive, running on any personal computer, and it
is estimated that will shortly be available in
practically all prominent mobile devices. In this
sequence, the Three.js (MrDoob, 2013), developed
by MrDoob, is an extremely lightweight 3D engine
with a low level of complexity that allows to mix all
of the technologies aforementioned and create
interactive three-dimensional models which may be
freely navigated in any compatible browser.
To finalize the process, both the model of the
house and artefacts were exported using a Blender
plugin that is included in the Three.js library to a
format that allows the embedding of them in a web
page (Figures 9, 10, 11 and 12). The web page is
available at: http://cesarferreira.com/work/cantaber/.
Figure 9: Final result of the house exterior.
Figure 10: Final result of the house interior.
Figure 11 - House exterior overview.
Figure 12 – A look through the window of the dining
room.
5 CONCLUSIONS
In recent years there has been an increment on the
concern about the legacy left by our ancestors and,
with the development of powerful new technologies,
it is now possible to use the latest to explore new
ways to increase the knowledge about our past.
This work featured the creation of a three-
dimensional model of the House of Cantaber,
including virtual replicas of artefacts used at the
time, allowing interactive virtual tours online. This
process was implemented through manual modelling
using open source software and a low cost moving
depth camera.
Three-dimensional modelling presents itself as a
real reliable alternative making it an asset, not only
for historians and archaeologists but also for the
simply curious common user. Beside the low cost
advantages proposed by this alternative, the
combination of manual modelling and automatic
acquisitions gets the best of both worlds: the high
level of realism which can only be achieved with
manual modelling processes and the reduced time
necessary to have 3D models of objects.
Unlike other alternatives presented, this solution
is operating system agnostic, requires no additional
plugins for viewing in a browser and shows no
excessive costs.
ACKNOWLEDGEMENTS
This work was partially supported by the Portuguese
government, through the Foundation for Science and
Technology – FCT and the European Union
(COMPETE, FEDER) through the project
PTDC/EIA-EIA/114868/2009 (FCOMP-01-0124-
FEDER-015075) intitulado “ERAS - Reconstrução
Virtual Expedita de Sítios de Herança Cultural”.
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151
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