Photogrammetric model optimization in digitalization of architectural heritage: Yedikule fortress | Kütüphane.osmanlica.com

Photogrammetric model optimization in digitalization of architectural heritage: Yedikule fortress

İsim Photogrammetric model optimization in digitalization of architectural heritage: Yedikule fortress
Yazar Sancak, N., Uzun, F., Turhan, Kartal, Saraoǧlu Yumni, H. K., Özer, D.K.
Basım Tarihi: 2023-06-24
Basım Yeri - International Society for Photogrammetry and Remote Sensing
Konu Digital Heritage, Mixed Reality, Optimization, Photogrammetry, Serious Gaming, Yedikule Fortress
Tür Belge
Dil İngilizce
Dijital Evet
Yazma Hayır
Kütüphane: Özyeğin Üniversitesi
Demirbaş Numarası 1682-1750
Kayıt Numarası f966547a-1aff-491e-b9c9-54fb60792c4f
Lokasyon Interior Architecture and Environmental Design
Tarih 2023-06-24
Notlar TÜBİTAK, Istanbul Teknik Üniversitesi
Örnek Metin The idea of "digitalization of architectural heritage"has recently gained prominence to represent architectural and historical assets. With all these potentials, this study aims to create optimized models that can be used in serious gaming environments by presenting a method of photogrammetry. As a case study, Yedikule Fortress and its surroundings, which have a multi-layered structure that includes many cultural aspects such as Byzantine, Ottoman, and Republican periods in the historical process, have been studied within the scope of digitizing the architectural heritage to create an optimized model for gaming environments. The study was methodologically constructed in three phases: Photogrammetry, polygon modeling, and low poly/high poly baking process. The fortress and its surroundings are modeled using a high-detail point cloud and a high-poly mesh using aerial photogrammetry. The high-poly model was taken as a reference and transferred into a low-poly model as a mesh map, texture, and light characteristics. This allowed the high poly model to operate more efficiently and effectively in game engines. As a result, the study created a detailed and optimized model for the game engines to produce serious games specific to light and texture data, to be used on devices that support mixed reality (MR) technologies.
DOI 10.5194/isprs-archives-XLVIII-M-2-2023-1403-2023
Cilt 48
Kaynağa git Özyeğin Üniversitesi Özyeğin Üniversitesi
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Photogrammetric model optimization in digitalization of architectural heritage: Yedikule fortress

Yazar Sancak, N., Uzun, F., Turhan, Kartal, Saraoǧlu Yumni, H. K., Özer, D.K.
Basım Tarihi 2023-06-24
Basım Yeri - International Society for Photogrammetry and Remote Sensing
Konu Digital Heritage, Mixed Reality, Optimization, Photogrammetry, Serious Gaming, Yedikule Fortress
Tür Belge
Dil İngilizce
Dijital Evet
Yazma Hayır
Kütüphane Özyeğin Üniversitesi
Demirbaş Numarası 1682-1750
Kayıt Numarası f966547a-1aff-491e-b9c9-54fb60792c4f
Lokasyon Interior Architecture and Environmental Design
Tarih 2023-06-24
Notlar TÜBİTAK, Istanbul Teknik Üniversitesi
Örnek Metin The idea of "digitalization of architectural heritage"has recently gained prominence to represent architectural and historical assets. With all these potentials, this study aims to create optimized models that can be used in serious gaming environments by presenting a method of photogrammetry. As a case study, Yedikule Fortress and its surroundings, which have a multi-layered structure that includes many cultural aspects such as Byzantine, Ottoman, and Republican periods in the historical process, have been studied within the scope of digitizing the architectural heritage to create an optimized model for gaming environments. The study was methodologically constructed in three phases: Photogrammetry, polygon modeling, and low poly/high poly baking process. The fortress and its surroundings are modeled using a high-detail point cloud and a high-poly mesh using aerial photogrammetry. The high-poly model was taken as a reference and transferred into a low-poly model as a mesh map, texture, and light characteristics. This allowed the high poly model to operate more efficiently and effectively in game engines. As a result, the study created a detailed and optimized model for the game engines to produce serious games specific to light and texture data, to be used on devices that support mixed reality (MR) technologies.
DOI 10.5194/isprs-archives-XLVIII-M-2-2023-1403-2023
Cilt 48
Özyeğin Üniversitesi
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