VR for Cultural Heritage
A VR-WEB-BIM for the Future Maintenance
of Milan’s Cathedral
Francesco Fassi1(&), Alessandro Mandelli1, Simone Teruggi1,
Fabrizio Rechichi1, Fausta Fiorillo2, and Cristiana Achille1
1
ABC, Politecnico di Milano, Via Ponzio, 31, 20133 Milan, Italy
{francesco.fassi,alessandro.mandelli,
fabrizio.rechichi,cristiana.achille}@polimi.it,
[email protected]
2
DICIV, Università degli studi di Salerno, Via Giovanni Paolo II, 132,
84084 Fisciano, SA, Italy
[email protected]
Abstract. The work presented here is the final step of a multidisciplinary
research project conducted on the Milan Cathedral for eight years (2008–2015).
Three main topics, consequentially related, will be here addressed: (i) the survey
of the structure, meant to update the old drawings; (ii) the construction of an
accurate and detailed 3D model to be used to produce measurements at a 1:20–
1:50 representation scale; (iii) the development of a Building Information
System (BIM) to collect all the data relating to the restoration projects, as well as
all information relating to past, current and future maintenance activities of the
cathedral.
The result of this research project is a complex and accurate digital 3D model
of the main spire of the cathedral and of other parts of the building. This model
can be visualized, navigated and used by the Veneranda Fabbrica technicians as
an info-data catalogue, thanks to a common web browser connected with the
remote BIM System Server and the modelling software where ad hoc I/O
plugins are implemented.
The last step of this long project was to take advantage of the nascent
potential of immersive visualization techniques and to transpose the BIM system
in a VR environment, thus obtaining two main results. The first was a
high-appeal visualization system that allows a virtual visit of the Main Spire of
the cathedral, the building’s highest part that has been closed to visitors since the
beginning of the XX century. The second was the possibility to use this technology to virtually explore the cathedral from a technical point of view: by using
an immersive visualization technology, operators can improve their understanding of the structure and obtain real-time information about the state of
conservation, including current and past maintenance activities, in a sort of
“augmented reality system in a virtual environment”.
Keywords: Survey 3D reality-based modelling
Virtual reality BIM Architecture
Immersive visualization
© Springer International Publishing Switzerland 2016
L.T. De Paolis and A. Mongelli (Eds.): AVR 2016, Part II, LNCS 9769, pp. 139–157, 2016.
DOI: 10.1007/978-3-319-40651-0_12
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1 Introduction
“Virtual Reality is a computer technology that gives the illusion, to those who use it, of
being immersed in a virtual environment that does not really exist. It is a computer
simulation of a real situation where the human subject may interact with the virtual
environment, sometimes by means of non-conventional interfaces like glasses and helmets on which the scene is represented and the sounds reproduced. A data glove is
equipped with sensors to simulate tactile stimuli and to translate the movements into
instructions for the software. The purpose of virtual reality is to simulate a real environment in order to give the impression of being truly immersed in that environment” [1].
Initially, in the wide world of Cultural Heritage, the aim of Virtual Reality was to
implement (i) high-impact applications and (ii) functional purposes. The first corresponded to beautifully performed virtual reconstruction without ‘metric’ accuracy; the
second to reconstructions of sites with the relocation of environment and objects, used,
for example, when they are closed to the public and/or no longer exist. Today the trend
is to ‘mix’ all aspects by creating scientific virtual reconstructions (metric) that are, at
the same time, able to convey an impressive effect.
A virtual model of Cultural Heritage can have different values (scientific, educational, historical, …) depending on the information that it provides, and it can also be
used to assess the evolution of the environment by comparing 3D reconstructions made
at different times in the object’s life. It thus becomes easy to compare present and past,
and to assess and quantify the changes caused by time.
The reality-based model of the Main Spire of Milan Cathedral was commissioned
by the Veneranda Fabbrica del Duomo1 (from here onwards abbreviated as VDF);
made with great care and designed to support the ordinary and extraordinary maintenance operations, it is used not only to allow ‘the virtual tour’ (typical case of cultural
heritage not accessible to the wide public) but also as a support for the display of
information (technical, historical, …) georeferenced on the single piece (single block of
marble). In this sense, it is not just a virtual visit, but also a real exploration of the 3D
model. In other words a virtual visit to a restoration yard.
In the virtual scenario of the geometric model of the Main Spire the work in
progress on its pieces, it is linked in a sort of Augmented Reality inside the Virtual
Reality. The substantial difference between Virtual Reality (VR) and Augmented
Reality (AR) is that, in the first case, the reconstruction of an entirely fictional world
and consisting of virtual objects is observed on a screen; the second case is not tied to a
video display, but to any surface/object that can become a support to visualize the
additional information of the scene; what we observe is an integration between real
images and virtual objects. In the case of the Duomo, VR and AR models are blended.
The user is immersed in the virtual model and can access computer-generated information contained in the Database. The virtual world is ‘increased’, and further enriched
1
“Veneranda Fabbrica del Duomo di Milano” (VFD) is the historic organisation responsible for
preservation and restoration of the Cathedral. Gian Galeazzo Visconti established VFD in 1387, for
design and construction of the Cathedral, and it has been operating for over six hundred years to
ensure the preservation and architectural and artistic restoration of the Duomo, safeguarding and
providing services for the Cathedral’s religious activity [2].
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by additional information (graphic and textual) georeferenced and synchronized on the
model. It is possible to virtually visit the Spire and simultaneously know how the
operations are carried out by the VFD staff (consolidation, cleaning, replacement,
tessellation, etc.). The careful organization of the data will allow the public to visit the
monument and understand its complex organization; in this sense, therefore, the virtual
tour will help visitors to understand the complexity of the preservation of Cultural
Heritage.
In a futuristic scenario, the combination of VR and AR will allow the technical staff
to simulate the start and the arrangement of the restoration yards. These virtual operations made on reality-based models managed in a BIM process will help to improve the
prediction of costs and the duration of operations, as well as to simulate future scenarios,
etc. The complex system of information (structured DB) visible on the model will allow
technicians to optimize all operations, helping to identify the needs of the yard.
The use of the model by VFD will contribute to the dissemination of innovative
systems for the use of data and will simultaneously allow VFD to self-evaluate
needs-time-cost-answers.
VR and AR will become a management tool of complex Cultural Heritage yards
both for researchers and users in general. It is necessary to overcome the initial effect of
‘wonder’ that this system inspires, and learn to use it effectively as a new work tool,
and thus create the necessary professionals and specializations. VR and AR models will
never replace the in situ visit, but they will certainly increase the understanding of the
Cultural Heritage by the visitor as well as support studies and scientific analyses.
This paper starts with a brief description of the previous research activities
regarding the survey and modelling phase of the project that led to the creation of the
accurate 3D model of the Main Spire of the Milan Cathedral. Then it moves on to
briefly describe the WEBBIM system, created ad hoc and already in use by the
Veneranda Fabbrica del Duomo to support its continuous maintenance activities.
Finally, it will describe the process necessary to modify and adapt this 3D model to a
VR immersive environment.
The paper does not aim at presenting new technical developments in the VR
technologies. Rather, as the final chapter of a long and multidisciplinary research work,
it aims at illustrating the investigation that the team carried out over the years whilst
exploring the possible uses of high detailed BIM 3D model inside VR and AR, as
support for professional activities in the field of Cultural Heritage conservation.
1.1
Virtual Reality for the Cultural Heritage (State of the Art)
The integration of the research in the area of computer graphics, computer vision and
3D survey systems found as a common action field the virtual reconstructions of
Cultural Heritage. A 2004 paper by Jiri Zara [3] presented an overview of techniques
for the creation and visualization of cultural heritage objects and site on the web. The
discussion included dealing with acquiring techniques, modelling, optimization, and
final presentation of digital reconstructions using Virtual Reality paradigms that are still
relevant today. The study was illustrated by practical experience from the implementation of the EU project Virtual Heart of Central Europe [4]. The aim of the project
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were: (i) the digital reconstruction of selected historical buildings of four cities from
different countries – Bratislava (SK), Graz (AT), Maribor (SI), and Prague (CZ); (ii) the
creation of a digital storytelling; (iii) and the publication of the results on the web. The
pioneering experiment was the Virtual Old Prague project [5], a web application based
on progressive downloading city parts in correspondence to current user’s position and
consists of several components: 3D scene; HTML document, and 2D navigation map
synchronized with the user’s movement in simulated scene. Although today the
technology is evolved and the interface used for the navigation in the virtual space is
old-fashion and not very user-friendly, topics discussed and conclusions are still current: “The web definitely has a potential to bring cultural heritage on the screen of any
interested Internet users”.
The article “Visualization and Virtual Reality for Cultural Heritage Diagnostic” [6]
promoted the use of Virtual Reality in Cultural Heritage applications for diagnostic
purpose, introducing the term of Virtual Cultural Heritage. The work developed within
into the SIDART (Integrated System for Cultural Heritage Diagnostic) project and its
objective was the development of hardware and software package to acquire, process,
integrate and visualize information produced by different survey instruments (laser
scanner, multi-spectral camera, calibrated metric photogrammetric camera, thermography). Using a VR device (Table Projector Baron with a workstation equipped with
nVidia Quadro 4500 graphic card), the system allowed passive and active stereoscopic
visualization. In order to correctly visualize the model, the user had to wear a special
eyewear (HMD). The most innovative idea of the study was the possibility to not only
visualize but also work interacting with the survey data in an immersive 3D environment: “This lets the operator perceive the third dimension and the virtual investigation of the object becomes more realistic. This lets us take into consideration in a
more simple, natural and correct way and also reduce the possibility to make wrong
evaluation due to the false prospective of the classic visualization.”
The current virtual technologies (VR and AR), devices and sensors are able to
immerse the user in a virtual environment, offering the possibility of interacting with
additional contextual heritage data (reality-based 3D model, pictures, technical documents, historical information, tourist guides, etc.) [7]. The VR applied to Cultural
Heritage has already become a potential tool for ‘tourist’ users to navigate and interact
in a virtual scene in total symbiosis with the environment. The system has an attractive
impact for dissemination purposes because it adds extra information and allows a direct
and intuitive access of digital objects [8].
VR offers more than a replica of the real context; it allows virtual hypothetical
reconstructions of the past aspect that can be developed for different epochs and can be
related or overlaid with the archaeological surviving evidences [9]. VR creates a direct
connection between tangible data (museum collection, archaeological remains etc.) and
ancient invisible space, reproducing the scene, the environment and the atmosphere
(i.e. ancient illumination condition and sound) of past context in an immersive ad
attractive mode [10].
The potentiality of VR applications to promote knowledge Cultural Heritage is
proven by the development of a significant number of projects in this research area
[11]. An increasingly large number of museums possess a virtual gallery where the
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users can explored online digital reproductions enriched with technical and/or historical
documentations [12] and organized in a virtual rooms of the collections [13].
The “museum of the future” [14] developed by European and ArchiVision contains
the 3D models of the masterpieces from the Dutch Rijksmuseum. Using a development
kit for the Oculus Rift virtual reality glasses, the user can visualize and walk around the
paintings at much closer range than would be possible in reality.
Furthermore, in order to make digital contents available to the Europeana collection
portal, the 3D-ICONS project was founded [15]. The aim is the definition of a standard
workflow for the creation of a 3D replica from the selection of methods and tools, data
acquisition, post-processing, online publication of content, and metadata capture.
Virtual Museum Transnational Network (V-MusT) [16], instead, was created to
provide the heritage sector with tools and support to develop virtual museums with
communicative and educational purposes using VR technologies and devices.
“Apa Game” [17] is a case-study selected by V-MUST project to address the issues
of re-use of digital assets in online and mobile applications. The first case study was the
project “Apa discovering Bologna” made by CINECA for the museum of Bologna
Genus Bononiae, which in ITABC CNR participated for the reconstruction of the
Etruscan and Roman age landscape of the city. The result is a 3D cartoon on the history
of Bologna that combines high-performance graphics and rigorous virtual reconstruction
(based on laser scanner and photogrammetry integrated system) [18]. Since its release in
2011, Apa was considered an innovation in the panorama of educational museum
movies, it is the first 3D stereoscopic movie with historical references applied to an entire
city with four different geo-referenced scenarios and seven historical periods: Etruscan,
Roman, Medieval, Renaissance, XVII and XVIII century and the present day.
“Ati discovering Veio” [19] is the successive short 3D animation of the CINECA;
the 3D reconstructions are the result of joint work of archaeologists and experts in
modelling and computer vision [20]. The protagonist Ati (Apa’s cusin), guides the
tourists in the rooms of Villa Giulia museum (Rome) dedicated to the masterpieces of
Etruscan sculpture, with the famous Apollo of Veii, and in the sanctuary of the
“Portonaccio”, leading them to the roof of the temple.
The preview of the animation film was made during the inauguration of the
exhibition “Apa, Etruscan lands in Rome” [21] at the National Etruscan Museum of
Villa Giulia. The initiative was the result of a partnership between the Roman museum
and Genus Bononiae, and a scientific and technological project coordinated by
CINECA. At the same time, the exhibition “The journey beyond life. The Etruscans
and the afterlife among masterpieces and virtual reality” was opened in Palazzo
Pepoli-Museum of the History of Bologn [22]. The starting point of these initiatives is
always a complete historical and scientific study combined with the application of the
most advanced reality-based reconstructions, thus combining science, art and spectacular effects.
One of the attractions of the exhibition “Apa Etruscan lands in Rome” was the
holographic life-size installation of “Situla della Certosa” [23] (precious bronze vase
symbol of Northern Etruria). Virtual animations include the actual geometry of the vase
rich in decorative details, and an artificially restored version, that brings it back to the
time of its production. In the same way, the “Sarcofago degli Sposi” [24], symbolic
monument of the Etruscan civilization (permanently exhibited at Villa Giulia) was the
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subject of a virtual reconstruction in the museum of Bologna. The digital survey of the
sarcophagus was built starting from the fourth team of researchers acquisition campaigns (3DOM-Fondazione Bruno Kessler [25], CNR-ISTI, CNR-ITABC, Leica, and
University of Bologna), coordinated by CINECA. The installation was a performance
combining holography, projections 3D video mapping, sound and advanced visualization techniques in an immersive audiovisual environment.
In conclusion, it is possible to summarize the principal purpose of a VR application
in function of the final consumer: (i) the ‘technical user’ can use metric data and
functional information for preservation and maintenance purpose; (ii) the ‘common
user’ can take advantages for knowledge and dissemination purpose. In any case, the
3D reconstructions of the present and of the past require a reality-based acquisition and
modelling, connected with spatial and geographical data.
2 The Case-Study: The Milan Cathedral
The case study presented here is the Milan Cathedral: to be precise, the research activities
that accompanied the restoration works of the monument over the last 8 years. The original
purpose of the work, commissioned by VFD, was to update the old drawings and produce
new plans, sections and elevations of the Main Spire of Milan Cathedral [26]. The occasion
was represented by the extraordinary maintenance activities that were about to be implemented on that part of the monument. Over the years, however, the research project evolved
into something more stimulating and challenging. The classical approach was immediately
abandoned in favour of testing new solutions: in particular, survey methods able to directly
reproduce the 3D geometry of the structure, as well as different modelling strategies. The
final, ambitious aim became building a complete high resolution and high accuracy
three-dimensional virtual model of the entire structure. The idea was to adopt a method that
would generate plans, sections, elevations and, in general, all measurements at every point of
the building. The resulting virtual model would respect, in fact, the requirements of metrical
accuracy, as well as the richness of details, and would easily allow various representation
scales, including 1:50 for structural parts and 1:5 for the statues and decorations.
It was clear that a mere extraction of 2D drawings from a very complex 3D model
was important and mandatory (and immediately useful for to Veneranda Fabbrica del
Duomo), but reductive in relation to the inherent high potential of the high-resolution
3D model [27].
An important point was how to take advantage of a detailed three-dimensional
model and make it usable for all the operators and workers involved in the Cathedral’s
maintenance. A careful study was conducted in order to better understand the modus
operandi of VFD. Its main activities are the supervision of the monument, in order to
cyclically identify the damaged parts, and the consequent maintenance operations,
which consists of the restoration of the cracked or chipped marble blocks or the
complete substitution in the most extreme cases. The restoration of the monument is an
endless, continuous work of repairing, cleaning and replacement that has to be documented to help future activities. The modern answer to this necessity is the management of all the works inside a BIM system, as it combines the digital three-dimensional
or multidimensional representation of an object with an information database (spatial
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position, technical features, properties of the materials, realization phases, maintenance
operation, etc.) [28]. Thanks to this working method, it is possible to create a proper
geographic and informative system of the heritage, including the management of its life
cycle, from the phase of the project, to the phases of the use and maintenance.
Therefore, the main effort was spent in the last years to build a dedicated BIM
system with this specific goal: supporting to the operations of the restoration yard.
Since 2009, the research work involved different areas of the Milan Cathedral
following or, to be more precise, anticipating the restoration yards. As of today (2016)
the system includes the Main Spire, the Dome Cladding, the two Altars of the Transept,
the 18th Spire, the Lantern and the Big Dome.
2.1
The Survey: Measuring and Modelling Gothic Architecture
The Milan Cathedral is one of most important example of Gothic architecture in Italy. It
is an architectural style born and developed in the early and late medieval period; it
evolved from Romanesque architecture and ended with the advent of Renaissance
architecture. This style had great influence in ecclesiastical architecture. Churches,
abbeys and monasteries were built using a unique combination of existing technologies
such as ogival or pointed arches, ribbed vaults, buttresses, window traceries, clustered
columns, towers, pinnacles and spires. When applied to religious buildings this style
emphasizes the verticality and the light. Pointed arches gave greater flexibility to
architectural form allowing a vertical visual result; they are used in every location
(doorways, windows, arcades and galleries), both for structural and decorative purposes. Externally, towers and spires, both large and small, are characteristics of Gothic
churches. Gothic architecture and especially its characteristic decorations exhibit quite
elaborated geometric shape configurations. This is achieved by combining only a few
basic geometric patterns, namely circles and straight lines. The results are obtained
combining them with one another thanks to a limited set of operations, such as
intersection, offsetting and extrusions.
It was not possible to preventively decide which were the correct and more efficient
methods and tools in order to study such a complex architecture. Therefore, the survey
phase involved different approaches and instrumentations and evolved over the time.
Although a first topographic survey was not sufficient to completely describe the
building, these measurements were essential to georeference all data together. The use
of a laser scanner (2009) seemed to be the obvious choice to complete an exhaustive
survey of the Cathedral [27]. Over the years (2010–2015) the laser approach was
substituted by the photogrammetric method. This technique permitted to overcome
problems linked to the penetration of the laser beam in the structure that prevents
accurate and reliable measurement of structures. Moreover, photogrammetry is more
flexible, as it allows to better negotiate with the presence of narrow spaces, and can be
easily used on moving scaffoldings. As a result, a high number of photos were acquired
and were useful not only to build the 3D model but also to complete the description of
the Cathedral with the addition of information about the state of health, degraded parts
and colour of the marble surfaces. These data also allowed to elaborate high definition
orthophoto, useful to subdivide the models according the disposition of the constructive
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elements. This represented the starting point to build up a multi-scale model aimed at
the precise description of every single marble block of the yards involved in the
maintenance activities.
2.2
The Modelling
The goal of the modelling part was to develop a method to generate 3D models of
complex objects starting from dense point clouds generated from range or image based
techniques. The modelling phase nowadays still represents the bottleneck of the entire
workflow, especially when it comes to reality-based modelling objects rich of details
and freeform shapes [29].
The model was created using Rhinoceros, a widespread 3D software working with
NURBS curves and surfaces. It is capable to manage the complexity of the information
obtained from the survey phase and it shows flexibility both in the modelling phase as
well as in importing/exporting file formats. It can be integrated with external plug-ins
able to manage dense point clouds (Pointools2) or to apply aided parametric design
(Grasshopper). Moreover it is possible create some ad hoc personalized processes using
SDK tools free for developers.
The protagonist of all the maintenance activities is the marble block: for this reason,
every single marble block is singularly modelled. The whole model results in a big
LEGO structure composed by simple (structural) and complex (artistic) blocks that are
close and topologically connected elements. If all objects are closed and valid (there are
no auto-intersecting surfaces), it is possible to calculate the volume, the external surface
and the mass of each element. These values, properly organized, provide useful
information that can be employed in the daily activities of the yard: for economic,
logistics and structural analysis purposes.
An interesting aspect of this system is that it provides not only information on each
object, but also on their position and their proximity, thus resembling a geographic
information system, and therefore allowing the user to operate spatial queries.
During the modelling phase, three types of objects were identified as requiring
different modelling strategies. Line-based items compose the first family: this is the
case of structural elements, that are normally quite simple and with a geometry easily
mouldable with sweeping, revolution and extrusion operations. The second family is
that of freeform objects, which include all round statues, ornaments and decorations
with no straight lines at all [29]. Every component of this category is different from one
another, so they were acquired one by one moving from point clouds obtained by
image-based techniques to meshes, to mesh and finally to NURBS, editable in Rhinoceros. The transformation is realized through re-topology operations and reverse
engineering software. It is a mandatory step in order to lighten the model inside the
modelling software and to merge different family models. This allows to virtualize the
last type of objects born from the combination of the two previous ones: they are
“mixed” elements in which appear at the same time geometric and free form shapes.
Usually, these correspond to high-decorated structural elements.
2
Today no longer available.
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Concerning the modelling strategies, two different approaches were tested: direct
and parametric. Today, the most used modelling technique to create reality-based
complex 3D objects is the direct approach. This working method is based on the
extraction of features from surveyed data and on the extrusion of these profiles along
tracks. The parametric approach is used to model similar object avoiding the time
consuming work to model separately one by one blocks that are different to the extent
but identical in shape. This approach can reduce the time requested for modelling
because it allows to adapt a first parametric model to all similar objects, thus allowing
the creation of an abacus of ad hoc parametric models that include elements belonging
to a specific architectonical family.
2.3
The WebBIMDuomo
A dedicated system called WebBIMDuomo was developed in order to manage all the
restoration activities of the yards through a BIM system.
WebBIMDuomo is an ad hoc system created for Cultural Heritage applications, as
the BIM commercial software are not yet capable to handle completely the uniqueness
and the complexity of the objects belonging to this field to be described by
three-dimensional models. It promotes a shared knowledge of an architectural or artistic
object among different participants. It allows to collect and share information and data
useful for the study of the past and to design the interventions for the future.
The system is divided into three parts: the I/O plug-in inside Rhinoceros, the
database and a web-based visualization system. The first part belongs to the realm of
the technical officers, who have the possibility to load parts or the whole model,
through specific queries, as well as to modify the 3D model itself, update or add
information to the imported objects in any file formats. The second module is the
database, which collects all the 3D models, all the information and files related to the
objects, both in the NURBS original format and the JSON one, which is used for the
web visualization. The database, remotely installed on the cloud, allows the users to
share and to synchronize of all reviews in real time [30]. The web module has been
developed for non-technical users and to be used during the works in the yard. In fact,
through any mobile device endowed with an internet connection it is possible to add
information, photos and notes taken during inspections directly on the model, to plan
replacement of parts of the cathedral and to “create all type of maintenance operations”.
For each planned activity, the system is able to create the corresponding records in the
database, to register the input data and share it in real time, allowing the updating of the
virtual model in function of the real physical modification of the structure. WebBIMDuomo was developed taking into account the specific needs expressed by the
workers of VFD: the system was designed to be able to manage all the ordinary and
extraordinary activities or interventions that daily occurs in the yards of the Cathedral
[31]. Usually, the main interventions regard the substitution, in whole or in part, of the
degraded marble blocks, anchorages and reinforcement structures.
When an intervention is created inside the system, automatically, a “father-son”
relationship is established between original and modified object; in this way, it is
possible to derive in real-time the history of modifications for each single element.
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All the relations are included in the system: one-to-one, one-to-many, many-to-many,
many to one. This feature allows to cover all possible interventions, from cleaning and
tessellation to partial or entire substitutions. The BIM system automatically prepares all
the necessary records in the DB to insert images and information about the maintenance
operation and about the new objects (3D model, data and info) that will up uploaded in
the system only. The changes are modelled by the technical office on the basis of the
data and instructions stored in the system during the yard activity. The process ends
when the new block is housed in its position in the yard and the 3D model is uploaded
into the system with the related information. In this way, the visualized model is always
up-do-date, as it also includes the latest modifications.
A precise color-coding was adopted in order to simplify the understanding of the
blocks involved in the restoration activities and to have an immediate perception of the
progress on a specific date: the opening procedure of an intervention is highlighted in
blue, the survived part and the tessellation in red and green (Fig. 1).
Fig. 1. (a) Main Spire 4.825 blocks; (b) North Altar 3.358 blocks; (c) South Altar 2.883 blocks;
(d) (e) Dome Cladding + Big Dome 4.194 blocks; (f) 18th Spire 379 blocks (Color figure online)
3 The VR System
As anticipated, the main aim of this branch of the research was to investigate the
possibility to develop a specific VR application in order to use the BIM system in an
immersive environment. Using this type of technology not only for general public
dissemination but also for technical purposes would represent an important
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Fig. 2. Synthetic scheme of WebBIMDuomo system performance
achievement. The most obvious and immediate application, in fact, is using the model
for museum, virtual navigation, game, virtual reconstruction, documentation or
teaching purposes. The following step, however, that is creating a VR immersive
system for a professional use in the cultural heritage field still represents a significant
challenge. The direct fruition of the virtual model through a fully immersive VR tour
could open the path for an innovative development in the field of architectonic
maintenance, improving our understanding of the spaces and allowing to immediately
georeference the information.
The idea was to focus on the highest part of the Milan Cathedral because it has been
closed since the beginning of XX century. It is also hardly accessible, the only access
now being represented by yard elevators. For this reason, a system that would allow a
virtual visit of this area could be attractive both for a general public and for technician
that are not allowed to enter in the yard.
The chosen development tools are Unity 3D, well-known software designed for
videogame development, and Oculus DK2, the Head Mounted Display (HMD), cheap
and fast, and endowed with an open development kit.
The main idea was to use the data that already exist (3D model and info) and adapt
them in order to build an immersive system. The main issue was the huge amount of
data due to the high details of the 3D reality-based model. In order to solve this issue, it
was necessary to implement a multi-step simplification process:
1. A fix mesh decimation that allows a
number of polygons forming the initial
2. A logical segmentation of the model
structure of the cathedral and following
used in the technical BIM system.
3.1
fix carefully considered reduction of the
NURBS model.
following the natural distribution of the
the subdivision in Area-Zone–Sector-Type
The Mesh Simplification
The first process of simplification has been carried out directly inside Rhinoceros 3D.
The expected result was a system of simplified objects topologically well connected
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that retained a good graphic quality without stressing too much on hardware
performances.
In order to start the reduction process, it was very important to define the starting
level of detail, the “zero”, which is the base level from where is possible to develop the
various cuts of size and quality. In Rhino there are many different ways to create a
mesh surface, for example through the export command or through the panel
“Mesh/Mesh from NURBS object”. Both commands allow to choose some parameter
values that influence the outcome of the transformation by modifying the level of
simplification and the structure of the mesh. A series of experiments empirically led to
the definition of the optimal level of simplification of the model.
The tests have been carried out on the model of an ornament of the Belvedere
balcony. The aim was to evaluate the behaviour of the different parameters in connection
with the typology of the object, taking care in particular of the degree of complexity
(linear simple object or artistic freeform surface) and of the dimensions. The ornament is
a good test object because shows both linear simple surfaces and complex free-form
shapes. The two main objectives were: on the one hand, to decimate the mesh as much as
possible without losing accuracy and detail, and in particular paying attention to preserve the continuity between all the parts that compose the models; on the other hand, to
find common parameters for every type of object in order to simplify the two processes
of automatization of the decimation, and exportation of the models.
The conducted tests suggest that not only the number of the polygons affects the
handling of a model’s heaviness, but that also the orderliness of the mesh is very
important. In fact, a structured mesh is more manageable by the software compared to a
disordered one, and ordering the structure is essential during the decimation process
when the simplification algorithm is being applied to a large amount of data.
It became clear that some parameters had more influence in decimating the polygons than others. The “maximum angle parameter” sets the maximum allowable angle
between the input surface normal and the neighbouring mesh vertices. It defines a
substantial change in the computed mesh by establishing the curvature degree of
simplification. Within the range between 0 and 90°, after checking which portion of the
test sample is further simplified and which is not, the value 45° resulted optimal. The
second relevant field is the “aspect ratio of the surface”, which varies between 1 and
100. Smaller values result in slower meshing and a higher polygon count with more
equilateral and nicely shaped polygons. This value directly influences the degree of
regularity that the structure of the mesh will retain during the computation of the new
simplified model. Since it affects the proportions of the polygons, it is important that
this number remains close to 1 as much as possible: this means that the mesh triangles
approach the shape of an equilateral triangle after decimation process. The parameter
was set to 5, the best compromise between quality, regularity of mesh structure.
Directly tied to the aspect ratio there are the maximum and minimum edge lengths
that directly control the dimensions of the polygons forming the surface. The choice
was to keep the same values for the two parameters, so that the resulting polygon
would remain as regular as possible. The selection of the best value for these fields was
carried out by taking into account the scale of representation of the processed model;
however, the optimal theoretical value (0,008–0,01 m) resulted in a mesh surface still
difficult to navigate. The chosen minimum appreciable distance was reduced drastically
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at 0.08 m, resulting in a lower definition of the initial surface (in particular for decorated objects) but that nevertheless preserved enough quality and resolution for more
simple and linear objects. The test comparisons on this elaborated 3D model with the
original detailed model demonstrate that this value guarantees a representation scale of
about 1:50 typical of large-scale architecture. To keep the reduction of details within an
acceptable interval, the “minimum initial grid quad” was set on value 10. This
parameter represents the initial resolution of mesh grid that is a quad mesh that Rhino
creates on each NURBS surface in the first stage of meshing. In practice, Rhino will
use at least this number of polygons to describe each surface. This parameter controls
the minimum number of polygons of a surface and consequently its final definition.
In order to conduct the simplification tests, a zero level mesh was used. This was
the mesh automatically created by Rhino using default parameters. It is a not regular
mesh and present 110949 polygons. The surface, after the application of the simplification algorithm resulted as composed of 34741 polygons. The reduction has been
substantial (66 %) and the processed mesh surface keeps the desired acceptable level of
detail.
On the ornament of the Belvedere section the algorithm for simplification proved to
be quite successful so the work proceeded by testing its effectiveness on a larger part of
the 3D model, precisely on the central cylindrical staircase section of the Main Spire.
3.2
Other Simplification Methods
Other simplification methods were tested starting from how videogames techniques
manage environments and objects: that is, their Level of Approach to Details
(LOD) and their logical sequential segmentation of the scene. These two methods have
been applied to the Milan Cathedral as a case study (Fig. 3).
Fig. 3. Central cylindrical staircase decimated using first experiment parameters (on the left) and
the same parts using new parameters (on the right)
LOD Levels. The LOD approach, applied to the VR tour development, simulates the
effect of human vision for which the eye catches more details on near objects than on
distant ones. For this reason, objects can be loaded in the scene with a different level of
detail: farther objects are shown at a lower definition while near objects are formed by
more dense and accurate surfaces. The different quality between near and far objects
goes unnoticed, because of the effect of distance and the fact that the scene moves fast.
Unity can simulate automatically the effect thanks to the “LOD Group” component.
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It must be properly tuned depending on the scale of the different pieces that form the
model. A different number of meshes with different levels of details can be assigned.
This depends on the desired range of zoom in which they become active, that is a
percentage corresponding to the ratio between bounding box and screen heights.
In our case, to produce a substantial improvement in performance, the component
needs at least three versions of the same mesh. The first (high definition - LOD 0) is the
decimated mesh automatically exported from Rhinoceros following the previously
described consideration. The second and the third retain a lower amount of detail (LOD
1 and LOD2) that reciprocally correspond to a reduction of 70 %. The result was two
very light meshes with a great amount of defects and deformations due to their strong
simplification. They have been taken into account only for objects really far from the
observer where only the silhouette and approximate shape of the block are important.
A LOD approach works very well in this kind of situation due to the outdoor
environment, the dimensions and the high degree of verticality of these structures. The
application of human sight rules surely further lightened the impact of the model on the
system, but the complexity of the Main Spire proved still too heavy to be computed as a
whole. This approach needed to build an ad hoc scene subdivision and to design a
correct setup.
Scene Set Up. The logical solution was to subdivide the environment into levels as for
videogames, so that only the blocks related to a specific section would be loaded at the
same time at higher definitions.
The whole complex of Milan Cathedral can be seen as formed by different constituting areas, and the same concept can apply to the Main Spire. The Spire has been
divided into its four constituting areas as in the technical BIM environment. Each one
corresponds to a specific scene: upper cladding of the dome, first balcony, central
cylindrical staircase and Belvedere. Each has been assigned to a specific scene inside
Unity creating four virtual container for objects and each scene is initially separated and
independent from the others. There are many advantages in choosing this segmentation.
First, in each section there are few pieces with a lot of details, significantly reducing the
time computation and generally making the system faster; secondly in this way it is
possible to load just the interesting area allows for easier and faster consultation.
To create the whole version of the tour, all the scenes have to be connected so that
the user can automatically tour through the whole Main Spire. “Triggers” handle the
connection between different areas. The position of the triggers follows the sequential
order of the areas of the main spire. From the upper cladding of the dome the user
passes to the first balcony, than to the central cylindrical staircase and only after going
through all the sections reaches the Belvedere and vice versa from the top of the Spire,
it is possible to descend until the cladding level (Fig. 4).
Layer Structure. Since the application is thought also for the facility management and
the restoration works of the Milan Cathedral by the Veneranda Fabbrica, it is important
to maintain the name and the layer structure of the blocks coming from the NURBS
model inside Rhinoceros and used for the technical application of the BIM system [30].
It is required to connect the application to the central database, that is the core of the
BIM system where are stored data, info, photos and the original high-resolution models
of the marble blocks. Maintaining the correct naming of the blocks is important for yet
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Fig. 4. Background seen from the upper cladding of the dome
another reason: in the original model, the marble blocks are named according to the
elapsed intervention works. There are three different name types, an integer number
(i.e. 1), a number followed by an underscore (i.e. 1_1) and the letter “n” followed by a
three digits number (i.e. n532); changes in this convention would result in the wrong
identification of the marble blocks and of the corresponding maintenance activity.
Keeping this information during the export operation is not an automatic and easy task,
due to different behaviour of Unity and Rhino in managing objects and their names.
The problem lies in the fact that whereas Rhinoceros automatically accepts objects with
the same name but on different layers, Unity 3d does not. Therefore exporting the
model (from Rhino to Unity) using a spatial “area based” query, as logically, resulted
in an automatic random variation of the names assigned to the blocks. The solution to
avoid this unacceptable situation was found by taking advantage of the LEGO structure
of the model and by importing the pieces from the subclass “typology”. In this way the
software does not meet blocks with the same name inside the same asset and keeps the
correct structure of the blocks. This implies that the export has to be done piece by
piece and in the future needs to be automated in order to easier and faster export a huge
number of 3D blocks.
Collisions. A general common task in this type of applications is the definition of the
“physics rules” inside the virtual environment. The tour, to be effective, must be
realistic, which means that the interactions between objects must follow real world
physics rules. The main scope is to create useful interactions between the user and the
model in order to (i) navigate the complex space of the spire, (ii) display information
about the marble blocks, statues and decorations. Inside the software, the correct use of
“Colliders” represents the basis for both interactions. Different types of colliders (static
and convex) are available. The choice obviously fell on the static type of collider. This
is a key point because on this assumption the Unity engine regulates the physics of the
object and makes useful optimizations. It is possible to assign automatically a single
static collider to each object, so that they are selectable in order to get the specific data
related to the marble piece and its conservation process. For static object that
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sometimes need to be moved or scaled inside the application it is possible to add to the
desired block a “RigidBody” component with the “IsKinematic” property set to active,
this would be necessary for example for the implementation of interaction through a
“Leap Motion” device (Fig. 5).
Fig. 5. Trigger sequence
Model User Interactions. Interactions between the user and the model are thought for
the facility management of the cathedral. Before the models are displayed through the
Oculus device, a special function takes care of colouring objects involved in maintenance activities: green blocks are the remaining parts of large blocks that survived the
interventions, while red ones are the new additions, following the same encoding used
in the BIM system (Fig. 6).
Fig. 6. Result of the process and general view through Oculus device (on screen display) (Color
figure online)
The user interaction with the model is very simple: it is enough to look at the
desired object and click on it for its selection. To retrieve the right object, it is necessary
to shot the RayCast directly from an object inside the model space, starting from the
crosshair cursor. The crosshair cursor is a custom version adapted to be used inside the
stereoscopic rendering used by the oculus device, managing the problems of double
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vision, offset from the centre of the screen, facing the camera changing its position and
orientation in space according to head movements.
When an object is selected, the marble block is highlighted in yellow. It is necessary to take into account of all multipart meshes as well as different models of the
same block imported for LOD level purposes, changing the colour for all of them.
After the selection, the system displays the connected BIM data on screen. Tabs
have been designed ad hoc, covering all corresponding fields of the WebBIMDuomo.
Some tabs are also designed to display the image gallery: one for the images of the
object, one dedicated to the performed restoration works and one for the
post-intervention, in the same way as is the WebBIMDuomo technical release.
All information is gathered in real time from the database of WebBIMDuomo,
through an internet or local connection to the database. The connection to the database
was not always smooth because Unity is still locked to a very old version of Mono 2.0
and it has an incomplete support of system.data.dll. This leads to the inability to use the
.NET ODBC class, which is not fully implemented, thus preventing the connection to
the PostgreSQL database, used for WebBIMDuomo. To solve this problem, it was
necessary to use an old version of Npgsql, compiled for the old .NET corresponding to
Mono 2.0, and to mix the Npgsql class with system.data general class. Npgsql must be
used only to the connection, while for the commands and readers it is required to use
IDbCommand and IDataReader. Otherwise, the queries are executed, but the connection closes unexpectedly when the system tries to access the data. At first, the object
is identified using its layer structure and its name; then a set of queries are executed
onto the database and all data table are filled with the results.
4 Conclusion
The research presented here aimed at applying new VR immersive techniques to the
field of architecture and facility management. The main goal was to evaluate how VR
could be used in the sector of Cultural Heritage as a support for conservation and
maintenance activities. The work represented the follow-up of the previous research
activities of survey and modelling of the Main Spire of the Milan Cathedral. The
research work led to the creation of a complete high-resolution 3D model, currently used
as a support of the maintenance activities of the Milan Cathedral. Furthermore, in order
to promote a wider use of the 3D virtual model to a larger group of users also including
non-experts of 3D, an ad hoc BIM system has been developed. This system is able to
connect the modelling software with an external navigation system that encourages a
simple and shared use of the 3D model by different stakeholders of the conservation
process. It works like a catalyst that collects and connects data and information. The
presented work succeeded in adding a further step in terms of virtualization by creating a
VR immersive system that not only allows the classical virtual visit of the object, but
also provides the technical information stored in the BIM system.
The research was split into different steps ranging from the optimization and
simplification of the original real-based models for VR environment, to the creation of
the VR system inside Unity software, and finally to the connection of the VR application to the technical BIM database. The mix of high accuracy 3D survey,
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reality-based modelling, information system and virtual navigation allows a multidisciplinary professional use of the final virtual model. Differently from the industrial
realm, the immersive virtualization of a BIM system in the Cultural Heritage field is
nowadays not as widespread as the current technology could, in theory, allow. As of
today, for the Milan’s Cathedral it is perhaps still a futuristic vision. The research
demonstrated how high resolution models with a given maximal representation scale,
that have been created for technical purposes, can nevertheless be easily adapted to the
use in virtual environments without an excessive loss of detail; it also shows how the
connection with external BIM data can create an augmented system inside a virtual
environment. Moreover, this type of systems is surely optimal to better understand the
geometry of a very complex and extensive architecture, and to immediately georeference the information. In perspective, the tested system may represent a fundamental
tool to address the main difficulties faced by the VFD: the enormous dimension of the
cathedral, and the consequent huge amount of “objects” and information that must be
managed during the endless works of maintenance.
The next phase of this line of investigation will have to focus on improving the
graphic quality and performances, and to add more interactive functions. The future
developments of our work will head in the following directions: (i) the development of
the automatic exporting of the optimized model and its LOD levels for VR visualization, (ii) the possibility, as in the BIM system, to dynamically load the object from
the cloud without restrictions or pre-constituted sub-divisions, and give the possibility
to the user to choose from time to time what to display, (iii) the integration of external
devices as “Leap motion” to improve the immersive experience and interaction with the
model, (iv) the possibility to actively interact with the VR BIM system not only in
reading- but also in writing-mode.
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