GUEST PAPER
regium@lepiDi 2200 project
Fig. 1 - Virtual Museum:
the IT room.
di Maurizio Forte e Nevio Danelon
Regium@Lepidi 2200 is an international project designed with the aim of studying and virtually reconstruct the
roman city of Regium Lepidi. The project has been developed by Duke University in collaboration with Dig@Lab.
egium@Lepidi 2200 is an international project designed by Duke University - Dig@Lab in collaboration
with the Lions Club Host “Citta’ del Tricolore” which
is the main co-sponsor. The project was born with the twofold scope to study and virtually reconstruct the Roman
city of Regium Lepidi (now Reggio Emilia) and to support
a junior research fellow for the entire period of research
and production in USA. The happy end, beside the virtual
museum, is that the fellow, Nevio Danelon, achieved a postdoc position at Duke University (Media+Art&Sciences program). More specifically, the final aim is the creation of a
new virtual museum and IT room (fig. 1) designed within
the archaeological museum of Reggio Emilia (Musei Civici,
http://www.musei.re.it/).
The contextualization of the virtual museum inside the real
one is particularly challenging because it creates a strong
connection between empirical data, the museum collection
(tangible), their ancient invisible context (the city, intangible) and new immersive perception of artifacts (virtual and
immersive).
This new scenario should be able to generate a new narrative for museum visitors whereas the virtual can actually
generate a special ranking for archaeological objects, a new
cityscape and mindscape (the landscape interpreted by an-
R
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cient and modern minds). In other words, the Virtual draws
from the taxonomic collections a new meaning which is based on the relations object-environment (what’s for? why?
how?) and not on a inexplicable technical classification.
The new digital narrative transforms the traditional archaeological taxonomy in affordances, showing potential relationships among objects, context and environment. In this
way objects and sites are embodied in and out of the museum and they can tell stories.
The methodological approach used for the digital reconstruction follows the main principles of cyber-archaeology
(Forte 2008; 2010): reflexivity, potentiality, multivocality,
real time immersive embodiment and interaction. The final
goal is to open and choose multiple perspectives in the digital imagination of the city, rather than to choose a peremptory reconstruction.
The case study is quite complex, because of the lack of archaeological empirical evidence in situ and of recent scientific archaeological excavations. The Roman city is almost
completely hidden inside the modern city of Reggio Emilia.
Citizens and visitors cannot easily get the sense of a Roman urban plan and of their own Roman past, because of
the fragmentation of archaeological sites and finds, and the
lack of extensive excavations.
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This situation is in fact quite different in comparison with
other well documented Roman cities along the Via Emilia,
such as Mutina and Bononia.
More in detail, the interpretation and reconstruction of the
Roman city has used the following methodological criteria:
4 Virtual recontextualization of museum objects and sites
within the ancient Roman city.
4 Archaeological and historical markers. Unknown areas of
the Roman city can be indirectly reconstructed by other
“markers”, such as archaeological finds showing the power of imperial domus and/or the high rank of specific
areas. Scattered finds, if correctly studied, can create
patterns, clusters, otherwise not visible and understandable.
4 Shape and urban plan of the modern city. In two thousands years the development of the city of Reggio is deeply
influenced by the original plan of the Roman one. It is a
sort of architectural and urban DNA.
4 Archaeological excavations. High resolution and very accurate 3D models made by laser scanners
4 Paleo-environmental and geo-archaeological studies.
Fig. 2 - GIS: geodatabase.
The digital and virtual reconstruction, discussed below,
show clearly the impressive visual impact of the interpretation of the two cities overlapped (the modern and the
Roman one).
DATA COLLECTION AND DIGITAL RECORDING
The Regium@Lepidi 2200 Project aims to thoroughly investigate the archaeological record of Reggio Emilia and envisage what the ancient land- and cityscape would have looked
like during the Roman imperial age. We followed an interdisciplinary approach, already outlined for analogous case
studies (Pescarin et al. 2002), that entails the integration
of different categories of data and methodologies, ranging
below, archaeology, geology, topography to remote sensing.
The research was based on published bibliographic material
and archival records, but it also produced new data and interpretations through different instruments and software. As
a result, several Virtual and Augmented Reality applications
have been designed to be run with the state-of-the-art devices for stereoscopic visualization and fully immersive experience. In this way, we intend to raise awareness about the
invisible Roman legacy of Reggio among the visitors of the local Musei Civici, as well as to promote a debate about possible reconstructive scenarios within the scholarly community.
Reggio is renowned among the other Italian historical centers for the Roman mosaics, as Ravenna is for the Byzantine
ones. Unfortunately, most of them were unearthed during
the post-war reconstruction of the city in the early Fifties,
without any proper archaeological record having taken place. Just a few pieces of information about the location and
depth of findings were reported, along with some occasional
photos relating to the excavation context. Therefore, any
attempt to reframe the mosaic floors in their architectural
context would be groundless. Nevertheless, this kind of information proved very useful in order to generate a digital
model of the city ground level for the Roman period (see
further). As a first step, we set up a GIS geodatabase with a
cartographic base consisting of raster and vector data. For
this purpose, we purchased a Digital Terrain Model (DTM)
and a Digital Surface Model (DSM) of Reggio Emilia territory,
generated from LiDAR data at a 1 m spatial resolution and
provided in raster format. Then, we started collecting and
digitizing the available archaeological maps, entering these
pieces of information into the geodatabase (fig. 2).
Fig. 3 - SfM: photo acquisition and processing in PhotoScan.
In particular, a map of Reggio Emilia (Scagliarini & Venturi
1999) representing the location of each floor findspot, was
georeferenced. For each point, a numeral value relating
to the floor depth in respect to the present ground level
was entered in the corresponding attribute table, together
with other information such as the age of the artifact. The
archaeological maps representing the main reconstructive
hypotheses about the original Roman centuriation grid were
also georeferenced, while the street axes were redrawn in
a vector layer as linear features.
We carried out a number of high-detailed 3D digital acquisition of several Roman artifacts, preserved in the local archaeological museum. The technique chosen was Structure
from Motion (SfM), via PhotoScan software, that generates
3D models by
processing
a
number of digital photos, taken
all around the
object (figs. 3,
4). In this way,
it is possible to
reuse some of
the original architectural elements in 3D simulations, after
virtually restoring the missing
part of the fragments (fig. 5).
Fig. 4 - Anaglyph of a fountain mask (PhotoScan).
Fig. 5 - Virtual anastylosis integrating the original fragments (red lined).
In some respects, the sense of proportion in classical architecture is quite
codified in Vitruvius’ rules, so that the
possible structure of a building can be
predicted on the basis of the foundation layout and the surviving architectural items.
We experimentally applied SfM to some
of the Roman mosaics on exhibit at the
museum, trying to generate very dense
3D polygonal meshes in order to capture the minute geometric details of the
tesserae (fig. 6).
This approach led to interesting results, providing a first comprehensive
3D documentation for the corpus of the
Roman mosaics in Reggio.
The extensive excavations carried
out between 1980 and 1983 in the
basement of the Credito Emiliano headquarters (Credem) has proved to be
one of the rare chances to investigate
a large area – almost an entire block
– of the Roman city center (Malnati
1988). Here, the massive foundations
of two buildings, now lost, were unearthed in a complex stratigraphy. These remains have been identified with a
Roman basilica and an undefined structure – possibly late defensive walls or
a temple podium – whose archaeological interpretation, however, is still
controversial (Lippolis 2000). Far from
suggesting a de facto reconstruction,
we ideally chose to simulate the hypothesis of a temple in order to verify
its compatibility with the underlying
archaeological layout. We found it reliable in terms of spatial constraints, it
being understood that no archaeological evidence has been so far found, to
support this hypothesis.
Fig. 6 - SfM: mosaics (PhotoScan).
Fig. 7 - Regium Lepidi: nadiral view.
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Fig. 8 -Regium Lepidi: bird's eye view.
For the digital recording of the Credem archaeological site,
we used a terrestrial laser scanner (Faro Focus 3D) together
with a large number of checkerboard and spherical targets
in order to overcome the visual obstacles preventing the
correct alignment of the scans. What currently remains visible in the Credem basement is the result of a final display
that has concealed or removed most of the structures unearthed in the course of the excavation, leaving visible only
some masonry samples of the foundation walls. Therefore,
a total station survey proved necessary for the reunification
of the different sections, as well as to provide a topographic
base for the subsequent three-dimensional reconstructions.
DATA PROCESSING AND APPLICATIONS
Two Unity3D-developed applications were created for each
typology of device: Regium@Lepidi is a macro-scale representation of the Regium landscape to be visualized through
the main stereo projector, while Forum@Lepidi is a fully
immersive scenario focusing on the forum area and developed for Oculus Rift. Below a short description of the main
installations.
REGIUM@LEPIDI
gives the visitor a global glimpse inside the Regium country,
back to the Roman times.
Fig. 9 -
Generation of the Roman DTM.
This application contains a realistic macro-scale terrain model and a camera flying over the ground in a bird’s-eye view
(figs. 7, 8).
The observer can scroll the landscape, characterized by an
almost uniform land subdivision (centuriation) that originates in the city center from the intersection of the main roads (Via Aemilia and the main cardo). One can swap to the
present day in an attempt to notice the landscape changes
occurred over the centuries. This is an important chance to
understand the spatial relationships over time since many
features are no longer recognizable. While Via Aemilia is
still unmistakably identifiable by its straight path, the original regularly spaced street grid is difficult to find from
the modern road layout. The ancient course of the Crostolo
River is still identifiable along Corso Garibaldi that follows
its original riverbed. The Roman terrain was reshaped on
the basis of the present DTM. Assuming that the natural landscape underwent very little change, the major modifications are mainly anthropogenic. Thus, elevation data in correspondence with largest artifacts, such as embankments,
highways and canals, were removed from the DTM grid, while the original ground level of the ancient city – up to 4 m
lower than at present – was generated by interpolating both
geological and archaeological elevation data relating to the
Roman phases (fig. 9) (Pescarin 2001).
The ancient city layout was recreated after importing the
archaeological maps to the GIS. The original street grid was
hypothesized by scholars on the basis of the road fragments
found during post-war rebuilding activity. GIS features
(points, lines and polygons) as well as the modified DTM,
were imported into procedural modeling software (CityEngine) in order to generate the city blocks (insulae) and the
residential lots (domus) in an almost automated way (Pescarin et al. 2010).
Fig. 10 - Stereo-view inside the Oculus Rift headset.
Fig. 11 - Forum Lepidi: view inside the Roman forum.
These 3D models were created accordingly to some predefined rule set (shape grammars) and small objects (assets),
so that repetitions are avoided yet the number of assets is
limited.
Procedural modeling also generates an almost neutral and
homogeneous cityscape, preventing the observer from focusing on particular buildings.
FORUM@LEPIDI
Provides an insight into the Roman forum daily life, allowing
the user to walk through some of the most monumental public buildings, originally located in the central area of Regium. Oculus Rift allows a real-scale perception so that the
observer preventing appreciate the architectural details from
a closer range than in the previous application (figs. 10, 11).
Preserving graphic details in a real-time visualization is a
major challenge that computer artists are facing, since
polygonal models need to be very simple in order to minimize the workload on the Graphic Processing Unit. To overcome this issue, different techniques borrowed from computer
game design were used to increase the efficiency of real-time rendering. Complex objects can be dynamically replaced
by instances at different polygonal resolution – called Levels
of Detail (LODs) – depending on camera range. Occlusion culling can further reduce the number of objects that lie outside of the view. Parallax normal mapping is by far the most
effective way to preserve minute geometric details in very
simple objects. The latter technique was extensively adopted for the architectural decorations featured in Forum@
Lepidi. Complex models, made of dense polygonal meshes,
have been retopologized and decimated, while the lost geometric details were resumed from the original object to be
mapped onto the surface of the simplified model, through
render-to-texture procedures (figs 12 and 13).
Virtual simulations of ancient sites are possible even in case
of scarce archaeological clues, as long as the objective record of the archaeological evidence can be clearly distinguished from its interpretation (Forte et al. 2006; Bentkowska
et al. 2012). The imposing buildings, whose foundations
were unearthed in the basement of the Credem building,
were stripped of their marbles since the Middle Ages and
none of the architectural elements belonging to the original superstructure has been found in situ. On the other
hand, some architectural fragments of outstanding elegance survived as reused material in later structures; eventually they were recovered and are now in exhibit at the local
museum. We felt it significant to ideally reuse these decontextualized blocks for simulating the buildings in the forum
area, not with the intention to give the visitors a precise
idea of what the Regium forum was, but in order that they
may understand their original architectural function as a
part of a building.
Fig. 12 - Model simplification and texture baking workflow in Blender.
Z-SPACE IMMERSIVITY
Z-space is an holographic virtual reality collaborative platform managed by a 3D stylus. Here the users will explore
the potential of proprioception and eye-tracking in the virtual exploration of archaeological artifacts. This interaction
is collaborative, since the interaction of the user with tracking glasses will be displayed in an external monitor by a
video camera. This monitor will show in augmented reality
real people and virtual objects in the same frame.
Fig. 13 - Parallax normal mapping: a) base map; b) normal map; c) height map.
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DREAMOC
This case is a 3D holographic display with a remote access
for uploading the virtual content. The system shows 3D models of museum artifacts and virtual reconstructions visualized in a three-dimensional case.
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Since it is able to host endless models and AR applications
and it is remotely upgradable (for example from our lab in
USA), it is the ideal platform for displaying objects not included in the public collections (for example archaeological finds in the museum storage) or not correctly contextualized.
AUGMENTED REALITY
A new app was developed in Metaio (software for augmented reality applications) for the museum visitors. QR codes will be labeled close to a selection of key objects of
the Roman collection. Every user with a smartphone, after
downloading the app, will be able to visualize 3D models
and metadata in front of the museum objects.
CONCLUSIONS
Regium@Lepidi 2200 Project is a challenging case of 3D simulation. The major issue concerning a correct understanding of Regium Lepidi topography is that the Roman city lies
beneath the modern settlement. Therefore, the city layout
has emerged only unevenly, mostly during rescue archaeological investigations carried out within the boundaries of
the modern construction sites. The topography of Regium
during the imperial age is better known than the previous
phases and more intelligible. The extent and the boundaries
of the city could be inferred from the centuriation imprint
that still characterizes the present urban street layout, as
well as from other clues such as the discontinuity between
paved and graveled road surface along the Via Aemilia (Pellegrini 1996).
Between the end of the first century BC and the beginning of
the second AD, Regium underwent a considerable urban development, coinciding with a period of economic prosperity.
A substantial urban renewal occurred in the central area
where private residential blocks on the north side of the
forum were torn down to make room for a large basilica and
possibly other public buildings. The earthenware (cocciopesto) paving technique that characterized the private houses
during the Republican age was mostly replaced by fine mosaic floors. At this time, some of the wealthiest residences
were provided with thermal baths facilities whose presence
demonstrates the high standard of living of their owners. In
order to make this visible in the virtual simulation, steam
flows rising from the roofs were placed in correspondence
with the archaeological finds of thermal infrastructures.
Burial grounds were arranged along the main access roads
to the city, as in the case of the Eastern necropolis (fig. 14)
from where several items stored in the museum (sepulchral
Fig. 14 - Via Aemilia: the Eastern necropolis.
Fig. 15 - Industrial area: furnaces.
altars, tombstones and sarcophagi) come. Industrial areas
were located in the immediate vicinity of the city, such as
the furnaces for firing pottery found in the northern suburbs
of Regium (fig. 15). No entertainment buildings have been
found yet, even if they undoubtedly had to be present in
Regium. Thus, we have envisioned a theater and an amphitheater relying on a recent study of topographic maps
(Storchi 2009). The presence of city walls in Reggio is much
more uncertain and controversial (Gelichi & Curina 2007) so
we decided not to include them in the virtual simulation.
Three-dimensional models and the major reconstructive
scenarios underwent a careful validation process by a multidisciplinary research team of Italian and American scholars
involved in the project and by an international scientific
committee.
Fig. 16 - Data transparency: archaeological layout and hypothetical reconstructions.
Nevertheless, in order to provide transparency into the process of interpretation and simulation, the raw evidences
(the ruins at the present state) have been incorporated in
the Forum Lepidi scenario so that it is possible to overlay archaeological data and virtual hypothetical reconstructions
(fig. 16).
Ultimately, the Regium@Lepidi Project has produced a large amount of new spatial data (GIS, remote sensing, laser
scanning, 3D modeling), which can be shared with a large
community of scholars, archaeologists and historians, beside the public virtual installations. The virtual museum
is designed mainly according to a bodily-kinesthetic approach: the users are stimulated to learn by interaction and in
that way they should be able to produce new knowledge.
We imagine the virtual museum like an experimental lab of
digital-cognitive embodiment where mind and body are involved. The more users/visitors exchange information with
the environment, the more they learn, share and transmit
knowledge.
At the same time the project tries to reconnect the Roman
and modern towns and their environment, hopefully stimulating the local communities to rethink the space they inhabit and to imagine two thousands year of history and urban
transformations.
ACKNOWLEDGMENTS
Regium@Lepidi 2200 is sponsored by Lions Club Reggio Emilia Host “Città del Tricolore” and Duke University (Dept.
of Art, Art History and Visual Studies; Dept. of Classical
Studies; Dig@Lab), in collaboration with Credito Emiliano
S.p.a. Z-Space installations are sponsored by © zSpace, Inc.
USA. Co-sponsors: Studio Alfa S.r.l. - Vimi Fasteners S.p.a.
- Aerre Partners - Studio Legale Sutich-Barbieri-Sutich; Tecnograf S.r.l.
Special thanks to Vito Alessandro Pellegrino, Sergio Vaiani
and Alberto Cari Gallingani, Musei Civici, Reggio Emilia, CINECA, Bologna, City of Reggio Emilia, Soprintendenza Archeologica dell’Emilia Romagna
abstract
Regium@Lepidi 2200 is an international project designed with
the scope to study and virtually
reconstruct the Roman city of
Regium Lepidi (Reggio Emilia).
The final aim is the creation of a
new virtual museum and IT room
designed within the archaeological museum of Reggio Emilia.
author
MauRizio FoRte
MauRizio.FoRte@GMail.CoM
duKe univeRsity
nevio danelon
duKe univeRsity
keyworDs
virtual museum; Digital reconstruction; Data procession; Data application; Digital archaeology
NUOVI MODI NUOVE TECNOLOGIE NUOVI LINGUAGGI
SPECIAL EFFECTS CREATURES STUDIOS SRL
CREAZIONI E SCENOGRAFIE DI
ARTEESTORIA
SIMOSTRANO
CON NUOVE
EMOZIONI
48
NEL 2014
MARE NOSTRUM. AUGUSTO E LA POTENZA DI ROMA //
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LE MEMORIE RITROVATE // TASTE THE PAST // PARSJAD AND MUCH MORE //
ArcheomaticA
N°1 marzo 2015
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