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Abstract—The design of three-dimensional and four- In order to use the most recent technologies in Digital Cultural
dimensional Apps, running on the leading operating systems Heritage preservation, the professionals working in this field
Android, iOS and Windows is the next challenge in Architecture, ought to be linked to each other. This means the data
BIM, Civil Engineering, Digital Cultural Heritage (DCH) collectors, data processors and data presenters should
preservations and many more. Based on experiences developing
collaborate closely, for example, we may link photogrammetry
Apps for archaeology and architecture, the paper introduces with
general workflows for 3D data collection, using laser scanning, and computer vision with geoinformatics and building
geometric computer vision and photogrammetry. The resulting information modeling on the one hand, and with computer
point clouds have to be merged, using the most recent graphics and serious gaming on the other hand (see fig. 1).
developments of laser scanning, computer vision,
photogrammetry and statistical inference. 3D and 4D modeling is Geospatial App developments in 3D and 4D must take into
done using professional software from surveying and computer account real data: photographs, point clouds, 3D virtual reality
graphics, such as Leica’s Cyclone, Trimble’s SketchUp and models, panoramic images, audio and videos. Therefore
Autodesk 3ds Max. The fourth dimension, time, is injected onto testbeds are needed that can provide the core data for the set-
the 3D contemporary models using the texture of old photos.
up of realistic 3D and 4D models and their semantic
After homogenization of all 3D models in Autodesk 3ds Max
these are exported to the game engine Unity to allow for the enrichment. For this paper, the Testbed Calw is used, a
creation of the reference surface and finally the 3D urban model. medieval town located in the Northern Black Forest,
The storyboard creates for the programmer an outline, which Germany.
features and functions have to be fulfilled. Finally the Apps for
Android, iOS and Windows are created and exported for the use
on mobile devices.
I. INTRODUCTION
Three-dimensional and four-dimensional modeling is an
issue for more than four decades. Most recently, the
development of 3D and 4D Apps presenting Cultural Heritage Fig. 1. Collaboration of several scientific fields in 3D and 4D modeling
content on mobile devices is a new challenge to be overcome,
in science and development. This new way of presenting The structure of this paper is as follows: after the introduction
tangible and intangible Digital Cultural Heritage content will the Testbed Calw is outlined in section II, with corresponding
create awareness at different age groups: (1) Kindergarten geospatial databases. Section IIIa reflects in-situ data
kids, (2) Primary and High School pupils and teenagers, (3) collection and 3D modeling using laser scanning and
students at universities, who are the future decision makers photogrammetry to deliver 3D fully textured building models.
and academics, (4) Adults, who are interested in virtual The interactive 3D modeling approach of computer graphics,
tourism and home-based learning, and (5) Elderly and integrating also geometric computer vision is given in section
handicapped persons, who may suffer for some mental IIIb. 4D modeling using old photos to render existing 3D
deseases. Digital Cultural Heritage is so important, that we models is concluding this section. Finally, section IV presents
ought to boost it using all available channels [1]. three Apps using 3D and 4D models – two for VR and one for
Calw is also famous for being the birth town of the Nobel
Prize winner in literature 1946, Hermann Hesse, who was born
2. July 1877 and lived here until 1895. In some of his work he
described locations of Calw in great detail, linking it with his
childhood memories. Therefore, an App is under development Fig. 2. Calw Market Square (a) Photo 2015, (b) 3D model 2015, (c)
called “Tracing Hermann Hesse in Calw” – this is described in Photo 1957, and (d) Photo 1890
section IV.
Besides many contemporary and old photos the following
The reason for Calw having been chosen as testbed for the EU geospatial databases of Calw are available and used in this
4D-CH-World project is simple: there is a huge amount of paper: a LiDAR Digital Surface Model with Ground Sampling
data for any 3D and 4D modeling approach available. An Distance (GSD) of 1m, for which the bare Digital Elevation
existing 3D virtual reality model of about 200 buildings can be Model (DEM) was derived by filtering vegetation and urban
rendered with an image data archive dating back to the 1850s environments (see fig. 3). Furthermore, ALKIS building
and 1860s. Those photo collections are made available by the footprints could be used for quality control and
Calw city archive and have been partly digitized. As Calw is a georeferencing. Airborne photography with a GSD of 20cm
tourist attraction, thousands of photos can also be downloaded was processed by Dense Image Matching (DIM)
“from the wild” using Flickr, Picasa, Panoramio and many (Hirschmueller, 2008) obtaining a high resolution DSM, to be
other sources. Figures 2a and 2b represent contemporary Calw filtered and merged with the LiDAR DEM. The outcome of
(2015) by a photo and a 3D model, while figures 2c and 2d this fused 2.5D reference data is the final reference surface for
represent Calw from the year 1957 and 1890. creating the 3D and 4D Apps. It is important to note, that the
(2a) street levels are important to align the 3D building models
with the 2.5D reference surface. This alignment is manually
approved, otherwise too much alignment errors would occur.
(3a)
(2b)
(3b)
(5a)
Fig. 3. 2.5D Reference Data (a) LiDAR DSM (b) LiDAR DEM, and
(c) DIM DSM with street level in green
X = Xo + μRx (1.1)
dx = S dt (1.2)
S= (1.3a)
Using the pose information for every photo a DIM software,
e.g. SURE [4], can be used for the generation of high quality
point clouds form imagery. The results of TLS and DIM are
Fig. 6. (a) DIM point cloud from airborne photography, and (b) overlay
of DIM point cloud with TLS point cloud for registration
Before designing and implementing an App, a storyboard has The virtual visitor can do walk-throughs and may visit
to be defined. Storyboards are graphic organizers in the form building reconstructions, which are augmented by audio files
of illustrations or images displayed in sequence for the and text semantics, according to the storyboard design. (see
purpose of pre-visualizing a motion picture, animation, motion fig. 12 and 14). The buttons of the App “Calw VR” allow for
graphic or interactive media sequence. The storyboarding viewing the individual buildings, of the present and the past.
process, in the form it is known today, was developed at the For this reason, time buttons on the 3D Building Screen refer
Walt Disney Studio during the early 1930s, after several years to several dates or time epochs. The map on the ride hand side
of similar processes being in use at Walt Disney and other of fig. 15 provides a fast switch between the individual 3D
animation studios. Designing a storyboard for an App is a very models. On the left hand side is text which can be displayed
time-consuming process, but very important, as it creates for either English or German. This text is made available as audio
the programmer an outline of which features and functions content as well.
must be fulfilled.
Fig. 12 presents the main screen of the App “Calw VR” and a
closer view of the Calw Market Square with the Town Hall.
The 3D models of the past are generated by interactive
modeling. Using vanishing line geometries the pose of a
virtual camera supports the generation of 3D models, to be
exported to Unity for providing App content. To view models
from different eras in the App “Calw VR” a time-slide
function is offered (see fig. 13).