In the study of built heritage, the potential offered by the BIM methodology finds effective application in the knowledge and dissemination process. Today, the HBIM methodology often develops from 3D scanning point clouds with the so-called Scan-to-BIM processes. The complexity that often characterizes the architectural elements of the historical heritage and the lack of information on construction details and geometries, constitute a critical factor that sometimes affects the effectiveness of the application of the BIM methodology. Procedural methods define an approach that can help us when it is necessary to use external modelling tools for the local modelling of complex elements. Algorithmic modelling potentially could significantly reduce the investment normally required in digital content modelling operations, also in terms of time consuming. Furthermore, in procedural modelling, the definition of the detail can be calibrated a priori according to the objectives of the workflow. The research addresses the difficult management of point clouds in workflows aimed at the realization of the so-called serious games, tools that have proved invaluable in educational and teaching processes, as well as in the dissemination and promotion of heritage. Involving a remarkable variety of digital instruments for representation, serious games define a research topic in which the different needs related to the representation of the complexity of the objects can be investigated. Aimed at defining an effective development process for serious games, the paper proposes an HBIM workflow for reconstruction of 3D environments of historic buildings starting from laser scanning surveying approach.

BEYOND HBIM: SERIOUS GAMES AND PROCEDURAL MODELLING FOR HERITAGE DISSEMINATION

Bagnolo, V.
;
Argiolas, R.;Cuccu, S.;Paba, N.
2021-01-01

Abstract

In the study of built heritage, the potential offered by the BIM methodology finds effective application in the knowledge and dissemination process. Today, the HBIM methodology often develops from 3D scanning point clouds with the so-called Scan-to-BIM processes. The complexity that often characterizes the architectural elements of the historical heritage and the lack of information on construction details and geometries, constitute a critical factor that sometimes affects the effectiveness of the application of the BIM methodology. Procedural methods define an approach that can help us when it is necessary to use external modelling tools for the local modelling of complex elements. Algorithmic modelling potentially could significantly reduce the investment normally required in digital content modelling operations, also in terms of time consuming. Furthermore, in procedural modelling, the definition of the detail can be calibrated a priori according to the objectives of the workflow. The research addresses the difficult management of point clouds in workflows aimed at the realization of the so-called serious games, tools that have proved invaluable in educational and teaching processes, as well as in the dissemination and promotion of heritage. Involving a remarkable variety of digital instruments for representation, serious games define a research topic in which the different needs related to the representation of the complexity of the objects can be investigated. Aimed at defining an effective development process for serious games, the paper proposes an HBIM workflow for reconstruction of 3D environments of historic buildings starting from laser scanning surveying approach.
2021
Scan-to-BIM, Cultural Heritage, Serious Games, Algorithmic Modelling, 3D Visualization, Late gothic architecture, Nostra Signora della Speranza church, Cagliari
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11584/323808
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