3D Reconstruction and Auralisation
of the “Painted Dolmen” of Antelas
Virtual Reality is a very active topic of research. A
large number of applications of this type of technology can be found in areas
as varied as the automotive industry, computer games, industrial training and
prototyping, aeronautics, medicine, archaeology, architecture and tourism [1-3]. The European Network
of Excellence-INTUITION on this topic joins together more than 58 partners.
Most of the effort in the design and development of VR systems has normally been directed at
providing a visually realistic experience to the user. However, whilst vision
is undoubtedly our predominant sense, the feeling of immersion in a Virtual
Environment can be significantly improved by taking our other senses into
account as well. Among them, hearing clearly stands out as the most important
for the enhancement of VR experiences.
The focus of this work is precisely on the combination
of visual and audio immersion; in other words, the reconstruction of a
real-world environment through the development of a 3D model which allows the
user to see and hear as if she was really there. This requires not only
recording the environment’s actual visual and acoustic properties and
integrating them into the model but also tracking the user’s movements and
updating the audiovisual scene accordingly in real-time.
The Anta Pintada (painted dolmen) of Antelas was deemed an excellent
case-study for this work. Among the numerous remains from the Neolithic period
which can be found in the Vouga valley region, this chamber tomb stands out for its
extraordinary archaeological value, mainly due to the unique colour drawings
found in its interior [4]. Extremely fragile
(a considerable part was irremediably lost through exposure to light in early
archaeological campaigns), they require strict conservation measures, including
severe restrictions to visitor access. This problem – reconciling heritage
conservation with the need to provide public access – is by no means exclusive
of this particular site. In some cases, the solution has involved building
replicas [5, 6]. A less radical,
more affordable alternative is offered by the development of VR models. These can also be invaluable
in the promotion (especially through the Internet) and museological
presentation of a site. The heritage conservation authorities responsible for
the Anta Pintada
are very keen on investing in these areas.
Additional
motivation for choosing the Anta Pintada to test a VR
model integrating audio is provided by the emergence of Acoustic Archaeology [7]: there is growing scientific
interest in studying the acoustics of ancient man-made structures. Intriguing
acoustic properties have been found in many of them; there is a suggestion that
those properties might have been deliberately engineered. The suggestion is
particularly strong for Neolithic passage-graves (i.e. composed of a corridor
and a burial chamber) such as this one [8].
The 3D
Laser Range Scanner prototype used in this work is based on a 2D scanner (SICK LMS 200 laser unit) fixed on a tilt
unit to allow rotation. The pan and tilt information are synchronised to
produce a spherical representation of points [9]. In May 2006, the prototype was
used to acquire 3D information from the “Anta Pintada
de Antelas” a Neolithic chamber tomb located in Oliveira de Frades,
listed as Portuguese national monument (see Figure
1).

In-situ data acquisition in May 2006


Two views of the complete Anta model obtained by aligning a set of 9 point clouds.



Examples of triangle and box widget selection on a synthetic
model.
The
first step to calculate sound reflections in the 3D model is to work out the
position of the virtual sources associated with each triangle. The second step
is to check their “visibility”, i.e. whether the line between virtual source
and listener intersects the corresponding triangle [15]. The following figure shows the
location of the visible virtual sources (represented by grey spheres)
corresponding to first-order reflections in two different models. Source and
listener are represented respectively by a sphere and a head.


Figure 9: Position of the virtual sources:
two examples
The
acoustic stimuli at a listener’s eardrums are influenced by the complex
interaction between the sound waves and the listener’s torso and head. This
interaction is strongly dependent upon the direction of arrival of the sound
wave. For each angular position of the sound source relative to the centre of
the head (usually specified by two angles: azimuth and elevation), it can be
described by a pair of HRTF
(Head-Related Transfer Functions [16]) – one for each ear. Usually, a
discrete set of HRTF is defined for
regularly distributed values of azimuth and elevation. The HRTF capture the main cues on source localisation, provided by the
differences in sound intensity and arrival time between ears, known as Interaural Time Difference (ITD) and Interaural Intensity Difference (IID).

Demonstrations:
User in VR Setup, example with (left)
a synthetic model and (right) the Anta model
non – processed djembé non – processed flute
The
authors wish to thank the City Council of Oliveira
de Frades, for granting them access to the Anta Pintada,
and especially Filipe Soares
(City Council /
1. Brooks, F.P., What's real about virtual reality? IEEE
Computer Graphics and Applications, 1999. 19(6):
p. 16-27.
2. van Dam, A., D.H. Laidlaw,
and R.S. Simpson, Experiments in
Immersive Virtual Reality for Scientific Visualization. Computer &
Graphics, 2002. 26: p. 535-555.
3. Zajtchuk, R. and R.M. Satava, Medical applications of virtual reality. Communications of the Acm, 1997. 40(9): p. 63-64.
4. IRHU
Inventory - URL-http://www.monumentos.pt/Monumentos/forms/002_B1.aspx.
5. La Grotte de Lascaux. URL-http://www.culture.gouv.fr/culture/arcnat/lascaux/fr/.
6. Brú na Bóinne Visitor Centre - Newgrange and Knowth.
URL-http://www.heritageireland.ie/en/MidlandsEastCoast/BrunaBoinneVisitorCentreNewgrangeandKnowth/
7. Devereux, P., Stone Age Soundtracks: The Acoustic Archaeology of Ancient Sites.
London, 2001: Vega.
8. Jahn, R.G., P.
Devereux, and M. Ibison, Acoustical resonances of assorted ancient structures. Journal of
the Acoustical Society of America, 1996. 99(2):
p. 649-658.
9. Dias, P., M. Matos, and V. Santos, 3D reconstruction of real world scenes using
a low-cost 3D range scanner. Computer-Aided Civil and Infrastructure
Engineering, 2006. 21(7): p.
486-497.
10. Schroeder, W., K. Martin, and B. Lorensen, The
Visualization Toolkit An Object-Oriented Approach To 3D Graphics, 4th Edition:
Kitware, Inc. publishers.
11. Schroeder, W.J., et al., The Visualization Toolkit User's Guide. 2001: Kitware,
Inc publishers.
12. Besl, P.J. and N.D.
Mckay, A Method
for Registration of 3-D Shapes. Ieee Transactions
on Pattern Analysis and Machine Intelligence, 1992. 14(2): p. 239-256.
13. Farina, A. Convolution of anechoic music with binaural impulse responses. in Proc. of PARMA-CM Users Meeting. 1993.
Parma - Italy.
14. Gardner, W.G., Chapter 3. Reverberation Algorithms, in Applications of digital signal processing to audio and acoustics /
edited by Mark Kahrs, Karlheinz
Brandenburg, M. Kahrs and K. Brandenburg,
Editors. 1998: Boston.
15. Savioja, L., et
al., Creating interactive virtual
acoustic environments. J. Audio Eng. Soc, 1999. 47(9):
p. 675-705.
16. Gardner, B. and K. Martin, HRTF Measurements of a KEMAR Dummy-Head
Microphone, MIT Media Laboratory. 1994.
17. Kendall, G.S., A 3-D sound primer: Directional hearing and stereo reproduction.
Computer Music Journal, 1995. 19(4):
p. 23-46.
18. PortAudio, an Open-Source Cross-Platform Audio API. URL-http://www.portaudio.com.
19. Dahl, L. and J.-M. Jot. A reverberator based on absorbent all-pass
filters. in COST-G6 Conference on
Digital Audio Effects DAFx’00. 2000. Verona, Italy.
20. Begault, D., 3-D Sound for virtual reality and multimedia.
1994: Academic Press.
Author: Paulo Dias at IEETA/Universidade de Aveiro, Portugal