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Virtual relighting of a Roman statue head from Herculaneum: a case study

Published: 04 February 2009 Publication History

Abstract

High-fidelity computer graphics offer the possibility for archaeologists to put excavated cultural heritage artefacts virtually back into their original setting and illumination conditions. This enables hypotheses about the perception of objects and their environments to be investigated in a safe and controlled manner. This paper presents a case study of the pipeline for the acquisition, modelling, rapid prototyping and virtual relighting of a Roman statue head preserved at Herculaneum in Italy. The statue head was excavated in 2006, after having been buried during the eruption of Mount Vesuvius in AD79.

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Cited By

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  • (2022)Reverse-Engineering History: Re-presenting the Chichester Tablet Using Laser Scanning and 3D PrintingStudies in Conservation10.1080/00393630.2022.213120468:8(773-783)Online publication date: 4-Nov-2022
  • (2021)Realistic Humans in Virtual Cultural HeritageEmerging Technologies and the Digital Transformation of Museums and Heritage Sites10.1007/978-3-030-83647-4_11(156-165)Online publication date: 3-Aug-2021
  • (2020)Polychromy on the Antonine Wall Distance Sculptures: Non-destructive Identification of Pigments on Roman ReliefsBritannia10.1017/S0068113X20000124(1-27)Online publication date: 25-Jun-2020
  • Show More Cited By

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cover image ACM Conferences
AFRIGRAPH '09: Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
February 2009
113 pages
ISBN:9781605584287
DOI:10.1145/1503454
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 04 February 2009

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Author Tags

  1. data acquisition
  2. education and computer graphics
  3. laser scanning
  4. reconstruction
  5. rendering
  6. virtual archaeology
  7. visualisation

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Overall Acceptance Rate 47 of 90 submissions, 52%

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Cited By

View all
  • (2022)Reverse-Engineering History: Re-presenting the Chichester Tablet Using Laser Scanning and 3D PrintingStudies in Conservation10.1080/00393630.2022.213120468:8(773-783)Online publication date: 4-Nov-2022
  • (2021)Realistic Humans in Virtual Cultural HeritageEmerging Technologies and the Digital Transformation of Museums and Heritage Sites10.1007/978-3-030-83647-4_11(156-165)Online publication date: 3-Aug-2021
  • (2020)Polychromy on the Antonine Wall Distance Sculptures: Non-destructive Identification of Pigments on Roman ReliefsBritannia10.1017/S0068113X20000124(1-27)Online publication date: 25-Jun-2020
  • (2018)Reconstructing the PastHandbook of Research on Technological Developments for Cultural Heritage and eTourism Applications10.4018/978-1-5225-2927-9.ch007(140-172)Online publication date: 2018
  • (2011)A methodology for the physically accurate visualisation of roman polychrome statuaryProceedings of the 12th International conference on Virtual Reality, Archaeology and Cultural Heritage10.5555/2384495.2384517(137-144)Online publication date: 18-Oct-2011
  • (2010)Evaluating Gismondi's Representation of Portus, the Port of Imperial RomeVirtual Archaeology Review10.4995/var.2010.47521:1(21)Online publication date: 11-Apr-2010
  • (2010)Illuminating the past: state of the artVirtual Reality10.1007/s10055-010-0154-x14:3(155-182)Online publication date: 20-Feb-2010

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