Photogrammetry in Lexington
After a brief hiatus, the Florence As It Was Team is back in action! Despite our radio silence, we have been hard at work behind the scenes.
Hi, my name is Sam Joseph. I’m a sophomore at Washington & Lee University, working on the “Florence As It Was” Digital Humanities project. Last week, I designed the project logo. This week, Professor George Bent put me in charge of 3D modeling our first building project, the Bigallo. To start, I looked into Ed Triplett’s work for Duke University (http://www.dukewired.org/subresearch/modeling-medieval-european-castles/) and clicked through the Wired! Lab tutorials on 3D modeling ( http://www.dukewired.org/workshops/tutorials/#tab-id-2). Today, I met with the heads of our University’s IQ lab, Professors Paul Low and Dave Pfaff, to discuss exactly how they thought I should turn the floorplans and elevations of the Bigallo into a coherent 3D model for rendering in VR. As opposed to immediately jumping into 3D modeling the Bigallo, Paul Low and Dave Pfaff proposed an intermediary project through which I learn the basics of Adobe Illustrator and Cinema 4D. Paul Low taught me some of the processes of dissecting George Bent’s PDF map of Early Republican Florence for export into a 3D template. With these 2D lines in a 3D space, I am able to extrude the Illustrator files, now splines, into polygons. This process of 3D modeling the map of Early Republican Florence provides a standard scale by which I am later able to modularly insert high resolution models of buildings. Think of the VR project as stemming from a top down construction of the city of Florence. As opposed to starting with individually and separately 3D modeled buildings, I am modeling vast sections of the city, however simple, that will work in VR. Later, once I have finished the overall cityscape, I will be able to insert a completed and fully articulated model of the Bigallo. So we start off with a simple working standard and add in complexity as we go.