In recent years there has been a rapid diffusion of new digitization methodologies based on radiance fields and the implementation of new rendering processes and learning systems based on neural networks. The article focuses on these new tools and how they can be used for the knowledge and dissemination of Cultural Heritage. A case study is then described regarding the video acquisition of a noble chapel of the Cemetery of Santa Maria dei Rotoli in Palermo to promote knowledge of ‘fragile’ artefacts, exposed to the risk of radical transformation or degradation, and thus protecting their conservation. The research aims to compare the first results obtained through the NeRF and Gaussian Splatting methodology which constitute the current state of the art of this type of processing; both the source algorithms (Nerfacto and 3D Gaussian Splatting) and the Luma AI web app were used, and data management was studied using third-party software such as Blender 3D, Unreal Engine 5.0 and the playcanvas game engine. The results obtained with this case study are of particular interest, above all for the processing of data useful for the visualization of heritage starting from unconventional acquisitions.

Evolution of rendering based on Radiance Fields. The Palermo case study for a comparison between Nerf and Gaussian Splatting

Alessandro Basso
;
2024-01-01

Abstract

In recent years there has been a rapid diffusion of new digitization methodologies based on radiance fields and the implementation of new rendering processes and learning systems based on neural networks. The article focuses on these new tools and how they can be used for the knowledge and dissemination of Cultural Heritage. A case study is then described regarding the video acquisition of a noble chapel of the Cemetery of Santa Maria dei Rotoli in Palermo to promote knowledge of ‘fragile’ artefacts, exposed to the risk of radical transformation or degradation, and thus protecting their conservation. The research aims to compare the first results obtained through the NeRF and Gaussian Splatting methodology which constitute the current state of the art of this type of processing; both the source algorithms (Nerfacto and 3D Gaussian Splatting) and the Luma AI web app were used, and data management was studied using third-party software such as Blender 3D, Unreal Engine 5.0 and the playcanvas game engine. The results obtained with this case study are of particular interest, above all for the processing of data useful for the visualization of heritage starting from unconventional acquisitions.
File in questo prodotto:
Non ci sono file associati a questo prodotto.

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11564/842665
 Attenzione

Attenzione! I dati visualizzati non sono stati sottoposti a validazione da parte dell'ateneo

Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact