<p>3D visualisations –including 3D scans and 3D reconstructions–designed as part of larger archaeology, history or cultural heritage projects are commonly shared with the public through online platforms that were not necessarily designed to host heritage representations and often fail to contextualize them. This paper seeks to evaluate whether five online platforms commonly used today to share 3D visualisations of heritage (Google Arts & Culture, CyArk, 3DHOP, Sketchfab and game engines) offer features that facilitate their scientific rigour and community participation, based on guidelines from International Council on Monuments and Sites(ICOMOS)and United Nations Educational, Scientific, and Cultural Organization(UNESCO). The author starts by summarizing recommendations from 32 international guidelines that are relevant to the 3D visualization of heritage, condensing them into nine key criteria: multi-disciplinary teams, objective-driven methodology and tools, careful documentation, type of reconstruction and level of certainty, authenticity, alternative hypotheses, multiple historical periods, respectful use of the heritage, and community engagement. The author proceeds to review the platforms above comparing their features with these nine recommendations and concludes that, while there are currently available features that could help to elevate the scientific rigour of the 3D visualisations and their contextualization to the public, they are not mandatory and are seldom used. The paper finishes with a recommendation for an information package to support3D visualisations of heritage on public online platforms.</p><p><strong>Highlights:</strong></p><ul><li><p>Online platforms for the 3D visualization of heritage fail to disclose what type of reconstruction it is and its level of certainty, struggling to balance community engagement vs scientific rigour of their contents.</p></li><li><p>ICOMOS and UNESCO recommendations regarding heritage are loosely followed on the reviewed platforms, and supporting documentation is often lacking.</p></li><li><p>Scientific rigour on these platforms could be elevated with supporting textual fields to disclose further information about each visualisation.</p></li></ul>
In 2014, the developers of The Vanishing of Ethan Carter revealed that the stunning settings in the game were created using photogrammetry, a modeling technique up to then generally disregarded as being too cumbersome for the technical limitations of game engines. Shortly after, EA DICE announced that its 2015 flagship title Star Wars Battlefront would be adopting photogrammetry extensively not only to capture key props and costumes but also to recreate key locations beloved to Star Wars fans. Since then, the games industry has been flooded with articles, tutorials, and new software dedicated to the use of photogrammetry to create 3-D game assets. This article examines the key developments in the field since 2014, how the technique is being adopted by game studios, what are the current and future trends, and how the use of photogrammetry is likely to disrupt the well-established game development pipelines.
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