San Vicente del Valle的Asunción教堂

The Church of the Asunción (before known as Saint Mary's Church) in San Vicente del Valle, Burgos. The nave is one of the best preserved buildings of the pre Romanesque architecture in Spain. This church is dated at the end of the VI century a.c. and is in a dominant position in the high valley of the Tirón River between La Sierra de la Demanda and Los Montes de Ayago.

The church was about to become a ruin after the fire of 1985, when the wooden roof was lost. The fire also uncovered some architectural elements hidden for centuries. These remains caught the interest of experts and local authorities thanks to the efforts of the local priest to preserve the building. Finally, at the beginning of the 90´s the local government and the bishopric funded the restoration putting in value the Visigothic origin of the church.

In Moøkan we want to contribute to the preservation and promotion of this piece of the Spanish heritage by digitalizing the church’s volume through the drone photogrammetry. At the end of the spring of 2016, we went to this stunning spot with our flying equipment. Now after completing the digital reconstruction in our offices we publish and share our work here.

We hope our models will allow everyone to come closer to the church of La Asunción, having a better experience than just through the photos, and if possible, encourage anyone interested to go to San Vicente del Valle to visit it.

The church shows similarities to other pieces of the same period as Santa María de Quintanilla de las Viñas, San Pedro de Arlanza, Santa Cecilia de Barriosuso, San Román de Tobillas, Santa María de los Arcos de Tricio o Santa Coloma.

To further deepen on this monument we recommend the text by Fernando Arce Sainz, from the CSIC: La iglesia altomedieval de la Asunción en San Vicente del Valle (Burgos): historiografía, estratigrafía e interpretación. It has been our main source.

This time we performed the aerial photogrammetry with a DJI Phantom 4 and supported with more photographs of our DSLR camera. In total we have used 110 images that allowed us to create a model with over 20 million of points.

We had a splendid sunny day that allowed us to enjoy an incredibly beautiful view, but the environmental conditions for the collection of data weren’t ideal for a correct digitalization. The best conditions for a photogrammetry is to have a cloudy day.

From this data we created three final models. The first and less detailed represents the area, to appreciate the church in its landscape context on one of valley slopes. The other two are more detailed models of the church to appreciate many more details, one made only with drone photography and the other with a mixed technic.

We have optimized these models lowering its polygon number for the online version, and we are sharing it here with you in Sketchfab from where you can download it for free. On this models the discarded detail is provided by the texture on the normal layer.

We show both models since they have different level of detail. The mixed technic model has a more detailed geometry showing cornice elements that weren’t captured by the photos of the drone. Due and incident with our equipment, the lens of our DSLR was damaged so the texture presents some defects and blurry areas. The model done only with the photos of the drone has a higher definition of the textures.

As result of the photogrammetry we can also explore the geometry without the texture to appreciate some details that otherwise would be hidden or hard to see.

We can see an example on the roof. When we explore the model we can perceive some lines that appear on the roof separated an equal distance. The first idea was that it could be cause by a deformation of the roof and showing the position of the beams. The images of the cornice and the interior showed us that wasn’t a valid theory since we could see a higher number of beams.

Finally, after studying carefully the photos we discovered these lines were more obvious from some angles. They are rows of tiles reinforced with cement mortar to ensure the durability of the roof. That makes that row to stand out slightly above the rest.

To see the 3D model in other graphic modes, select the button options on the Sketchfab visor, render, and choose between the different modes.

The photogrammetric study is also a scientific tool to study objects, buildings and terrains, allowing us to see much more than the obvious and analyze an element or site without going to visit it. A tool of great value to analyze projects of intervention in the architectural heritage or other existent structures as well as for topographic analysis.

 

22/7/2016_Now also for sale in high resolution and two million polygons in Snaptank

 

 

Category: Work

The Church of La Asunción in San Vicente del Valle

The Church of the Asunción (before known as Saint Mary's Church) in San Vicente del Valle, Burgos. The nave is one of the best preserved buildings of the pre Romanesque architecture in Spain. This church is dated at the end of the VI century a.c. and is in a dominant position in the high valley of the Tirón River between La Sierra de la Demanda and Los Montes de Ayago.

The church was about to become a ruin after the fire of 1985, when the wooden roof was lost. The fire also uncovered some architectural elements hidden for centuries. These remains caught the interest of experts and local authorities thanks to the efforts of the local priest to preserve the building. Finally, at the beginning of the 90´s the local government and the bishopric funded the restoration putting in value the Visigothic origin of the church.

In Moøkan we want to contribute to the preservation and promotion of this piece of the Spanish heritage by digitalizing the church’s volume through the drone photogrammetry. At the end of the spring of 2016, we went to this stunning spot with our flying equipment. Now after completing the digital reconstruction in our offices we publish and share our work here.

We hope our models will allow everyone to come closer to the church of La Asunción, having a better experience than just through the photos, and if possible, encourage anyone interested to go to San Vicente del Valle to visit it.

The church shows similarities to other pieces of the same period as Santa María de Quintanilla de las Viñas, San Pedro de Arlanza, Santa Cecilia de Barriosuso, San Román de Tobillas, Santa María de los Arcos de Tricio o Santa Coloma.

To further deepen on this monument we recommend the text by Fernando Arce Sainz, from the CSIC: La iglesia altomedieval de la Asunción en San Vicente del Valle (Burgos): historiografía, estratigrafía e interpretación. It has been our main source.

This time we performed the aerial photogrammetry with a DJI Phantom 4 and supported with more photographs of our DSLR camera. In total we have used 110 images that allowed us to create a model with over 20 million of points.

We had a splendid sunny day that allowed us to enjoy an incredibly beautiful view, but the environmental conditions for the collection of data weren’t ideal for a correct digitalization. The best conditions for a photogrammetry is to have a cloudy day.

From this data we created three final models. The first and less detailed represents the area, to appreciate the church in its landscape context on one of valley slopes. The other two are more detailed models of the church to appreciate many more details, one made only with drone photography and the other with a mixed technic.

We have optimized these models lowering its polygon number for the online version, and we are sharing it here with you in Sketchfab from where you can download it for free. On this models the discarded detail is provided by the texture on the normal layer.

We show both models since they have different level of detail. The mixed technic model has a more detailed geometry showing cornice elements that weren’t captured by the photos of the drone. Due and incident with our equipment, the lens of our DSLR was damaged so the texture presents some defects and blurry areas. The model done only with the photos of the drone has a higher definition of the textures.

As result of the photogrammetry we can also explore the geometry without the texture to appreciate some details that otherwise would be hidden or hard to see.

We can see an example on the roof. When we explore the model we can perceive some lines that appear on the roof separated an equal distance. The first idea was that it could be cause by a deformation of the roof and showing the position of the beams. The images of the cornice and the interior showed us that wasn’t a valid theory since we could see a higher number of beams.

Finally, after studying carefully the photos we discovered these lines were more obvious from some angles. They are rows of tiles reinforced with cement mortar to ensure the durability of the roof. That makes that row to stand out slightly above the rest.

To see the 3D model in other graphic modes, select the button options on the Sketchfab visor, render, and choose between the different modes.

The photogrammetric study is also a scientific tool to study objects, buildings and terrains, allowing us to see much more than the obvious and analyze an element or site without going to visit it. A tool of great value to analyze projects of intervention in the architectural heritage or other existent structures as well as for topographic analysis.

 

22/7/2016_Now also for sale in high resolution and two million polygons in Snaptank

 

 

Category: Work

Dragons from Tian Hou Temple

After a visit to the Tian Hou Temple, Shekou, Shenzhen, we have create two new examples of photogrammetry models. The temple is a reconstruction of one of the most ancient buildings of what today is Shenzhen, a temple dedicated to TianHou the Mother Of Heaven and goddess of the Sea. The legend says it was built to show gratitude to the goddess for saving the great flee of the famous admiral ZhengHe around the year 1410. From that date the temple has been rebuilt many times, the last one in the 90's of last century. 

We have recreated two elements, that now we share with you through Sketchfab. The first, is one of the two symmetrical sculptures of dragons from the first platform of the inside courtyard. The second one is a decorative element from a traditional stone handrail with a relief of a dragon on the clouds flying over the sea. 

This two models have been optimized to be easy to show on a browser. The dragon sculpture, originally have 6.5 million polygons, a model of 450 Mb. Now you can download it just with 30k polygons with only 1,9 Mb including two texture maps, for diffuse color (the material you can see) and a normal map (to recuperate the detail loss by the polygon reduction).

 

Dragon Sculpture by Moøkan on Sketchfab

Dragon by Moøkan on Sketchfab

 

 

Category: Work

蛇口天后宫的龙

After a visit to the Tian Hou Temple, Shekou, Shenzhen, we have create two new examples of photogrammetry models. The temple is a reconstruction of one of the most ancient buildings of what today is Shenzhen, a temple dedicated to TianHou the Mother Of Heaven and goddess of the Sea. The legend says it was built to show gratitude to the goddess for saving the great flee of the famous admiral ZhengHe around the year 1410. From that date the temple has been rebuilt many times, the last one in the 90's of last century. 

We have recreated two elements, that now we share with you through Sketchfab. The first, is one of the two symmetrical sculptures of dragons from the first platform of the inside courtyard. The second one is a decorative element from a traditional stone handrail with a relief of a dragon on the clouds flying over the sea. 

This two models have been optimized to be easy to show on a browser. The dragon sculpture, originally have 6.5 million polygons, a model of 450 Mb. Now you can download it just with 30k polygons with only 1,9 Mb including two texture maps, for diffuse color (the material you can see) and a normal map (to recuperate the detail loss by the polygon reduction).

 

Dragon Sculpture by Moøkan on Sketchfab

Dragon by Moøkan on Sketchfab

 

 

Category: Work

Dragones del templo Tian Hou

Tras nuestra visita al templo Tian Hou, en Shekou, Shenzhen, hemos creado dos nuevos ejemplos de modelos fotogramétricos. El templo es una reconstrucción de una de las edificaciones más antiguas de lo que hoy es Shenzhen, dedicado a TianHou la madre del cielo y diosa del mar. La leyenda dice que fue construido para agradecer a la diosa el que salvase la gran flota del famoso almirante ZhengHe alrededor del año 1410. Desde entonces el templo ha sido reconstruido en muchas ocasiones, la última en los años 90 del pasado siglo. 

Hemos recreado dos piezas, que ahora queremos compartir con vosotros a través de Sketchfab. El primero es uno de las dos esculturas de dragón simétricas de la primera plataforma del patio interior. El segundo es un fragmento decorativo de una barandilla tradicional de granito, con un relieve de un dragón entre las nubes, que vuela sobre el mar. 

Estos dos modelos han sido optimizados para poder verse fácilmente desde el navegador. La escultura del dragón, originalmente tenía 6.5 millones de polígonos, un modelo de 450 Mb. Ahora puedes descargarla con tan sólo 30 mil polígonos en 1.9Mb incluyendo dos mapas de texturas, uno para el color difuso, el material que puedes ver; y otro el mapa normal, que recupera el detalle perdido en la reducción de polígonos. 

 

Dragon Sculpture by Moøkan on Sketchfab

Dragon by Moøkan on Sketchfab

Category: Work

Launching of the Spanish Site

We want to get closer to you, talk the same language. Thus that reason we actually offer our services and client support in English, Spanish and Chinese (Mandarin). 

Now we extend part of our multicultural profile to our Website, connecting with all the international Spanish speaker communities through the translation of all the website and its content. 

This new option will setup automatically the language according to your browser preferences or your location. If you wish to change it use the language tab on the top right side of this web. To keep your settings, you can register and your preferences will be saved for future visits.

We hope you enjoy it!

 

 

Category: News

Lanzamiento de la página en Español

Queremos acercarnos a tí, hablar en tu mismo idioma. Por ello actualmente ofrecemos nuestros servicios y atención al cliente en Inglés, Español y Chino (Mandarín).

Ahora extendemos parte de ese perfil multicultural de la empresa a la Página Web, acercándonos a toda la comunidad internacional hispanoparlante al traducir toda la web y sus contenidos al castellano.

Con la nueva opción, la página se ajustará automáticamente según las preferencias de tu navegador o tu región. Si deseas cambiarlo usa la pestaña de idioma en la parte superior derecha de esta página. Para mantener tus preferencias puedes registrarte en la página y tu elección se almacenará para futuras visitas. 

Esperamos que lo disfruteis!

 

 

Category: News

La colección de esculturas del Pabellón Virtual

La colección de esculturas que hemos usado en Proyecto Pabellón Virtual proviene de Sketchfab. Son modelos han sido modificadas y optimizados por nuestro equipo para asegurar la fluidez y la major calidad durante las simulaciones. Además de la gratitud nos gustaría mencionar a los autores originales acorde a las licencias Creative Commom con las que compartieron sus modelos. 

Las esculturas estaban en una gran variedad de calidades con un gran volumen de polígonos, normalmente entre 50 000 y 200 000 caras. Nuestro equipo los ha optimizado en 15 000 polígonos para los modelos más pequeños y 30 000 para los más grandes o complejos. Para esto el proceso ha contado con 3 fases: corrección de errores en texturas y malla 3D, reducción de polígonos y creación texturas de detalle.

La primera fase no siempre necesaria ha tratado de eliminar algunos defectos de los modelos como convertirlos en mallas cerradas, o colocar textura en las partes no visibles.

La segunda parte la hemos realizado mediante una reparametrización de la superficie consiguiendo mallas mas ordenadas y más ligeras. Con esta versión de los modelos los hemos reducido 6 veces a la mitad el numero de vertices. con ellos hemos creado en cada paso una version que sirve como un Nivel De Detalle (LOD según siglas en inglés). Estos niveles de detalle permiten al motor gráfico reemplazar la geometría acorde a su tamaño en la pantalla, usando modelos más simples cuando el objeto se aleja o uno con más detalle cuando nos acercamos a él. De esta manera podemos emplazar gran cantidad objetos en la pantalla sin sobrecargar la GPU. 

Para terminar, como el proceso anterior reduce detalle del modelo ahora la recuperamos mediante texturas. Usamos Xnormal para general por comparacion del modelo original y del simplificado el mapa normal para el primer nivel de detalle. Malla que por ser la que se ve más de cerca es la que más necesita eso detalles. En este proceso también reconstruimos la textura, combinándola en un solo mapa y acorde a la nueva UV del modelo, necesaria pues tras la reparametrización se perdió la anterior. 

 

Marble portrait of Julius Caesar

    Marble portrait of Julius Caesar     by The British Museum     on Sketchfab

Hoa Hakananai'a

    Hoa Hakananai'a     by The British Museum     on Sketchfab

Colossal marble bust of Zeus

    Colossal marble bust of Zeus     by The British Museum     on Sketchfab

Wounded Amazon

    "Wounded Amazon"     by Thomas Flynn     on Sketchfab

Bust of Athena

    Bust of Athena, British Museum     by Thomas Flynn     on Sketchfab

Bust of Clytie

    Bust of Clytie     by Thomas Flynn     on Sketchfab

Head of the Buddha

    Head of the Buddha, Anonymous, Rijksmuseum     by Thomas Flynn     on Sketchfab

The panther hunter

    The panther hunter     by Geoffrey Marchal     on Sketchfab

Priest Ahmose

    Priest Ahmose     by Geoffrey Marchal     on Sketchfab

Young man

    Young man     by Geoffrey Marchal     on Sketchfab

 

Category: Projects

The Virtual hall sculpture collection

The sculpture collection we have used at the Virtual hall project comes from Sketchfab. All of them have been modified and optimized by our team to ensure a fluent simulation and the best quality. We would like to mention the original authors according to the Creative Commom license that they use to share their models and thanks their generosity. 

The sculptures come in a big variety of qualities, usually between 50 000 and 200 000 polygons. our Team have optimized them to 15 000 polygons the small models and 30 000 the big or complex ones. To do it the process have three phases: Correction of original models, Reparametrizations and polycount reduction, Detail textures baking. 

The First phase, not always necessary, was eliminate the defects on the original models, cap the meshes as solid objects and ensure the texture properly cover all the model.

The Second process has been the reparametrization of the surface, to obtain simply and clean meshes. With this versións we have halved them six times the polycount. We have create a new Level Of Detail (LOD) in each step. These levels of details (LOD) allow the engine to change the model for one with less detail according the size on the screen, using a model simpler when we are far and one with many detail when we are close to the object. This way we can support many objects in the scene without overloading the GPU.

The last phase was create textures to recuperate the detail we have lost in the last process. We used Xnormal to generate by comparison between the roiginal model and our model a normal map for the fisrt LOD. As part of this process we also rebuild the object texture, It's needed after the reparametrization, where the original UV coordinates got lost. 

 

Marble portrait of Julius Caesar

    Marble portrait of Julius Caesar     by The British Museum     on Sketchfab

Hoa Hakananai'a

    Hoa Hakananai'a     by The British Museum     on Sketchfab

Colossal marble bust of Zeus

    Colossal marble bust of Zeus     by The British Museum     on Sketchfab

Wounded Amazon

    "Wounded Amazon"     by Thomas Flynn     on Sketchfab

Bust of Athena

    Bust of Athena, British Museum     by Thomas Flynn     on Sketchfab

Bust of Clytie

    Bust of Clytie     by Thomas Flynn     on Sketchfab

Head of the Buddha

    Head of the Buddha, Anonymous, Rijksmuseum     by Thomas Flynn     on Sketchfab

The panther hunter

    The panther hunter     by Geoffrey Marchal     on Sketchfab

Priest Ahmose

    Priest Ahmose     by Geoffrey Marchal     on Sketchfab

Young man

    Young man     by Geoffrey Marchal     on Sketchfab

 

Category: Projects

虚拟大厅雕塑作品

The sculpture collection we have used at the Virtual hall project comes from Sketchfab. All of them have been modified and optimized by our team to ensure a fluent simulation and the best quality. We would like to mention the original authors according to the Creative Commom license that they use to share their models and thanks their generosity. 

The sculptures come in a big variety of qualities, usually between 50 000 and 200 000 polygons. our Team have optimized them to 15 000 polygons the small models and 30 000 the big or complex ones. To do it the process have three phases: Correction of original models, Reparametrizations and polycount reduction, Detail textures baking. 

The First phase, not always necessary, was eliminate the defects on the original models, cap the meshes as solid objects and ensure the texture properly cover all the model.

The Second process has been the reparametrization of the surface, to obtain simply and clean meshes. With this versións we have halved them six times the polycount. We have create a new Level Of Detail (LOD) in each step. These levels of details (LOD) allow the engine to change the model for one with less detail according the size on the screen, using a model simpler when we are far and one with many detail when we are close to the object. This way we can support many objects in the scene without overloading the GPU.

The last phase was create textures to recuperate the detail we have lost in the last process. We used Xnormal to generate by comparison between the roiginal model and our model a normal map for the fisrt LOD. As part of this process we also rebuild the object texture, It's needed after the reparametrization, where the original UV coordinates got lost. 

 

Marble portrait of Julius Caesar

    Marble portrait of Julius Caesar     by The British Museum     on Sketchfab

Hoa Hakananai'a

    Hoa Hakananai'a     by The British Museum     on Sketchfab

Colossal marble bust of Zeus

    Colossal marble bust of Zeus     by The British Museum     on Sketchfab

Wounded Amazon

    "Wounded Amazon"     by Thomas Flynn     on Sketchfab

Bust of Athena

    Bust of Athena, British Museum     by Thomas Flynn     on Sketchfab

Bust of Clytie

    Bust of Clytie     by Thomas Flynn     on Sketchfab

Head of the Buddha

    Head of the Buddha, Anonymous, Rijksmuseum     by Thomas Flynn     on Sketchfab

The panther hunter

    The panther hunter     by Geoffrey Marchal     on Sketchfab

Priest Ahmose

    Priest Ahmose     by Geoffrey Marchal     on Sketchfab

Young man

    Young man     by Geoffrey Marchal     on Sketchfab

 

Category: Projects

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