Papers by Stefan Lindgren
Abstract The Swedish Pompeii Project started in 2000 as a fieldwork initiated from the Swedish In... more Abstract The Swedish Pompeii Project started in 2000 as a fieldwork initiated from the Swedish Institute in Rome. The aim was to record and analyse a full Pompeian city-block, Insula V 1. Created to encompass all major disciplines promoted by the Institute, the project targets a wider contextualisation of the Pompeian evidence. Pompeii revived is the title used to shelter studies in legacy, whereas the City Gate Seminar has the ambition to discuss the validity of historical analogies as guidance for interpretation of evidence concerning ...
Amsterdam University Press eBooks, Jan 2, 2014
Department of Archaeology and Ancient History, Lund University, Dec 1, 2020

SCIRES-IT : SCIentific RESearch and Information Technology, 2016
The paper analyses the complete methodology adopted in making the computer graphic movie presetni... more The paper analyses the complete methodology adopted in making the computer graphic movie presetning the House of Caecilius Iucundus, Pompeii. It starts with a discussion on the philological correctness of a reconstruction based on different kind of sources, such as paintings, drawings, technical and literary texts, comparisons etc., and proceeds to explore the use of integrated 3D models (both relity-based and source-based) for improving the visitors experience. The reconstruction of the house was accomplished by means of analysing and developing the theoretical and methodological discussion faced in the last years within the scientific community. In particular, we tested the Extended Matrix (EM), a new tool able to keep track and represent the steps involved in the modelling of the source-based model, and adopted a structure that enables us to keep in consideration the different levels of certainity of our sources.

Archaeological and Anthropological Sciences, 2018
This contribution seeks to demonstrate how recently developed 3D GIS platforms can help archeolog... more This contribution seeks to demonstrate how recently developed 3D GIS platforms can help archeologists in relating to the original context legacy data that can be employed to digitally reconstruct the sequence of arbitrary layers as it was observed and then excavated in the end of the nineteenth century. This research has been conducted on the prehistoric cave of Stora Förvar, located on the small island of Stora Karlsö, in SouthEastern Sweden. As a part of a research project titled BThe pioneer settlements of Gotland,^this line of enquiry has sought to combine 3D-based digital acquisition techniques, Geographical Information Systems (GIS), and old archival material (hand-made drawings, artifacts lists, historical pictures) in order to virtually reconstruct the original sequence as it was excavated through the method of arbitrary layers. At a later stage, the reconstructed sequence has been employed to re-contextualize and analyze the distribution of artifacts so as to detect any possible pattern that could have been useful for defining the chronological boundaries of the Mesolithic phase of habitation of the cave. In brief, three main objectives can be defined: (a) to recreate a spatial connection between the artifacts retrieved at the time of the excavation and the sequence of layers, (b) to define density maps showing the relationship between volumes of layers and categories of artifacts belonging to the sequence, and (c) to further our knowledge about the Mesolithic habitation of the cave, not only vertically (chronologically) but also horizontally.
2013 Digital Heritage International Congress (DigitalHeritage), 2013
ABSTRACT

Journal of Cultural Heritage, 2013
Several new tools to obtain three-dimensional information from unorganized image sets are now ava... more Several new tools to obtain three-dimensional information from unorganized image sets are now available for the public use. The main advantage of this software, which is based on dense stereo matching, is the possibility to generate 3D content without the need of high-cost hardware (e.g. 3D scanning devices). Nevertheless, their use in real-world application domains (like cultural heritage) is still not very diffused, due to the non-straightforward usability of the raw data produced. In this paper, we investigate the use of automatic dense stereo reconstruction tools for the monitoring of an excavation site. A methodology for the effective acquisition and processing of data is presented. In addition, the results of the data assessment demonstrate the repeatability of the data acquisition process, which is a key factor when qualitative analysis is performed. The use of three-dimensional data is integrated in an open source mesh processing tool, thus showing that a spatio-temporal analysis can be performed in a very intuitive way using offthe-shelf or free/open digital tools. Moreover, the use of peculiar rendering and the creation of snapshots from arbitrary points of view increase the amount of documentation data, and suggest a perfect integration of data produced with dense stereo matching in the future standard documentation for excavation monitoring.

Archaeological Prospection, 2020
This article explores the potential of combining high‐performance computing techniques and a set ... more This article explores the potential of combining high‐performance computing techniques and a set of integrated digital methods to investigate the cityscape of ancient Hermione, Greece. Unmanned aerial vehicles (UAVs), terrestrial laser scanning, image‐based modelling techniques and high‐performance computing have been combined to provide a fully‐three‐dimensional (3D) representation of the city landscape, which encompasses both the topography and those still visible archaeological features, which are nowadays annexed into the modern buildings. As a consequence, the resulting geo‐located digital platform is now opening up interesting opportunities for research, such as the possibility to analyse spatial interconnections between sacred buildings, to formulate hypotheses about their location and to put them in comparison with the accounts made by historical sources. By taking advantage both of an entirely‐3D reconstruction and the analytic tools provided by geographical information sys...

Proceedings of the 38th Conference on Computer Applications and Quantitative Methods in Archaeology, 2013
Abstract Digital visualization has gone through a revolutionary decade. Compared to other fields ... more Abstract Digital visualization has gone through a revolutionary decade. Compared to other fields where these methods have been applied, archaeology has been, and still is, more resistant to integrating tools and instruments able to describe materials and scenarios with high resolution. This is partly due to the archaeological misconception of high cost of scientific equipment and the complexity in managing an entire pipeline of data processing. 3D data can be used to describe a huge quantity of information in a single model, and with that, can radically change the traditional way of investigating and interpreting an archaeological context. In this work we explore the potential of using 3D documentation to interpret an archaeological context. Moreover, we try to investigate how a 3D digital methodology can be completely integrated and managed with reasonable costs by archaeologists during an excavation. Furthermore, we test visualization tools such as a cave (an immersive, with the specific purpose to understand how the comprehension
Data Revues 12962074 Unassign S1296207412000258, Jul 17, 2012
Archaeology in the Digital Era Papers from the 40th Annual Conference of Computer Applications and Quantitative Methods in Archaeology Southampton 26 29 March 2012, 2013

The Swedish Pompeii Project started in 2000 as a fieldwork initiated from the Swedish Institute i... more The Swedish Pompeii Project started in 2000 as a fieldwork initiated from the Swedish Institute in Rome. The aim was to record and analyse a full Pompeian city-block, Insula V 1. Created to encompass all major disciplines promoted by the Institute, the project targets a wider contextualization of the Pompeian evidence. Pompeii revived is the title used to shelter studies in legacy, whereas the City Gate Seminar has the ambition to discuss the validity of historical analogies as guidance for interpretation of evidence concerning everyday life in the past in a broad sense. The proposed paper presents the initial results of one of the main actions in the context of this project. The aim is to investigate, document and visualize Pompeian architecture by means of different types of 3D-models (both in “as is- and “as was”-models). The use of acquisition techniques like 3D Scanning or Dense stereo reconstruction will increase the knowledge of the relations between the technological infrast...

The Swedish Pompeii Project started in 2000 as a research and fieldwork activity initiated by the... more The Swedish Pompeii Project started in 2000 as a research and fieldwork activity initiated by the Swedish Institute in Rome. The aim was to record and analyze an entire Pompeian cityblock, Insula V 1. Since autumn 2011 a new branch of advanced digital archaeology, involving 3D reconstructions and documentation methods, was added to the project agenda. The insula was completely digitized using laser scanner technology and the raw data were employed to develop different research activities in the area of digital visualization. This paper presents the recent results of the 3D interpretation of the house of Caecilius Iucundus. This research activity was developed employing a large variety of historical and archaeological sources such as: archaeological reports, historical image documentation (printed as well as in edited material) and analysis of the in situ structures. This work was characterized by the experimentation of a new workflow of data development, where the elaboration of the interpreted structures took place directly in virtual space, using the scanned model as geometrical reference. This method easily connected all the historical and archaeological sources collected for the interpretation, opening a new discussion about different possible interpretation of the house. Moreover, a Cave Automatic Virtual Environment (CAVE) was used in different occasions as platform where the different hypotheses could be discussed in the context given by the actual state of the archaeological structures. The use of an accurate and resolute replica of the site as a backdrop for the virtual reconstruction allowed a high level of control on the proposed hypotheses during the interpretation process. This study enabled the acquisition of new and important information about the house, thus, bringing a significant contribution to the archaeological analysis of Insula V 1, suggested as pilot project for wider use.

Proceeding of the 2013 Digital Heritage International Congress, Vol. I, pp. 621-628, 2013
The Swedish Pompeii Project started in 2000 as a research and fieldwork activity initiated by the... more The Swedish Pompeii Project started in 2000 as a research and fieldwork activity initiated by the Swedish Institute in Rome. The aim was to record and analyze an entire Pompeian city-block, Insula V 1. Since autumn 2011 a new branch of advanced digital archaeology, involving 3D reconstructions and documentation methods, was added to the project agenda. The insula was completely digitized using laser scanner technology and the raw data were employed to develop different research activities in the area of digital visualization. This paper presents the recent results of the 3D interpretation of the house of Caecilius Iucundus. This research activity was developed employing a large variety of historical and archaeological sources such as: archaeological reports, historical image documentation (printed as well as in edited material) and analysis of the in situ structures. This work was characterized by the experimentation of a new workflow of data development, where the elaboration of the interpreted structures took place directly in virtual space, using the scanned model as geometrical reference. This method easily connected all the historical and archaeological sources collected for the interpretation, opening a new discussion about different possible interpretation of the house. Moreover, a Cave Automatic Virtual Environment (CAVE) was used in different occasions as platform where the different hypotheses could be discussed in the context given by the actual state of the archaeological structures. The use of an accurate and resolute replica of the site as a backdrop for the virtual reconstruction allowed a high level of control on the proposed hypotheses during the interpretation process. This study enabled the acquisition of new and important information about the house, thus, bringing a significant contribution to the archaeological analysis of Insula V 1, suggested as pilot project for wider use

Archaeology in the Digital Era, Papers from the 40th Annual Conference of Computer Applications and Quantitative Methods in Archaeology (CAA), Southampton, 26-29 March 2012 , 2013
The Swedish Pompeii Project started in 2000 as a fieldwork initiated from the Swedish Institute i... more The Swedish Pompeii Project started in 2000 as a fieldwork initiated from the Swedish Institute in Rome. The aim was to record and analyse a full Pompeian city-block, Insula V 1. Created to encompass all major disciplines promoted by the Institute, the project targets a wider contextualization of the Pompeian evidence. Pompeii revived is the title used to shelter studies in legacy, whereas the City Gate Seminar has the ambition to discuss the validity of historical analogies as guidance for interpretation of evidence concerning everyday life in the past in a broad sense.
The proposed paper presents the initial results of one of the main actions in the context of this project. The aim is to investigate, document and visualize Pompeian architecture by means of different types of 3D-models (both in “as is- and “as was”-models).
The use of acquisition techniques like 3D Scanning or Dense stereo reconstruction will increase the knowledge of the relations between the technological infrastructures of the insula i.e. water pipes system, illumination etc. and the distribution of the public and private spaces. Through the use of Virtual Reality Techniques will be possible to visit the Pompeian houses of Casa del Torello and Casa di Cecilio Giocondo understanding the relation between the actual archaeological context and their original outfit.
The connection- in the same virtual environment -of past and present will guide the users through a time travel experience. The application will be designed as a virtual infrastructure to drag users from past to present, increasing -through the use of a 3D visual language- the knowledge of the past.
In October 2011, the two Pompeian houses were acquired using 3D scanning, and the data were processed to obtain an accurate and complete model.
The collected data will be used also to design and test a new web-based access model where the entire dataset will be available for browsing, measurement and data extraction. By combining standard navigation paradigm based on plans and prospects with the natural room-based environment, it could be possible for the users to visit, room by room, the entire dataset. The features of HTML5, like WebGL, will be used to deliver realtime 3D content and interaction. The system will allow taking measurements, snapshot and ask for more complex documentation like cut-through sections or maps views which will be later on computed offline by the server on the whole dataset and delivered to the users.
This simple tool enhances the possibilities for the analysis of the documentation of the archaeological remains, proposing a starting point for additional actions like annotation, complex interaction, collaborative work.
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Papers by Stefan Lindgren
The proposed paper presents the initial results of one of the main actions in the context of this project. The aim is to investigate, document and visualize Pompeian architecture by means of different types of 3D-models (both in “as is- and “as was”-models).
The use of acquisition techniques like 3D Scanning or Dense stereo reconstruction will increase the knowledge of the relations between the technological infrastructures of the insula i.e. water pipes system, illumination etc. and the distribution of the public and private spaces. Through the use of Virtual Reality Techniques will be possible to visit the Pompeian houses of Casa del Torello and Casa di Cecilio Giocondo understanding the relation between the actual archaeological context and their original outfit.
The connection- in the same virtual environment -of past and present will guide the users through a time travel experience. The application will be designed as a virtual infrastructure to drag users from past to present, increasing -through the use of a 3D visual language- the knowledge of the past.
In October 2011, the two Pompeian houses were acquired using 3D scanning, and the data were processed to obtain an accurate and complete model.
The collected data will be used also to design and test a new web-based access model where the entire dataset will be available for browsing, measurement and data extraction. By combining standard navigation paradigm based on plans and prospects with the natural room-based environment, it could be possible for the users to visit, room by room, the entire dataset. The features of HTML5, like WebGL, will be used to deliver realtime 3D content and interaction. The system will allow taking measurements, snapshot and ask for more complex documentation like cut-through sections or maps views which will be later on computed offline by the server on the whole dataset and delivered to the users.
This simple tool enhances the possibilities for the analysis of the documentation of the archaeological remains, proposing a starting point for additional actions like annotation, complex interaction, collaborative work.
The proposed paper presents the initial results of one of the main actions in the context of this project. The aim is to investigate, document and visualize Pompeian architecture by means of different types of 3D-models (both in “as is- and “as was”-models).
The use of acquisition techniques like 3D Scanning or Dense stereo reconstruction will increase the knowledge of the relations between the technological infrastructures of the insula i.e. water pipes system, illumination etc. and the distribution of the public and private spaces. Through the use of Virtual Reality Techniques will be possible to visit the Pompeian houses of Casa del Torello and Casa di Cecilio Giocondo understanding the relation between the actual archaeological context and their original outfit.
The connection- in the same virtual environment -of past and present will guide the users through a time travel experience. The application will be designed as a virtual infrastructure to drag users from past to present, increasing -through the use of a 3D visual language- the knowledge of the past.
In October 2011, the two Pompeian houses were acquired using 3D scanning, and the data were processed to obtain an accurate and complete model.
The collected data will be used also to design and test a new web-based access model where the entire dataset will be available for browsing, measurement and data extraction. By combining standard navigation paradigm based on plans and prospects with the natural room-based environment, it could be possible for the users to visit, room by room, the entire dataset. The features of HTML5, like WebGL, will be used to deliver realtime 3D content and interaction. The system will allow taking measurements, snapshot and ask for more complex documentation like cut-through sections or maps views which will be later on computed offline by the server on the whole dataset and delivered to the users.
This simple tool enhances the possibilities for the analysis of the documentation of the archaeological remains, proposing a starting point for additional actions like annotation, complex interaction, collaborative work.