Literature Review Book 1

 Literature review book 1

    

    As seen from the image above the first book I intend to use within my literature review is titled Close Range Photogrammetry written by Thomas Luhmann and others, originally published in 2006 and looks to have been republished in 2011. 

    This book looks at the theory of photogrammetry as well as the practical and technical applications at the time of publication. This will be incredibly useful for me to understand the nuances of photogrammetry and expand my knowledge on the subject at a fundamental level.

    The one thing I have to take into consideration is the age of the publication, as technologies and methods have advanced so much in the last 15 to 20 years or so this book while useful isn't all there is to know and after briefly scanning through the book there doesn't seem to be much reference to photogrammetry within games design, I do need a more detailed read of the book to ensure that I haven't missed anything but from a surface level scan of it's contents and preface I would like to find something that ties in more directly with 3D modelling if possible or if needed for my essay.

    However it is a good start and with the book being a few hundred pages long I'm sure it will keep me busy for a while. One section I have found within the book starts in section 8 (the very end section) which begins on page 469, which focuses on example applications of Photogrammetry.

    Section 8.1 looks at Architecture and Cultural heritage and how photogrammetry can be used to scan and reconstruct ancient buildings and important landmarks in order to preserve details of the structure as it is now or regenerate missing details and fill in the gaps so to speak, in order to visualise and bring to life a building or site that is now in ruin but was once a monument of it's time. 

    Bringing this information into the context of the gaming world, we can see games such as the Assassin's Creed franchise implement these kind of techniques in order to really place the player back in the time periods they aim to bring to life. For an artist to sit down and recreate the Pyramids of Giza without a solid base reference would take them months to nail down correct proportions and details. However with photogrammetry this step is simplified somewhat to where they have the best frame of reference already rendered out and the next step is to restore what details will have been lost over time, that way the artist can visually recreate to the best of their ability how something like the Pyramids of Giza could have looked when they were originally built.

    This is an amazing way to captivate a player and build a realistic environment that is rich enough to incentivise the player to explore and have fun, as well as this it helps retain and document pieces of history that with time could be completely lost to us. While yes the Pyramids of Giza have stood the test of the ages and been around for thousands of years, there isn't any way of preserving them against the elements or natural disasters. However utilising 3D scans of these structures can have them last indefinitely and will ensure that future generations can understand and learn about them as we have had the opportunity to do so in our lives.


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