Virtual Reality Battlefield of Waterloo Unveiled
  1. An Introduction to the 'Waterloo Project' 6. The Processed RiScan Model  
  2. Waterloo Project Context 7. Scan Merging, Model Optimisation and Completion  
  3. A sample of the research leading up to Waterloo 8. Showing on the CAVE™ for filming  
  4. Laser Scanning Principles and the Riegl LMS-Z210 Laser Scanner 9. Project Contributors  
  5. Survey work on the battlegrounds    

An Introduction to the 'Waterloo Project'

For the first time ever, historians can re-trace Napoleon's steps in a virtual reality replica of the battlegrounds at Waterloo, thanks to revolutionary 3D field laser-scanning technology. The centimetre-accurate replica of the site we created here at the University of Salford, was featured on the History Channel's Battlefield Detectives series on April 7th at 8pm. In partnership with FusionGFX and the Factuals Department at Granada Media we recreated buildings and woodland now long-vanished from the Waterloo battlefield.

Project Leader Andy Hamilton, from the School of Construction & Property Management, said: “Recreations of battlefields in television programmes and games environments have, until now, lacked the detail needed for in-depth analysis. This project has given historians a new insight into how the Battle of Waterloo was lost and won.”

The new scanning technology can also be used for other practical applications, such as the refurbishment of buildings. Using the scanner, the fine detail of a large building, inside and out, can be captured in a day. With this information it is possible to recreate architectural details, such as the ornamental stonework on the top of a building. We have a 3D printer that can produce a scalled or life-size plastic models of the details of buildings so that the item could be reworked in stone as part of the refurbishment process. We are also able to completely "reverse engineer" a building to produce Computer Aided Design files of plans and elevations, to support the refurbishment process.


Waterloo Project Context

The Battle of Waterloo was fought on the 18th of June 1815 thirteen kilometres south of Brussels between the French armies, under the command of Napoleon Bonaparte, and the Allied armies commanded by the Duke of Wellington from Britain and General Blücher from Prussia. A key factor to the success of the Allied force was the selection of the main defensive positions, especially Hougoumont Farm and its walled gardens. Many of the buildings within the farm were destroyed during the battle and the wooded area to the south of the farm has since been lost to agricultural practices.

The History Channel programme “Battlefield Detectives” is well known for using state-of-the art scientific techniques in order to explore history and reconstruct the past for its viewers. In this episode (28th November 2005), expertise from the Virtual Planning Group within the University of Salford together with FusionGFX was used to help accurately measure, reconstruct and virtually represent the Waterloo Battlefield. One of the major aims of the project was to allow military historians to experience and interact with the battlefield as it would have been in 1815 via the use of virtual reality software, displays, and haptic devices (such as a VR glove).


A sample of the research leading up to Waterloo

3D Laser Scanner

THE INTELCITIES PROJECT
The INTELCITIES (Intelligent Cities) Project is a research and development project that aims at helping achieve the EU policy goal of the knowledge society. INTECLITIES project brings together the combined experience and expertise of key players from across Europe, focusing on e-Government, e-Planning and e-Inclusion, e-Land Use Information Management, e-Regeneration, Integration and Interoperability, Virtual Urban Planning, etc, (www.intelcitiesproject.com).

1. THE CONCEPTUAL SYSTEM OF BUILDING DATA INTEGRATION
The scope for the conceptual system of building data integration in the Intelcities project includes: integration of laser scanner technology with various systems such as CAD for 2D and 3D plans, with the GPS system for linking the OS data, with tools such as VR workbench, VR projection system, Video conferencing system, 3D printer for physical modelling and with the nD modelling repository for storing the information produced.

1.1 Real World Building Data Modelling
The laser scanner can provide reverse engineering in construction for the reuse of the existing facilities. Producing building design, CAD models and VR (Virtual Reality) models from an existing facility or groups of facilities, by means of the laser scanner, will facilitate an analysis of the latest conditions of the buildings taking into account the original drawings of the same buildings, if they still exist. Tthey even have the potential to accurately record inaccessible and potentially hazardous areas such as pitched rooftops. Consequently, it facilitates “virtual refurbishment” of the buildings and allows the existing structure and proposed new services to be seen in an effective manner.

1.2 3D Scanned data to nD modelled data (Ongoing research)
The research to date about object recognition from the laser scanned data is about pattern matching approach. Pattern Matching addresses issues of searching and matching strings and more complicated pattern such as trees, regular expressions, graphs, point sets, and arrays. As a result of various matching processes, object recognition can be worked out for the interesting building frames in the 3D CAD model. Attributes of the objects matched in the library will be assigned to the building frame in the CAD model resulting in an object-oriented (OO) CAD model which can then be stored in an nD modelling database.

LASER SCANNING FOR ENVIRONMENTAL PURPOSES
Terrestrial laser scanning offers solutions to a wide range of environmental measurement problems relating to landscape and feature documentation, resource quantification and topographic measurement and monitoring over many scales. The mobile technology and powerful post-processing techniques allow accurate measurement and digital representation of landscapes and features in any environment. This research also facilitates morphological auditing, elevation change mapping, landscape assessment and 2D and 3D flow modeling. Additional information is available at: www.els.salford.ac.uk/scanscape


Laser Scanning Principles and the Riegl LMS-Z210 Laser Scanner

Laser scanning uses a pulsed laser and time-of-flight principles to accurately measure physical surfaces in space. Each scan measures a physical scene and then digitally represents it in a relative coordinate system. Several scans from different perspectives may then be merged together to give a fully representative and accurate final model.

  1. The Riegl LMS-Z210 Laser Scanner is very:
    • fast (5 million points in 10 minutes)
    • accurate (error of approximately 1cm)
    • detailed (Model Resolution <1cm)
  2. Non Destructive (No influence)
  3. Versatile (many applications)
  4. Appropriate Range (350m)
  5. Excellent cost / performance ratio
  6. High interference immunity
  7. Small
scanner principles 1
scanner principles 2

Survey work on the battlegrounds

The survey work, including terrestrial laser scanning, tachometry and photography, was completed over a 4-day period in April 2005 in and around Hougoumont Farm in Belgium. We explored the Hougoumont Farm site in order to identify the main points of interest and a reflector deployment pattern was created (reflectors are used to assist in the scan merging process, which creates a single model using scans from different locations, reflectors appear as bright white pixels in intensity scans). The entire battlefield site was scanned from the 30 different scanning locations identified in the deployment pattern so that data was captured all around the farm buildings, the courtyard and a nearby field that would have been a planted wood at the time of the battle. The coordinates of all the reflectors were recorded in the field using an Electronic distance Measurement Theodolite (EDM). The data that was captured maintained a high degree of detail even on small features including window frames and brickwork but also captured data on larger scale topography and building structure. Each scan contained approximately 1.5 million coordinate points with associated information including colour and reflectivity.

All buildings and surrounding features of interest where photographed at a high resolution for use as textures on the final virtual model. When taking these pictures we took into account time of year, time of day and weather conditions at the time of the Battle.

Hougoumont

The Processed RiScan Model


Scan Merging, Model Optimisation and Completion

When we had completed the ‘on site' scanning and photography we took these individual sets of scan data back to the computers in the Virtual Planning Groups department at the University of Salford to merge all the scan data into one model.

Once all the extraneous data had been removed, the geometry of the model needed to be optimised using PolyWorks to refine and reduce the number of polygons, which resulted in a model suitable for manipulation in real-time virtual reality software. The model was then taken into a modelling package, MultiGen®s Creator™ , for further optimisation and enhancement. The optimisation was done in two phases, the first, grouping together various elements to create a structured hierarchy. The second phase was to introduce a ‘Level of Detail'. This meant examining each branch of the hierarchy, copying it and further reducing the number of polygons in it. This enabled either the high detailed branch to be shown when viewed close up or the low detailed branch to be shown when far away. This aids the processing speed when viewed real-time. Farm buildings and trees that have been removed over time were digitally added back into the virtual environment based on archaeological evidence, old maps and paintings.

The enhancement of the model took the form of:

  • Texture preparation: Using a combination of an image editing package and Creator™ we sampled sections of the photographs taken on site and created a library of 'textures' such as brick from the garden wall, tiles from the roof and cobbles from the courtyard. Contrast, hue and brightness was adjusted to compensate for environmental conditions and transparency allowed for elements such as the loop holes and windows which we later wanted to 'look through' in the virtual model.
  • Texturing mapping: These finished textures were then 'tiled' over the virtual model using Creator™, adding an element of realism to the virtual world.
  • Modelling : Buildings that no longer exist were recreated using Creator™.
  • Procedural generation of vegetation : Using Bionatics RealNAT™ Premium™ we were able to specify specific elements of the trees we wanted including age, species and season. RealNAT™ Premium™ automatically generated 2D and 3D models of the trees we wanted using procedural algorithms. These trees were then added to the virtual environment.
  • Environmental conditions : Using MultiGen®s Vega Prime™ we were able to set the latitude/longitude of the Battleground, the date, time of day and weather conditions.
  • Real-time optimisation : In order to view and interact with the model in various display environments such as the CAVE™ and the Virtual Planning Group's Virtual Reality (VR)Wall, the real-time environment needed to be configured in terms of number of viewports/windows and optimised in terms of speed v quality and level of detail. This was done using OpenGL™ Performer in the CAVE™ and Vega Prime™ on the VR Wall.

Showing on the CAVE™ for filming

When the model was completed a military historian was invited to be immersed into the virtual battlefield via the use of the CAVE™ suite. The historian was able to experience the reconstructed Hougoumont farm area as it would have appeared at the time of the battle in 1815. The haptic devices (Virtual Reality controlling glove) and active stereo headset allowed the historian to ‘walk through’ the virtual battle site and explore many of the soldiers’ vantage points that no longer exist today. Views through the loop holes in the garden walls and windows in the farm house were now open to show true vantage points. In doing this, the historian was able to view Wellington’s ‘line of site’ to get a better understanding of why his battle was won. In addition he was able to look from the soldiers point of view attacking Hougoumont, feeling how exposed they were when they left the refuge of the wood and entered the exposed killing ground as they ran towards the South gate.


Project Contributors

  • Andy Hamilton1 - Project coordinator
  • George Heritage1 - Laser scanning and tachometry
  • David Hetherington1 - Laser scanning, tachometry and model merging
  • Kim Foster2 - Virtual reality modeller
  • Sarah Ricketts1 - Virtual reality modeller
  • Yusuf Arayici1 - Data optimisation
  • Louise Say3 - Television producer
  • James Knight3 - Television researcher
  • Oliver Otto4 - CAVE Technician
  • Robin Wolff4 - CAVE Technician
  1. Virtual Planning Group, Research Institute for the Built and Human Environment, School of Construction and Property Management, Technology House, University of Salford, Manchester, M5 4WT England.
  2. FusionGFX, First Point, Buckingham Gate, London, Gatwick Airport, Gatwick, RH6 0NT. England.
  3. Granada Studios, Quay Street, Manchester, M609EA. England.
  4. CAVE Automated Virtual Environment, University of Salford, UK.