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322 points lukehollis | 1 comments | | HN request time: 0.201s | source

With these 3d captures, you can explore the 4km tunnel system that archaeologists created inside the temples at Copan that are closed to the public. The tunnels are often flooded by hurricanes and damaged by other natural forces--and collapsed on me and my Matterport scanner more than once--so this is a permanent record of how they appeared in 2022-23.

Unlike Egyptian pyramids, the Maya built their temples layer by layer outward, so to understand them, researchers tunneled into the structures to understand the earlier phases of construction. I arranged the guided versions of the virtual tours in a rough chronology, moving from the highest to the lowest and oldest areas: the hieroglyphic stairway composing the largest Maya inscription anywhere, the Rosalila temple that was buried fully intact, and finally the tomb of the Founder of the city, Yax Kʼukʼ Moʼ.

I've been working to build on top of the Matterport SDK with Three.js--and then reusing the data in Unreal for a desktop experience or rendering for film (coming soon to PBS).

Blog about process: https://blog.mused.com/what-lies-beneath-digitally-recording...

Major thanks to the Matterport team for providing support with data alignment and merging tunnels while I was living in the village near site.

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smusamashah ◴[] No.41853228[source]
This is great. I think you shared 3d scan of some other pyramid sometime ago here on HN. I think you should try processing this data through a Guassian Splatting software. I have no idea how many images Guassian Splats require to work well or the CPU/GPU requirements but I have seen very very cool Guassian Splatting demos on twitter where you can absolutely freely fly around the scene and view it from any angle.
replies(1): >>41854121 #
1. lukehollis ◴[] No.41854121[source]
Hey, yeah that was me. I spent quite a bit of time last year using pre-existing scanner positions to train nerfs/splats and didn't get anything that was usable, unfortunately. I ended up shifting to Unreal for a higher graphics tier, so if you want to see the Great Pyramid of Giza interior in the highest quality level, you can here: https://mused.com/netherworld-ancient-egyptian-afterlife-sim...

For Unreal I used a few methods but mostly conventional photogrammetry incorporating the lidar.

Ultimately, I'm hoping that downloading the file or some type of pixel streaming for web until the nerfs or splats -- or whatever follows them -- works out.