Immersive EdTech Platform: Renaissance VR

Longitudinal section of the Scrovegni Chapel in Padova derived from the 3D scan.

Longitudinal section of the Scrovegni Chapel in Padova derived from the 3D scan.

The Product: A VR learning platform allowing users to inspect high-fidelity photogrammetric scans of massive architectural sites at eye-level.

Key Feature – 'Virtual Scaffolding': Solved a critical user constraint (the physical inaccessibility of ceiling frescoes) by designing a custom "Virtual Scaffolding" locomotion system. This feature allows users to navigate vertically through the space, providing 1:1 scale inspection impossible in the real world.

Design, Development & Validation:
Tech Stack:
Photogrammetry, Unity, Meta Quest 2 VR headsets.
User Acceptance Testing: Conducted iterative testing cycles with 50+ beta users (students), using feedback to refine the UI and navigation mechanics before final deployment in a live curriculum.

This was the first time these spaces (or any art historical space) were photo-realistically 3D scanned and made publicly available for educational purposes as a true virtual environment.

Recording of a talk presented in spring 2019 as part of the ‘supercomputing for everyone’ series at IU.

Virtual Visits

Users can follow a guided tour by Dr.s Steven Zucker and Beth Harris of SmartHistory, or explore each virtual space at their own pace, spending as much time as they like in front of scenes or objects of interest.

Additional tours focusing on a variety of subjects, such as social and political context, architecture, and philosophy, will be added.

True-to-life

The virtual environments are accurate in scale and color to their real-world counterparts. When using a virtual reality headset, the user feels as though they are physically standing in the tall and narrow Brancacci Chapel, or immersed in the kaleidoscopic polychromy of the Capella Scrovegni.

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The Digital Hadrian's Villa Project

Summary video for the Digital Hadrian's Villa Project.

The Scope: Sole Product Owner for a large-scale virtual reconstruction of a UNESCO World Heritage site. I managed the entire product lifecycle from raw data acquisition to game engine integration.

Data Acquisition Strategy: Executed a rigorous on-site survey campaign in Italy, utilizing laser distometers and photography to accurately document the state of the ruins.

Asset Pipeline
Creation:
modeled or 3D-scanned a catalog of 100+ architectural and organic assets (vegetation, sculpture).

Optimization: Retopologized high-poly scans for real-time performance in 3ds Max and Unity, ensuring stable frame rates and visual fidelity on consumer hardware.

Web Deployment: Designed and shipped the companion web portal to host 360*-panoramas and site documentation.

Digital Hadrian's Villa Project Website

Reconstruction of the ‘South Theater’

Reconstruction of the ‘South Theater’

 

High-Volume Asset Digitization

The Challenge:
Creating a standardized digital repository for diverse cultural assets ranging from small bronzes to massive architectural elements.

The Solution:
Developed a scalable digitization workflow that has produced over 400 high-fidelity 3D assets.

Standardization: Established strict protocols for UV mapping, scale, and file naming to ensure interoperability across platforms.

Impact: The library is hosted on Sketchfab, serving as a primary resource for global researchers and developers, demonstrating the viability of open-access heritage data.

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