.. _digital-replica-rationale: ========================================== Why the Digital Replica workflow ========================================== The **Digital Replica** workflow produces optimised, multi-LOD photogrammetric models — called *canvas* once decimated — that act as the canonical *reality-based* layer for stratigraphic annotation, Extended Matrix integration, and game-engine publication. This page explains the rationale behind the design choices; for the step-by-step recipes, see the :doc:`Phase 1 how-to `. .. contents:: On this page :local: :depth: 2 What is a Digital Replica ========================= The Digital Replica workflow creates optimized 3D models (called "canvas") with: - **Constant mesh density**: 1,000 or 10,000 polygons/m² - **High-resolution textures**: 1.2 mm/texel using the :doc:`Demetrescu-d'Annibale formula ` - **Multiple LODs** (Levels of Detail) for efficient real-time visualization - **Optimized structure** for stratigraphic annotation projects The final output is a Reality-Based (RB) file ready for import into stratigraphic annotation projects using PyArchInit, Extended Matrix, or other tools. Why constant polygon density ============================ Photogrammetric meshes coming out of Metashape or RealityCapture have non-uniform polygon distribution: dense clusters where photos overlapped, sparse regions where coverage was thin. The Digital Replica workflow decimates to a **constant 1000 poly/m²** target because this density: - Provides sufficient detail to recognise most archaeological / architectural features at standard viewing distance. - Stays low enough for efficient editing inside Blender even on modest hardware. - Is **compatible with game engines** (Unreal, Unity, Godot, O3DE) — these engines budget vertices per draw call, and a uniform mesh decimates predictably for LOD generation. - **Avoids flipping geometry artifacts** that are common when very dense photogrammetric meshes are imported into editing software. Why segment into tiles ====================== Even at 1000 poly/m² a whole-site mesh is too large to texture in a single pass. Segmentation into 60–100 m² tiles unlocks: - **Per-tile texturing**: each tile gets the exact number of texture pages computed by the :doc:`texture resolution formula ` — no global texel-budget compromise. - **Parallelism**: tiles texture independently, so the workflow scales to large sites and can be resumed if a tile fails. - **Per-tile LODs**: switching LODs per-tile means high detail near the camera and low detail in the distance, the same mechanism used by open-world game engines. Why a Reality-Based file ======================== The "RB file" (``[ModelName]_RB.blend``) is the *interface* between photogrammetry and downstream interpretation. Stratigraphic projects, EM graphs and dataset publications all **link** the RB file rather than importing it. This keeps: - **One source of truth** for the reality-based geometry. Re-textured tiles propagate to every annotation project that links the RB file. - **The interpretation layer (proxy meshes) separate** from the photographic reference. Proxies are editable, the RB is read-only by convention. - **Multiple annotation projects** able to reference the same RB without duplicating the (potentially gigabyte-scale) textured geometry. How it fits into Extended Matrix ================================ The Digital Replica lives inside the **Extended Matrix (EM) folder structure**: - Raw photos → ``05_RB/01_RAW/photos/`` - Metashape projects → ``05_RB/02_PROCESSING/metashape/`` - All mesh outputs → ``05_RB/03_Model_Library/[ModelName]/`` - Final RB file → ``05_RB/03_Model_Library/[ModelName]/[ModelName]_RB.blend`` - Stratigraphic annotation project → ``07_SB/[ModelName]_EM.blend`` (links RB) - EM knowledge graph → ``06_EM/[site].graphml`` For the complete file-by-file location guide, see :ref:`file_location_appendix`. The numeric prefixes (``05`` → ``03`` etc.) are intentional: they make folder paths verbally communicable inside teams ("put it in zero-five, zero-three"), which matters on phone calls and during site work. .. seealso:: - Workflow how-to entry point: :doc:`/how-to/digital-replica/index` - Texture math: :doc:`texture-resolution-formula` - File locations reference: :ref:`file_location_appendix` - Extended Matrix Framework: https://www.extendedmatrix.org