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 Phase 1 how-to.
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 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 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.blendStratigraphic 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 File locations — Digital Replica reference.
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.
See also
Workflow how-to entry point: Digital replica preparation
Texture math: Texture resolution formula
File locations reference: File locations — Digital Replica reference
Extended Matrix Framework: https://www.extendedmatrix.org