Work
- OpenGL Programming
- Shader programming
- 3D Modeling
- Texturing
- UI/UX
01/2010
This project originated as my Bachelor’s thesis in Human–Computer Interaction (HCI), awarded full marks with honors (110/110 cum laude) by the academic committee in 2010. During my university years I developed a deep passion for real-time graphics, and I seized this thesis as an opportunity to challenge myself and expand upon the concepts I had begun studying in class.
Collaboration with the Italian Ministry of Culture
At the time, the Italian Ministry for Cultural Heritage and Activities (MiBAC — now Ministry of Culture, MiC) was restoring a major arch within the Church of Sant’Agnese in Agone at Piazza Navona, Rome. The initial scope of the project was to create a 3D reconstruction of the arch. Encouraged by the promising results, the initiative evolved into a full 3D digital reconstruction of the entire church, developed in collaboration with architects and historians involved in the restoration works.
Innovative Light Simulation Tool
One of the most fascinating aspects of this research was the study of natural light inside the church. I designed and implemented a tool within the application capable of simulating the sun’s position at different times of day and at historical periods hundreds of years in the past. This enabled researchers to analyze how sunlight entered the church and illuminated specific elements over time. Using this tool, art historians and scholars made new discoveries about the arrangement of painted figures on the dome and the placement of tombs within the chapels—insights that would have been difficult to achieve without such a digital approach.
Technical Choices and Expertise Development
Because this was an academic project, I was not able to use commercial game engines such as Unity3D (which was then at version 3.0) or Unreal. Instead, I chose to build on Ogre3D as my graphics engine and to program low-level OpenGL in C++. Much of my research focused on GPU programming and shader development, which ultimately sparked my long-term passion for 3D graphics, shader programming, and digital modeling.
Scientific Contribution
During the thesis I also contributed to a scientific publication on the application of advanced graphics techniques to cultural heritage conservation. This work established a foundation for my later projects in real-time rendering, immersive visualization, and interactive cultural heritage applications.
Sant’Agnese in Agone Virtual Ambient is an innovative interactive software designed to enhance the study, appreciation, and conservation of the Church of Sant’Agnese in Agone in Piazza Navona, Rome. By digitizing the intricate Baroque interior conceived by Francesco Borromini for the Pamphili family, the project provides scholars, restorers, and visitors with an immersive 3D environment that reveals the masterful use of light, space, and decorative elements. The software enables users to explore the church’s architectural details and restoration phases, bringing to life a world-class cultural heritage site in an interactive and accessible format.
Using 3D Studio, the church was meticulously reconstructed and then imported into a custom virtual environment built in C++ using the OGRE graphics engine. Each asset was carefully associated with the correct texture and shader to achieve a museum-quality visualization.
Achieving real-time interactivity without compromising visual fidelity required advanced shader programming written in Cg. Implemented effects include:
These effects combine to produce a richly detailed, photorealistic environment capable of running in real time.
The project also evolved into an applied research initiative, exploring how real-time rendering techniques can be used to support restoration and scholarly interpretation. In collaboration with the Department of Computer Science at the University of Rome La Sapienza, we adapted bump mapping and step-mapping techniques for archival photographs of cultural heritage. This work culminated in a scientific publication examining how light and digital simulation can help interpreters and restorers better understand an artwork’s spatial and material properties.
This research bridges the gap between artistic creation and historical preservation, highlighting how digital tools can make visible what is hidden—just as restoration reveals layers of history. By simulating the light conditions used by architects and restorers, the system offers a new way to “read” artworks, enriching our collective understanding of cultural heritage.
Below you can explore a side-by-side gallery comparing the real Church of Sant’Agnese in Agone with its virtual reconstruction. Click on the images to enlarge them and examine every detail — from the geometry and textures to the lighting effects — to appreciate the accuracy and craftsmanship of the project.
Considering that this reconstruction was developed using 2009-era technology, the level of detail and fidelity achieved is truly remarkable. These comparisons demonstrate how early real-time 3D techniques can still deliver a powerful and immersive experience when combined with careful research, precise modeling, and innovative rendering methods.
Sant’Agnese in Agone Virtual Ambient exemplifies how real-time 3D graphics and shader programming can revolutionize cultural heritage studies. It provides museums, researchers, and educators with a powerful interactive platform for preservation, education, and public engagement, turning a static monument into a living digital experience.