High-quality 3D documentation of monumental heritage interiors typically requires expensive professional equipment. This paper proposes a budget-accessible 3D Gaussian Splatting pipeline relying solely on a consumer smartphone and off-theshelf laptop GPUs, demonstrated on the Appartamento del Re at the UNESCO-listed Palazzo Reale di Torino. A single 15-minute walkthrough video was processed through eight uniformly sampled frame subsets (n from 450 to 3 000). Quality improves monotonically with density: n ≥ 900 frames are required for a connected pose graph, n ≥ 1 800 for high-fidelity surfaces, and n = 2 100 best matches a Matterport Pro3 reference floor plan, reaching PSNR = 28.2 dB and SSIM = 0.942 on 179 held-out views. As all subsets saturate the 3M primitive cap, quality is governed by camera-pose accuracy rather than primitive count; the stochastic disconnection of entire rooms from the pose graph remains the main reliability challenge. The reconstruction renders in Unreal Engine 5 at 26.5 fps on an entry-level laptop GPU, limited by CPU-side depth sorting.

Smartphone-Based 3D Gaussian Splatting of a Monumental Royal Interior: A Frame-Density Study at Palazzo Reale di Torino

Alice Cutulle'
2026-01-01

Abstract

High-quality 3D documentation of monumental heritage interiors typically requires expensive professional equipment. This paper proposes a budget-accessible 3D Gaussian Splatting pipeline relying solely on a consumer smartphone and off-theshelf laptop GPUs, demonstrated on the Appartamento del Re at the UNESCO-listed Palazzo Reale di Torino. A single 15-minute walkthrough video was processed through eight uniformly sampled frame subsets (n from 450 to 3 000). Quality improves monotonically with density: n ≥ 900 frames are required for a connected pose graph, n ≥ 1 800 for high-fidelity surfaces, and n = 2 100 best matches a Matterport Pro3 reference floor plan, reaching PSNR = 28.2 dB and SSIM = 0.942 on 179 held-out views. As all subsets saturate the 3M primitive cap, quality is governed by camera-pose accuracy rather than primitive count; the stochastic disconnection of entire rooms from the pose graph remains the main reliability challenge. The reconstruction renders in Unreal Engine 5 at 26.5 fps on an entry-level laptop GPU, limited by CPU-side depth sorting.
2026
2026 IMEKO TC26 INTERNATIONAL CONFERENCE ON METROLOGY FOR ARCHAEOLOGY AND CULTURAL HERITAGE BARI, ITALY / OCTOBER 14-16, 2026
IMEKO
155
160
978-92-990090-8-6
3D Gaussian Splatting; Cultural Heritage; Virtual Reality; Palazzo Reale di Torino; Smartphone Acquisition; PostShot; Unreal Engine 5
Alice Cutulle'
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2318/2165291
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