From Stones to Screen: Open-Source 3D Modeling and AI Video Generation for Reconstructing the Coëby Necropolis
Abstract
1. Introduction
1.1. Archaeological and Scientific Context
1.2. Contributions of Remote Sensing and 3D Modelling
1.3. Methodological Choices and Technical Justification
1.4. Towards Enhanced Digital Archaeology: Avatars and AI
- 1.
- Democratization through Open-Source Tools: We replace high-cost, proprietary pipelines (e.g., dedicated game engines, motion capture) with a fully open-source workflow. This prioritizes methodological reproducibility and accessibility.
- 2.
- Integration of Generative AI for Narrative: While previous work often uses pre-scripted or physically simulated avatars, we experiment with emerging generative AI video models to create narrative scenes directly from archaeologically informed text prompts. This explores a new, rapid method for generating plausible human context for architectural reconstructions.
- 3.
- Focus on Process over Product: Our primary aim is not to create a definitive, immersive VR experience, but to develop and test a reproducible pipeline that links geometric reconstruction, procedural simulation, and AI-assisted visualization for the purpose of hypothesis exploration and controlled scientific mediation.
1.5. Objectives of the Study
- To what extent can the integration of remote sensing data, archaeological field observations, and explicit geometric 3D modelling contribute to the reconstruction of the original volumes and architectural sequences of complex megalithic cairns?
- Can procedural simulation of lithic block distribution be used to test, compare, and spatially validate competing hypotheses regarding the construction and evolution of multi-phase tumular monuments?
- How do dynamic visualisations derived from successive 3D reconstruction stages improve the analysis of construction processes and monument transformations when compared to static representations?
- What are the scientific contributions and limitations of relying exclusively on free and open-source tools, including emerging AI-based video generation methods, for hypothesis testing and archaeological mediation?
- To extract and characterise the micro-topographic and architectural features associated with the TRED 8 and TRED 9 cairns through the combined use of remote sensing data, photogrammetry, and field documentation;
- To reconstruct the internal geometry and original volumes of the monuments using explicit geometric 3D modelling, and to evaluate the spatial coherence of different construction hypotheses;
- To assess the analytical value of procedural modelling and dynamic visualisation for understanding the construction logic and long-term transformation of megali- thic architectures;
- To critically explore the role of open-source and AI-assisted visualisation tools as reproducible instruments for both scientific analysis and controlled heritage mediation.
2. Materials and Methods
2.1. General Framework and Interdisciplinary Approach
2.2. Documentary Sources and Data Validation
2.3. Environment and 3D Modelling Pipeline
2.3.1. Choice of Environment
2.3.2. Workflow
2.4. Simulation of Stone Distribution
2.5. Video Production from 3D Reconstructions
2.5.1. Image Interpolation and Video Generation with FILM
2.5.2. Generation of Video Scenes Using AI Models
- Outdoor scene (cairns)—“Realistic slow-camera video. Around the cairns, make a small group of Middle Neolithic humans (4th–3rd millennium BC) appear, men and women aged 20–40, with sun-exposed medium skin tones and brown or black hair tied in simple braids. Clothing made of woven plant fibres, deer hides, and coarse wool cloaks, in earth, ochre, and brown tones. No metal. They interact peacefully with the monuments under construction: some carry small granite plaques or large cobbles from the local substrate, others inspect the cairn facings, adjust slabs, or clean the forecourt by scraping the ground with wooden or antler tools. The scene shows calm, precise gestures. Include a slight travelling camera movement. Sober atmosphere, rooted in archaeological reality, without anachronisms.”
- Indoor scene (Tred 8)—“Immersive backlit video inside the funerary chamber, illuminated by natural light entering through the corridor. Show two or three Neolithic individuals wearing deer-skin coats and woven tunics, hair tied in twists. They enter slowly, carrying plant-fibre baskets containing charcoal, ochre pigments, and small symbolic offerings (polished pebbles, flint fragments). They place these objects at the foot of the stele already visible at the centre of the image and perform respectful gestures. The atmosphere should be calm and ritualised: dust suspended in the light, shadows sliding over the stones, emphasis on the materiality of the granite and the texture of the loamy floor. The camera must remain fixed.”
3. Results
3.1. Archaeological and Architectural Results
3.1.1. TRED 8
3.1.2. TRED 9
3.2. 3D Reconstructions of the Cairns
3.2.1. General Methodology
3.2.2. TRED 8
3.2.3. TRED 9
3.3. Analysis of Reconstruction Video Sequences
3.4. Analysis of Scene Videos
4. Discussion
4.1. Archaeological and Interpretative Perspectives
4.1.1. Integrating Architecture and Funerary Practice
4.1.2. From Technical Analysis to Social Inference
4.2. Procedural Simulation of Block Distribution
4.3. Video Interpolation for Dynamic Reconstruction
4.4. AI-Based Generation of Video Scenes
5. Conclusions
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Use Case | Published Examples | Methods Employed | Main Benefits | Limitations |
|---|---|---|---|---|
| Mediation and virtual guides | Sylaiou & Fidas [20] | Interactive agents, VR/MR, voice and gesture recognition | Enhances public engagement and understanding; humanizes heritage mediation | High development cost; credible behavior required |
| Human presence in reconstructions | Machidon et al. [21] | Animated avatars, procedural animation, motion capture | Improves realism and scale perception | Risk of anachronisms; significant modeling effort |
| Reconstruction of historical activities | Serón Arbeloa et al. [22] | Embodied interactive agents, multimodal interaction (voice, gesture, gaze) | Explains gestures and functions within an archaeological context | Experimental technology; complex calibration |
| Behavioral and crowd simulation | Hegarty [23] | AI multi-agent models, social navigation, flow management | Tests social hypotheses and usage dynamics | Algorithmic complexity; difficult archaeological validation |
| Immersive population of heritage environments | Magnenat-Thalmann (ed.), Handbook of Virtual Humans [24] | Virtual population of historical environments using animated avatars | Increases visual and auditory immersion; brings static reconstructions to life | High computational load; scientific focus sometimes diluted |
| Reconstruction of sports heritage | Gaugne et al. [25] | Real-time VR simulation, sports avatars, motion capture | Recreates technical gestures and social atmosphere | High requirements in capture quality and physical fidelity |
| Daily life on board a historical ship | Barreau et al. [26] | 3D modeling and animated avatars (sailors, officers) | Visualization of human interactions and living conditions | Time-consuming modeling and animation |
| Immersive maritime experience | Barreau et al. [27] | Real-time immersive environment (Unity), oceanic and sound simulation | Spatial experimentation of life on board; mediation tool | High-end VR infrastructure required |
| Stage | TRED 8 | TRED 9 |
|---|---|---|
| 1 | Base slab | Base slab |
| 2 | Orthostats with anthropomorphic stele | Orthostats |
| 3 | Facings 1 and 2 | Facings 1 and 2 |
| 4 | Access ramp | Access ramp |
| 5 | Cover slabs | Tumular mass over facing 2 |
| 6 | Closing plug | Facing 3 (bench) |
| 7 | Tumular mass over facing 2 | Cover slabs |
| 8 | Facing 3 | Closing plug |
| 9 | Tumular mass over facing 3 | Tumular mass over facing 3 |
| 10 | Entrance extension | — |
| 11 | Facing 4 | — |
| 12 | Tumular mass over facing 4 | — |
| Sequence | TRED 8 | TRED 9 |
|---|---|---|
| 1 → 2 | Orthostats and stele emerge | Similar emergence, with horizontal widening |
| 2 → 3 | Facings 1 and 2 swell around the orthostats | Irregular swelling of facings 1 and 2 |
| 3 → 4 | Ramp partially disturbed by vegetation | Ramp emerges with slight deformation |
| 4 → 5 | Cover slabs appear, slightly deforming the orthostats | Tumular mass on P2, enveloping P1 and P2, visible deformations |
| 5 → 6 | Closing plug appears from top to bottom | Disappearance of tumular mass with strong deformations |
| 6 → 7 | Tumular mass on P2, enveloping P1 and P2 | Appearance of cover slabs, perceptible deformation of orthostats |
| 7 → 8 | Progressive disappearance of the tumular mass | Disappearance of the ramp with slight deformation of the facings |
| 8 → 9 | Tumular mass on P3 appears clearly | Swelling of the tumular mass, visible deformation |
| 9 → 10 | New disappearance of the tumular mass | — |
| 10 → 11 | Facing 4 extends around P3 | — |
| 11 → 12 | Tumular mass on P4 swells slightly | — |
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Share and Cite
Barreau, J.-B.; Gouézin, P. From Stones to Screen: Open-Source 3D Modeling and AI Video Generation for Reconstructing the Coëby Necropolis. Heritage 2026, 9, 24. https://doi.org/10.3390/heritage9010024
Barreau J-B, Gouézin P. From Stones to Screen: Open-Source 3D Modeling and AI Video Generation for Reconstructing the Coëby Necropolis. Heritage. 2026; 9(1):24. https://doi.org/10.3390/heritage9010024
Chicago/Turabian StyleBarreau, Jean-Baptiste, and Philippe Gouézin. 2026. "From Stones to Screen: Open-Source 3D Modeling and AI Video Generation for Reconstructing the Coëby Necropolis" Heritage 9, no. 1: 24. https://doi.org/10.3390/heritage9010024
APA StyleBarreau, J.-B., & Gouézin, P. (2026). From Stones to Screen: Open-Source 3D Modeling and AI Video Generation for Reconstructing the Coëby Necropolis. Heritage, 9(1), 24. https://doi.org/10.3390/heritage9010024

