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Direct Elastic Unrollings of Painted Pottery Surfaces from Sparse Image Sets 稀疏图像集中彩陶表面的直接弹性展开
Pub Date : 2021-11-04 DOI: 10.2312/GCH.20211417
Peter Houska, S. Lengauer, S. Karl, R. Preiner
An important task in archaeological research is the comparison of painted motifs on ancient vessels and the analysis of their painting style. Ideally, the pottery objects are available as scanned 3D models, from which the painted surface can be unrolled and potential distortions minimized, so that the vase painting and its individual motifs can be directly inspected. Unfortunately, the percentage of digitally captured vessels is small compared to the large body of cataloged photographs. In this paper, we present a method that creates distortion-minimized unrollings of painted pottery surfaces directly from a small set of photographs. We achieve this by exploiting prior knowledge about the data, namely that most objects exhibit rotational symmetry and that strict guidelines were followed when capturing photographs of the ancient vases. Based on the distinctly visible object silhouettes in the photographs we are able to extract proxy geometries of the objects which we encode as per-view geometric maps. By stitching the single-view data, we obtain a combined map capturing the geometry and texture of the entire painted surface. This enables us to minimize typical projective distortions by elastic relaxation. Our pipeline works entirely in 2D image space, circumventing time-consuming 3D scans and surface reconstructions of (often inaccessible) vessels. Using a combination of CPU-based image processing and GPU-based relaxation, results are produced in only a few minutes.
考古研究的一项重要任务是对古代器物的绘画图案进行比较,分析其绘画风格。理想情况下,这些陶器可以作为扫描的3D模型,从中可以展开绘制的表面,最大限度地减少潜在的扭曲,这样就可以直接检查花瓶绘画及其单个图案。不幸的是,与大量编目照片相比,数字化捕获的船只所占的比例很小。在本文中,我们提出了一种方法,可以直接从一小组照片中创建扭曲最小化的彩陶表面展开。我们通过利用有关数据的先验知识来实现这一点,即大多数物体表现出旋转对称性,并且在捕捉古代花瓶的照片时遵循严格的指导方针。基于照片中清晰可见的物体轮廓,我们能够提取物体的代理几何形状,并将其编码为逐视图几何地图。通过拼接单视图数据,我们获得了捕获整个绘制表面的几何和纹理的组合地图。这使我们能够通过弹性松弛最小化典型的投影畸变。我们的管道完全在2D图像空间中工作,避免了耗时的3D扫描和(通常无法进入的)血管表面重建。结合使用基于cpu的图像处理和基于gpu的松弛,结果仅在几分钟内产生。
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引用次数: 0
3D for Studying Reuse in 19th Century Cairo: the Case of Saint-Maurice Residence 3D在19世纪开罗研究再利用:圣莫里斯住宅的案例
Pub Date : 2021-11-04 DOI: 10.2312/GCH.20211414
Vincent Baillet, Pascal Mora, Corentin Cou, Sarah Tournon-Valiente, M. Volait, Xavier Granier, R. Pacanowski, Gaël Guennebaud
3D restitution is now a well-known tool to validate hypotheses on historical buildings that do not exist anymore. The present project takes the method a step further in order to explore the art historical topic of ornament reuse in 19th century revival architecture, particularly in Cairo. The case study is the Saint-Maurice residence, built 1875-79, for which an extensive collection of documents in varied formats, and from multiple locations and disciplines, has been conducted. The paper presents some preliminary results on the 3D restitution, the remaining open questions and the challenges they raise.
3D修复现在是一种众所周知的工具,用于验证对不再存在的历史建筑的假设。目前的项目将这种方法更进一步,以探索19世纪复兴建筑中装饰再利用的艺术史主题,特别是在开罗。案例研究是圣莫里斯住宅,建于1875年至1879年,为此收集了来自多个地点和学科的各种格式的大量文件。本文介绍了三维修复的一些初步结果、遗留的未决问题及其带来的挑战。
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引用次数: 1
Reimagining a 2D Painted Portrait as a Kinetic 3D Sculpture 将2D绘画肖像重新想象为动态3D雕塑
Pub Date : 2021-11-03 DOI: 10.2312/GCH.20211409
E. C. Ellis, V. Adzhiev
This paper describes a Cultural Heritage related project concerned with developing computer technology for reimagining a 2D painted still portrait made in a distinctive fine art style as an animated 3D sculpture whilst preserving the principal features of the initial painting yet resulting in an artefact of original quality. This work explores both artistic and technological aspects of a production pipeline. The case-study to prove the concept relies on Francis Bacon’s “Study for Portrait (Michel Leiris)”. A supplementary video shows the resulting animated piece with Bacon’s voice-over.
本文描述了一个与文化遗产相关的项目,该项目涉及开发计算机技术,将以独特的美术风格制作的2D绘画静态肖像重新想象为动画3D雕塑,同时保留原始绘画的主要特征,并产生原始质量的人工制品。这项工作探索了生产管道的艺术和技术方面。证明这一概念的案例研究依赖于弗朗西斯·培根的“肖像研究(米歇尔·莱里斯)”。一个补充视频显示了由此产生的带有培根画外音的动画作品。
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引用次数: 0
Interactive 3D Artefact Puzzles to Support Engagement Beyond the Museum Environment 交互式3D人工制品拼图支持博物馆环境之外的参与
Pub Date : 2021-11-01 DOI: 10.2312/GCH.20211403
K. Rodriguez-Echavarria, M. Samaroudi, John L. Lloyd, T. Weyrich
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引用次数: 2
Riedones3D: a celtic coin dataset for registration and fine-grained clustering Riedones3D:用于注册和细粒度聚类的凯尔特硬币数据集
Pub Date : 2021-09-30 DOI: 10.2312/GCH.20211410
Sofiane Horache, Jean-Emmanuel Deschaud, Franccois Goulette, K. Gruel, Thierry Lejars, O. Masson
Clustering coins with respect to their die is an important component of numismatic research and crucial for understanding the economic history of tribes (especially when literary production does not exist, in celtic culture). It is a very hard task that requires a lot of times and expertise. To cluster thousands of coins, automatic methods are becoming necessary. Nevertheless, public datasets for coin die clustering evaluation are too rare, though they are very important for the development of new methods. Therefore, we propose a new 3D dataset of 2 070 scans of coins. With this dataset, we propose two benchmarks, one for point cloud registration, essential for coin die recognition, and a benchmark of coin die clustering. We show how we automatically cluster coins to help experts, and perform a preliminary evaluation for these two tasks. The code of the baseline and the dataset will be publicly available at https://www.npm3d.fr/coins-riedones3d and https: //www.chronocarto.eu/spip.php?article84&lang=fr.
根据硬币的形状对硬币进行分类是钱币研究的一个重要组成部分,对于理解部落的经济史至关重要(尤其是在凯尔特文化中不存在文学作品的情况下)。这是一项非常艰巨的任务,需要大量的时间和专业知识。为了把成千上万的硬币聚在一起,自动方法变得很有必要。然而,用于硬币模具聚类评估的公开数据集太少了,尽管它们对新方法的发展非常重要。因此,我们提出了一个新的3D数据集,包含2070个硬币扫描。利用这个数据集,我们提出了两个基准,一个是点云配准基准,这对硬币骰子识别至关重要,另一个是硬币骰子聚类基准。我们展示了如何自动聚类硬币以帮助专家,并对这两个任务执行初步评估。基线和数据集的代码将在https://www.npm3d.fr/coins-riedones3d和https:// www.chronocarto.eu/spip.php?article84&lang=fr上公开。
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引用次数: 1
Anatomy Changes and Virtual Restoration of Statues 解剖变化和雕像的虚拟修复
Pub Date : 2020-11-18 DOI: 10.2312/gch.20201290
Tong Fu, R. Chaine, Julie Digne
Restoration of archaeological artefacts is an important task for cultural heritage preservation. However traditional restoration processes are difficult, costly and sometimes risky for the artefact itself, due to poor restoration choices for example. To avoid this, it is interesting to turn to virtual restoration, which allows to test restoration hypotheses, that can be later carried out on the real artefact. In this paper, we introduce a restoration framework for completing missing parts of archaeological statues, with a focus on human sculptures. Our approach proceeds by registering an anatomical model to a statue, identifying the missing parts. Compatible statues are then provided by the users and their poses are changed to match the broken statue, using a point-cloud specific skinning technique. The modified statues provide replacement parts which are blended in the original statue.
考古文物修复是文化遗产保护的一项重要工作。然而,传统的修复过程是困难的,昂贵的,有时对文物本身来说是有风险的,例如,由于修复选择不佳。为了避免这种情况,转向虚拟修复是很有趣的,它允许测试修复假设,这可以稍后在真实的人工制品上进行。在本文中,我们介绍了一个修复框架,以完成考古雕像的缺失部分,重点是人体雕塑。我们的方法通过注册一个解剖模型的雕像,确定缺失的部分进行。兼容的雕像,然后由用户提供和他们的姿势改变,以匹配破碎的雕像,使用点云特定的皮肤技术。修改后的雕像提供了混合在原始雕像中的替换部件。
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引用次数: 1
3D Design Of Ancient Garments 古代服装的三维设计
Pub Date : 2019-11-06 DOI: 10.2312/GCH.20191351
M. Carrière, M. Skouras, S. Hahmann
3D Modeling of this kind of draped clothes worn by a virtual human body is a particularly challenging task in computer graphics primarily due to the combined difficulty of creating layers of numerous fine folds and draping a person with a procedure quite different from dressing modern clothes. We propose a procedural approach for synthesizing a toga draped around a virtual body by starting from a flat fabric. We recreate visible and invisible folds as well as layers of the garment. This approach is composed into different stages inspired by movements made by roman people as they put on their toga. To adjust the toga to the morphology of the 3D model, we present a technique to create the mesh of the toga that adapts to certain parameters of the human body. Using a physical-based simulator allows us to reach our final goal: A 3D model wearing a realistic toga.
在计算机图形学中,对虚拟人体所穿的这种褶皱的衣服进行3D建模是一项特别具有挑战性的任务,主要是因为创建无数精细褶皱的层和用与穿着现代衣服完全不同的程序来悬挂一个人的综合困难。我们提出了一种程序性的方法,通过从一个平面织物开始,合成一个围绕虚拟身体的长袍。我们重建可见和不可见的褶皱以及服装的层次。这种方法由不同的阶段组成,灵感来自罗马人在穿上长袍时所做的动作。为了使长袍适应三维模型的形态,我们提出了一种创建适应人体某些参数的长袍网格的技术。使用基于物理的模拟器可以让我们达到我们的最终目标:一个3D模型穿着现实的长袍。
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引用次数: 2
Preserving Ceramic Industrial Heritage Through Digital Technologies 利用数字技术保护陶瓷工业遗产
Pub Date : 2019-10-08 DOI: 10.2312/GCH.20191355
K. Rodriguez-Echavarria, T. Weyrich, Neil Brownsword
Abstract World-renowned for its perfection of Bone China and underglaze blue printing techniques, the historic Spode Works in Stoke- on-Trent was one of the few ceramic factories in Britain to have operated continuously on its original site until the company ceased trading in 2008. Since then the site has undergone many transitions with much of its former production infrastructure being discarded. Currently the site holds an estimated 70,000 moulds once used in ceramic production dating from the mid 19th century to 2008, which remain as critical elements of British industrial history at risk of disappearing. This paper presents on-going research which explores the application of 3D technologies to create digital surrogates to support the preservation of these Cultural Heritage artefacts, and ways through which their form and context can be explored to creatively disseminate the associated histories of their production. Given the complex nature of ceramic manufacturing as well as the large-scale of the problem, this is not an easy challenge. Hence, the research investigates workflows and technologies which can support creating a digital, and potentially physical, archive with a selection of mould typologies, shapes and complexities. To further understand the complexities of industrial craft practices, the resultant dataset also aims to elucidate material and craft knowledge embodied within such objects. For this, the research looks into novel manufacturing processes, such as 3D printing, to re-invent the physical shapes documented in these moulds in new interpretations of this historic legacy.
历史悠久的斯波德陶瓷工厂位于特伦特河畔斯托克,以其精湛的骨瓷和釉下蓝印花技术而闻名于世,是英国为数不多的在原址上持续运营的陶瓷工厂之一,直到2008年公司停止营业。从那时起,该站点经历了许多转变,许多以前的生产基础设施被丢弃。目前,该遗址保存着大约7万个19世纪中期至2008年期间曾用于陶瓷生产的模具,这些模具仍然是英国工业历史上面临消失危险的重要因素。本文介绍了正在进行的研究,探索应用3D技术创建数字替代品,以支持这些文化遗产文物的保护,以及探索其形式和背景的方法,以创造性地传播其生产的相关历史。考虑到陶瓷制造的复杂性以及问题的规模,这不是一个容易的挑战。因此,该研究调查了工作流和技术,这些工作流和技术可以支持创建具有模具类型、形状和复杂性选择的数字和潜在物理存档。为了进一步了解工业工艺实践的复杂性,生成的数据集还旨在阐明这些对象中包含的材料和工艺知识。为此,该研究着眼于新的制造工艺,如3D打印,重新发明这些模具中记录的物理形状,以对这一历史遗产进行新的解释。
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引用次数: 0
VR Video Storytelling for Intangible Cultural Heritage Preservation 非物质文化遗产保护的VR视频叙事
Pub Date : 2018-11-12 DOI: 10.2312/gch.20181341
Elmedin Selmanovic, S. Rizvić, Carlo Harvey, D. Boskovic, Vedad Hulusic, Malek Chahin, Sanda Sljivo
Interactive digital storytelling has become a popular method for virtual cultural heritage presentations. Combinations of stories and 3D virtual reconstructions are attractive for the audience and have high edutainment values. In this paper we investigate if 360◦ VR videos further contribute to user immersion in the preservation of intangible cultural heritage. It describes a case study of the Mostar bridge diving project, aimed to present and preserve the bridge diving tradition from the Old Bridge in Mostar, Bosnia and Herzegovina. It is a virtual reality application which enables the user to virtually jump off the bridge after watching 360◦ video stories about its history and the bridge diving tradition and upon successfully completing the quiz evaluation of the knowledge gained from the stories. The user experience evaluation study shows that our method was successful in preserving a form of intangible heritage and posits suggestions that can be used in developing an intangible heritage preservation framework.
交互式数字叙事已经成为虚拟文化遗产展示的一种流行方法。故事与三维虚拟重建相结合,吸引观众,具有很高的教育娱乐价值。在本文中,我们调查了360度VR视频是否进一步有助于用户沉浸在非物质文化遗产的保护中。它描述了莫斯塔尔桥跳水项目的一个案例研究,旨在展示和保护来自波斯尼亚和黑塞哥维那莫斯塔尔老桥的桥跳水传统。这是一个虚拟现实应用程序,使用户能够在观看360度视频故事后,从桥上跳下来,讲述其历史和桥跳水传统,并成功完成对从故事中获得的知识的测验评估。用户体验评估研究表明,我们的方法成功地保护了一种形式的非物质遗产,并提出了可用于开发非物质遗产保护框架的建议。
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引用次数: 29
Virtual Reality (VR) Interactions With Multiple Interpretations of Archaeological Artefacts 虚拟现实(VR)与考古文物多重解读的互动
Pub Date : 2018-11-12 DOI: 10.2312/gch.20181339
R. Gaugne, M. Samaroudi, T. Nicolas, Jean-Baptiste Barreau, L. Garnier, K. Rodriguez-Echavarria, V. Gouranton
Increasingly, the incorporation of 3D printed artefacts into Virtual Reality (VR) and Augmented Reality (AR) experiences is of interest to Cultural Heritage professionals. This is because virtual environments, by themselves, cannot convey information such as the physical properties of artefacts within the environments. This paper presents a methodology for the development of VR experiences which incorporate 3D replicas of artefacts as user interfaces. The methodology is applied on the development of an experience to present various interpretations of an urn which was found at the edge of a cliff on the south east coastal area of the United Kingdom in 1910. In order to support the understanding of the multiple interpretations of this artefact, the system deploys a virtual environment and a physical replica to allow users to interact with the artefacts and the environment. Feedback from heritage users suggests VR technologies along with digitally fabricated replicas can meaningfully engage audiences with multiple interpretations of cultural heritage artefacts.
越来越多地,将3D打印文物纳入虚拟现实(VR)和增强现实(AR)体验引起了文化遗产专业人士的兴趣。这是因为虚拟环境本身不能传递诸如环境中工件的物理属性之类的信息。本文提出了一种开发虚拟现实体验的方法,该方法将人工制品的3D复制品作为用户界面。该方法应用于经验的发展,以呈现对1910年在英国东南沿海地区悬崖边缘发现的骨灰盒的各种解释。为了支持对该工件的多种解释的理解,系统部署了一个虚拟环境和一个物理副本,以允许用户与工件和环境进行交互。来自遗产用户的反馈表明,VR技术以及数字制作的复制品可以通过对文化遗产文物的多种解释有意义地吸引观众。
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引用次数: 10
期刊
Eurographics Workshop on Graphics and Cultural Heritage
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