Arnaud Bletterer, F. Payan, M. Antonini, Anis Meftah
Nowadays, LiDAR scanners are able to digitize very wide historical sites, leading to point clouds composed of billions of points. These point clouds are able to describe very small objects or elements disseminated in these sites, but also exhibit numerous defects in terms of sampling quality. Moreover, they sometimes contain too many samples to be processed as they are. In this paper, we propose a local graph-based structure to deal with the set of LiDAR acquisitions of a digitization campaign. Each acquisition is considered as a graph representing the local behavior of the captured surface. Those local graphs are then connected together to obtain a single and global representation of the original scene. This structure is particularly suitable for resampling gigantic points clouds. We show how we can reduce the number of points drastically while preserving the visual quality of large and complex sites, whatever the number of acquisitions.
{"title":"Towards the Reconstruction of Wide Historical Sites: A Local Graph-based Representation to Resample Gigantic Acquisitions","authors":"Arnaud Bletterer, F. Payan, M. Antonini, Anis Meftah","doi":"10.2312/gch.20181342","DOIUrl":"https://doi.org/10.2312/gch.20181342","url":null,"abstract":"Nowadays, LiDAR scanners are able to digitize very wide historical sites, leading to point clouds composed of billions of points. These point clouds are able to describe very small objects or elements disseminated in these sites, but also exhibit numerous defects in terms of sampling quality. Moreover, they sometimes contain too many samples to be processed as they are. In this paper, we propose a local graph-based structure to deal with the set of LiDAR acquisitions of a digitization campaign. Each acquisition is considered as a graph representing the local behavior of the captured surface. Those local graphs are then connected together to obtain a single and global representation of the original scene. This structure is particularly suitable for resampling gigantic points clouds. We show how we can reduce the number of points drastically while preserving the visual quality of large and complex sites, whatever the number of acquisitions.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"40 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125827494","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yu-Kun Lai, K. Rodriguez-Echavarria, R. Song, Paul L. Rosin
Heritage monuments such as columns, memorials and buildings are typically carved with a variety of visual features, including figural content, illustrating scenes from battles or historical narratives. Understanding such visual features is of interest to heritage professionals as it can facilitate the study of such monuments and their conservation. However, this visual analysis can be challenging due to the large-scale size, the amount of carvings and difficulty of access to monuments across the world. This paper makes a contribution towards this goal by presenting work-in-progress for developing image-based approaches for detecting visual features in 3D models, in particular of human faces. The motivation for focusing on faces is the prominence of human figures throughout monuments in the world. The methods are tested on a 3D model of a section of the Trajan Column cast at the Victoria and Albert (V&A) Museum in London, UK. The initial results suggest that methods based on machine learning can provide useful tools for heritage professionals to deal with the large-scale challenges presented by such large monuments. CCS Concepts •Computing methodologies → Neural networks; Mesh models; art historians to answer potential ambiguities concerning identity of the subject or to understand artists’ styles. The paper is structured as follows. Section 2 presents related work on visual analytic techniques for digital 3D models. Section 3 describes the methods used to create a 3D model of a section of the column. Section 4 presents the implementation and testing of a method for automatically identifying semantic objects, in particular faces, in the 3D model in order to improve the visual understanding of the carvings. Section 5 presents conclusions and further work.
{"title":"An Image-based Approach for Detecting Faces Carved in Heritage Monuments","authors":"Yu-Kun Lai, K. Rodriguez-Echavarria, R. Song, Paul L. Rosin","doi":"10.2312/gch.20181365","DOIUrl":"https://doi.org/10.2312/gch.20181365","url":null,"abstract":"Heritage monuments such as columns, memorials and buildings are typically carved with a variety of visual features, including figural content, illustrating scenes from battles or historical narratives. Understanding such visual features is of interest to heritage professionals as it can facilitate the study of such monuments and their conservation. However, this visual analysis can be challenging due to the large-scale size, the amount of carvings and difficulty of access to monuments across the world. This paper makes a contribution towards this goal by presenting work-in-progress for developing image-based approaches for detecting visual features in 3D models, in particular of human faces. The motivation for focusing on faces is the prominence of human figures throughout monuments in the world. The methods are tested on a 3D model of a section of the Trajan Column cast at the Victoria and Albert (V&A) Museum in London, UK. The initial results suggest that methods based on machine learning can provide useful tools for heritage professionals to deal with the large-scale challenges presented by such large monuments. CCS Concepts •Computing methodologies → Neural networks; Mesh models; art historians to answer potential ambiguities concerning identity of the subject or to understand artists’ styles. The paper is structured as follows. Section 2 presents related work on visual analytic techniques for digital 3D models. Section 3 describes the methods used to create a 3D model of a section of the column. Section 4 presents the implementation and testing of a method for automatically identifying semantic objects, in particular faces, in the 3D model in order to improve the visual understanding of the carvings. Section 5 presents conclusions and further work.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133828656","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Samaroudi, K. Rodriguez-Echavarria, R. Song, R. Evans
{"title":"The Fabricated Diorama: Tactile Relief and Context-aware Technology for Visually Impaired Audiences","authors":"M. Samaroudi, K. Rodriguez-Echavarria, R. Song, R. Evans","doi":"10.2312/gch.20171315","DOIUrl":"https://doi.org/10.2312/gch.20171315","url":null,"abstract":"","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"196 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133717972","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Marroquim, A. Sá, K. Rodriguez-Echavarria, Vitor Balbio, R. Zamorano
The advantages of digitisation technologies, such as 3D scanning, photogrammetry and 3D modelling, for the documentation and dissemination of cultural heritage artefacts is well understood by researchers. Nevertheless, practitioners, in particular those in developing countries, still have a lack of understanding of how 3D technologies could work for them in order to support their collections. This paper presents ongoing efforts to engage with museums in Brazil, in particular the National History Museum in Rio de Janeiro, in order to raise awareness of the potential of 3D technologies. Rather than applying 3D digitisation technologies on artefacts where it is known that the techniques can provide an easy solution, our approach was more experiments. Hence, several ivory artefacts were selected, including various figurines and a carved Junk Boat from East Asia which are part of the museum collection and which present particular problems both in terms of conservation and dissemination. The artefacts are complex and difficult to access. Nevertheless, the intention was to provide practitioners at the museum a good understanding on the advantages and limitations of the technologies. The contribution of this paper is the exploration of the use of 3D digitisation technologies for the documentation and dissemination of ivory carvings from a Brazilian perspective. The paper includes a discussion on the challenges in terms of having access to suitable infrastructures to support documenting, monitoring and dissemination of heritage artefacts at a larger scale within the Brazilian context. CCS Concepts •Computing methodologies → Computer graphics; •Applied computing → Arts and humanities;
{"title":"Digitising Ivory Artefacts at the National History Museum in Brazil","authors":"R. Marroquim, A. Sá, K. Rodriguez-Echavarria, Vitor Balbio, R. Zamorano","doi":"10.2312/gch.20171287","DOIUrl":"https://doi.org/10.2312/gch.20171287","url":null,"abstract":"The advantages of digitisation technologies, such as 3D scanning, photogrammetry and 3D modelling, for the documentation and dissemination of cultural heritage artefacts is well understood by researchers. Nevertheless, practitioners, in particular those in developing countries, still have a lack of understanding of how 3D technologies could work for them in order to support their collections. This paper presents ongoing efforts to engage with museums in Brazil, in particular the National History Museum in Rio de Janeiro, in order to raise awareness of the potential of 3D technologies. Rather than applying 3D digitisation technologies on artefacts where it is known that the techniques can provide an easy solution, our approach was more experiments. Hence, several ivory artefacts were selected, including various figurines and a carved Junk Boat from East Asia which are part of the museum collection and which present particular problems both in terms of conservation and dissemination. The artefacts are complex and difficult to access. Nevertheless, the intention was to provide practitioners at the museum a good understanding on the advantages and limitations of the technologies. The contribution of this paper is the exploration of the use of 3D digitisation technologies for the documentation and dissemination of ivory carvings from a Brazilian perspective. The paper includes a discussion on the challenges in terms of having access to suitable infrastructures to support documenting, monitoring and dissemination of heritage artefacts at a larger scale within the Brazilian context. CCS Concepts •Computing methodologies → Computer graphics; •Applied computing → Arts and humanities;","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"159 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116265675","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
David John, Lawrence Shaw, P. Cheetham, H. Manley, Aaron A. Stone, Michael Blakeburn, Karl Gosling
This paper discusses the use of games engines to create virtual heritage applications. The use of 3D software for cultural or heritage applications is discussed with reference to the capabilities and potential of games engines. The contribution of students from Bournemouth University to the New Forest Heritage Mapping project through the creation of interactive virtual reality visualisations of historic landscapes is described. The creation and evaluation of three different applications representing three alternative interaction styles are discussed. The first does not indicate where information can be found, the second uses visible cues and the third implements an objective marker system.
{"title":"Educational Virtual Reality Visualisations of Heritage Sites","authors":"David John, Lawrence Shaw, P. Cheetham, H. Manley, Aaron A. Stone, Michael Blakeburn, Karl Gosling","doi":"10.2312/gch.20171313","DOIUrl":"https://doi.org/10.2312/gch.20171313","url":null,"abstract":"This paper discusses the use of games engines to create virtual heritage applications. The use of 3D software for cultural or heritage applications is discussed with reference to the capabilities and potential of games engines. The contribution of students from Bournemouth University to the New Forest Heritage Mapping project through the creation of interactive virtual reality visualisations of historic landscapes is described. The creation and evaluation of three different applications representing three alternative interaction styles are discussed. The first does not indicate where information can be found, the second uses visible cues and the third implements an objective marker system.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126912250","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Stone tools constitute the main artifacts facilitating archaeological research of the Paleolithic era. The reassembly of stone tools is the most important research work for analyzing human activities of that period. In recent decades, large numbers of methods have been presented to solve various registration or matching problems for point clouds; however, few methods have been successfully applied to the matching of flakes, a type of stone tool. Therefore, we propose a new matching method for studying stone tools to improve archaeological research. Our method processes pairwise matching of stone tools based on contour points and mean normals of regions on all flake surfaces, according to the characteristics of the flake models. The sample experiments conducted in this study indicate that our new method achieves superior matching results for flakes, compared with the existing methods.
{"title":"Pairwise Matching of Stone Tools Based on Flake-Surface Contour Points and Normals","authors":"Xi Yang, Katsutsugu Matsuyama, K. Konno","doi":"10.2312/gch.20171303","DOIUrl":"https://doi.org/10.2312/gch.20171303","url":null,"abstract":"Stone tools constitute the main artifacts facilitating archaeological research of the Paleolithic era. The reassembly of stone tools is the most important research work for analyzing human activities of that period. In recent decades, large numbers of methods have been presented to solve various registration or matching problems for point clouds; however, few methods have been successfully applied to the matching of flakes, a type of stone tool. Therefore, we propose a new matching method for studying stone tools to improve archaeological research. Our method processes pairwise matching of stone tools based on contour points and mean normals of regions on all flake surfaces, according to the characteristics of the flake models. The sample experiments conducted in this study indicate that our new method achieves superior matching results for flakes, compared with the existing methods.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128466872","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Joshua Salyers, D. Cliburn, Edith Sparks, Jamie Lynn Culilap, Sarah Kuo, Kyle Sabbatino, Ronnie Sanchez, Danielle Thomasson, Hannah Tvergyak
Little Manila was once a vibrant Filipino community in Stockton, California, decimated by a freeway construction project that began in the 1960s and took nearly three decades to complete. This paper describes our initial efforts to digitally recreate Little Manila as it appeared during the mid-twentieth century. Our game-like environment was developed primarily by an interdisciplinary team of undergraduate students who worked on the project during a five week summer fellowship. The team included two history majors, two graphic design majors, a computer science major, and a geological science major. The team managed itself using the Scrum methodology for software development, which included daily stand-up meetings that served to enhance communication and facilitate collaboration among team members. The current version of the software allows users to interact with non-player characters (NPCs) and explore many of the buildings near the intersection of El Dorado and Lafayette Streets, the center of Little Manila, to learn more about life for Filipino immigrants during the time period of the recreation. At the conclusion of the fellowship a "Big Reveal" event was held to demonstrate the software to members of the community. Nearly 120 people attended the event, with reactions from audience members ranging from tears to cries of recognition.
{"title":"Little Manila: A Digital Recreation","authors":"Joshua Salyers, D. Cliburn, Edith Sparks, Jamie Lynn Culilap, Sarah Kuo, Kyle Sabbatino, Ronnie Sanchez, Danielle Thomasson, Hannah Tvergyak","doi":"10.2312/gch.20171299","DOIUrl":"https://doi.org/10.2312/gch.20171299","url":null,"abstract":"Little Manila was once a vibrant Filipino community in Stockton, California, decimated by a freeway construction project that began in the 1960s and took nearly three decades to complete. This paper describes our initial efforts to digitally recreate Little Manila as it appeared during the mid-twentieth century. Our game-like environment was developed primarily by an interdisciplinary team of undergraduate students who worked on the project during a five week summer fellowship. The team included two history majors, two graphic design majors, a computer science major, and a geological science major. The team managed itself using the Scrum methodology for software development, which included daily stand-up meetings that served to enhance communication and facilitate collaboration among team members. The current version of the software allows users to interact with non-player characters (NPCs) and explore many of the buildings near the intersection of El Dorado and Lafayette Streets, the center of Little Manila, to learn more about life for Filipino immigrants during the time period of the recreation. At the conclusion of the fellowship a \"Big Reveal\" event was held to demonstrate the software to members of the community. Nearly 120 people attended the event, with reactions from audience members ranging from tears to cries of recognition.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122865024","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Stephen C. Phillips, P. Walland, S. Modafferi, L. Dorst, M. Spagnuolo, C. Catalano, Dominic Oldman, A. Tal, I. Shimshoni, S. Hermon
The GRAVITATE project is developing techniques that bring together geometric and semantic data analysis to provide a new and more effective method of re-associating, reassembling or reunifying cultural objects that have been broken or dispersed over time. The project is driven by the needs of archaeological institutes, and the techniques are exemplified by their application to a collection of several hundred 3D-scanned fragments of large-scale terracotta statues from Salamis, Cyprus. The integration of geometrical feature extraction and matching with semantic annotation and matching into a single decision support platform will lead to more accurate reconstructions of artefacts and greater insights into history. In this paper we describe the project and its objectives, then we describe the progress made to date towards achieving those objectives: describing the datasets, requirements and analysing the state of the art. We follow this with an overview of the architecture of the integrated decision support platform and the first realisation of the user dashboard. The paper concludes with a description of the continuing work being undertaken to deliver a workable system to cultural heritage curators and researchers.
{"title":"GRAVITATE: Geometric and Semantic Matching for Cultural Heritage Artefacts","authors":"Stephen C. Phillips, P. Walland, S. Modafferi, L. Dorst, M. Spagnuolo, C. Catalano, Dominic Oldman, A. Tal, I. Shimshoni, S. Hermon","doi":"10.2312/gch.20161407","DOIUrl":"https://doi.org/10.2312/gch.20161407","url":null,"abstract":"The GRAVITATE project is developing techniques that bring together geometric and semantic data analysis to provide a new and more effective method of re-associating, reassembling or reunifying cultural objects that have been broken or dispersed over time. The project is driven by the needs of archaeological institutes, and the techniques are exemplified by their application to a collection of several hundred 3D-scanned fragments of large-scale terracotta statues from Salamis, Cyprus. The integration of geometrical feature extraction and matching with semantic annotation and matching into a single decision support platform will lead to more accurate reconstructions of artefacts and greater insights into history. In this paper we describe the project and its objectives, then we describe the progress made to date towards achieving those objectives: describing the datasets, requirements and analysing the state of the art. We follow this with an overview of the architecture of the integrated decision support platform and the first realisation of the user dashboard. The paper concludes with a description of the continuing work being undertaken to deliver a workable system to cultural heritage curators and researchers.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114813947","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Weiqi Shi, E. Kotoula, K. Akoglu, Ying Yang, H. Rushmeier
The study of cultural heritage involves many different activities, including digital data visualization, information analysis and sharing results. Current technologies focus on providing better tools for data representation and processing, neglecting the importance of analysis and sharing. In this paper, we present a software system, CHER-Ob, which offers powerful tools for evaluation and publication of the results of cultural heritage research, and at the same time supports visualization of various data formats. CHER-Ob also introduces the concept of Cultural Heritage Entity, which serves as a template for cultural heritage research and a model to manage projects. We use typical case studies of cultural heritage research to evaluate the system and demonstrate how it works.
{"title":"CHER-Ob: A Tool for Shared Analysis in Cultural Heritage","authors":"Weiqi Shi, E. Kotoula, K. Akoglu, Ying Yang, H. Rushmeier","doi":"10.2312/gch.20161404","DOIUrl":"https://doi.org/10.2312/gch.20161404","url":null,"abstract":"The study of cultural heritage involves many different activities, including digital data visualization, information analysis and sharing results. Current technologies focus on providing better tools for data representation and processing, neglecting the importance of analysis and sharing. In this paper, we present a software system, CHER-Ob, which offers powerful tools for evaluation and publication of the results of cultural heritage research, and at the same time supports visualization of various data formats. CHER-Ob also introduces the concept of Cultural Heritage Entity, which serves as a template for cultural heritage research and a model to manage projects. We use typical case studies of cultural heritage research to evaluate the system and demonstrate how it works.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130205413","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Ritz, Martin Knuth, M. Domajnko, Oliver Posniak, Pedro Santos, D. Fellner
We introduce c-Space, an approach to automated 4D reconstruction of dynamic real world scenes, represented as time-evolving 3D geometry streams, available to everyone. Our novel technique solves the problem of fusing all sources, asynchronously captured from multiple heterogeneous mobile devices around a dynamic scene at a real word location. To this end all captured input is broken down into a massive unordered frame set, sorting the frames along a common time axis, and finally discretizing the ordered frame set into a time-sequence of frame subsets, each subject to photogrammetric 3D reconstruction. The result is a time line of 3D models, each representing a snapshot of the scene evolution in 3D at a specific point in time. Just like a movie is a concatenation of time-discrete frames, representing the evolution of a scene in 2D, the 4D frames reconstructed by c-Space line up to form the captured and dynamically changing 3D geometry of an event over time, thus enabling the user to interact with it in the very same way as with a static 3D model. We do image analysis to automatically maximize the quality of results in the presence of challenging, heterogeneous and asynchronous input sources exhibiting a wide quality spectrum. In addition we show how this technique can be integrated as a 4D reconstruction web service module, available to mobile end-users.
{"title":"c-Space: Time-evolving 3D Models (4D) from Heterogeneous Distributed Video Sources","authors":"M. Ritz, Martin Knuth, M. Domajnko, Oliver Posniak, Pedro Santos, D. Fellner","doi":"10.2312/gch.20161377","DOIUrl":"https://doi.org/10.2312/gch.20161377","url":null,"abstract":"We introduce c-Space, an approach to automated 4D reconstruction of dynamic real world scenes, represented as time-evolving 3D geometry streams, available to everyone. Our novel technique solves the problem of fusing all sources, asynchronously captured from multiple heterogeneous mobile devices around a dynamic scene at a real word location. To this end all captured input is broken down into a massive unordered frame set, sorting the frames along a common time axis, and finally discretizing the ordered frame set into a time-sequence of frame subsets, each subject to photogrammetric 3D reconstruction. The result is a time line of 3D models, each representing a snapshot of the scene evolution in 3D at a specific point in time. Just like a movie is a concatenation of time-discrete frames, representing the evolution of a scene in 2D, the 4D frames reconstructed by c-Space line up to form the captured and dynamically changing 3D geometry of an event over time, thus enabling the user to interact with it in the very same way as with a static 3D model. We do image analysis to automatically maximize the quality of results in the presence of challenging, heterogeneous and asynchronous input sources exhibiting a wide quality spectrum. In addition we show how this technique can be integrated as a 4D reconstruction web service module, available to mobile end-users.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"42 36","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131501016","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}