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Towards the Reconstruction of Wide Historical Sites: A Local Graph-based Representation to Resample Gigantic Acquisitions 面向大范围历史遗址的重建:一种基于局部图形的再现方式来重新采样巨大的文物
Pub Date : 2018-11-12 DOI: 10.2312/gch.20181342
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.
如今,激光雷达扫描仪能够将非常广泛的历史遗址数字化,从而形成由数十亿个点组成的点云。这些点云能够描述在这些地点散布的非常小的物体或元素,但在采样质量方面也表现出许多缺陷。此外,它们有时含有太多的样品,无法按原样处理。在本文中,我们提出了一种基于局部图的结构来处理数字化战役的激光雷达采集集。每次采集被认为是一个表示捕获表面的局部行为的图。然后将这些局部图连接在一起,以获得原始场景的单个全局表示。这种结构特别适合于重采样巨大的点云。我们展示了如何在保持大型和复杂网站的视觉质量的同时大幅减少点数的数量,无论收购的数量如何。
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引用次数: 2
An Image-based Approach for Detecting Faces Carved in Heritage Monuments 一种基于图像的文物古迹雕刻人脸检测方法
Pub Date : 2018-09-11 DOI: 10.2312/gch.20181365
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.
遗产纪念碑,如圆柱、纪念碑和建筑物,通常雕刻有各种视觉特征,包括人物内容,说明战争或历史叙述的场景。文物专业人士对了解这些视觉特征很感兴趣,因为这有助于研究这些古迹及其保护。然而,这种视觉分析可能具有挑战性,因为规模大,雕刻数量多,并且难以进入世界各地的纪念碑。本文通过介绍开发基于图像的方法来检测3D模型中的视觉特征,特别是人脸,为实现这一目标做出了贡献。关注面部的动机是世界各地纪念碑中人物的突出地位。这些方法在英国伦敦维多利亚和阿尔伯特(V&A)博物馆的图拉真柱的一个部分的3D模型上进行了测试。初步结果表明,基于机器学习的方法可以为遗产专业人员提供有用的工具,以应对此类大型纪念碑带来的大规模挑战。•计算方法→神经网络;网格模型;艺术史学家回答关于主题身份的潜在歧义或理解艺术家的风格。本文的结构如下。第2节介绍了数字3D模型的视觉分析技术的相关工作。第3节描述了用于创建列的一个部分的3D模型的方法。第4节介绍了一种在3D模型中自动识别语义对象(特别是面部)的方法的实现和测试,以提高对雕刻的视觉理解。第5节提出结论和进一步的工作。
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引用次数: 1
The Fabricated Diorama: Tactile Relief and Context-aware Technology for Visually Impaired Audiences 制作立体模型:视障观众的触觉救济和情境感知技术
Pub Date : 2017-11-30 DOI: 10.2312/gch.20171315
M. Samaroudi, K. Rodriguez-Echavarria, R. Song, R. Evans
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引用次数: 8
Digitising Ivory Artefacts at the National History Museum in Brazil 巴西国家历史博物馆的象牙文物数字化
Pub Date : 2017-11-30 DOI: 10.2312/gch.20171287
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;
数字化技术的优势,如三维扫描、摄影测量和三维建模,对于文化遗产文物的记录和传播已经被研究人员很好地理解。然而,从业者,特别是发展中国家的从业者,仍然缺乏对3D技术如何为他们工作以支持他们的收藏的理解。本文介绍了与巴西的博物馆,特别是里约热内卢的国家历史博物馆合作的持续努力,以提高对3D技术潜力的认识。我们的方法是更多的实验,而不是在已知技术可以提供简单解决方案的人工制品上应用3D数字化技术。因此,我们选择了几件象牙工艺品,包括来自东亚的各种小雕像和雕刻的舢舨,这些都是博物馆收藏的一部分,在保护和传播方面都存在特殊问题。这些人工制品很复杂,很难接近。然而,这样做的目的是为了让博物馆的从业人员更好地了解这些技术的优点和局限性。本文的贡献是从巴西的角度探索使用3D数字化技术来记录和传播象牙雕刻。这篇论文讨论了在巴西的背景下,如何获得合适的基础设施来支持更大规模的文物记录、监测和传播方面的挑战。•计算方法→计算机图形学;•应用计算机→艺术与人文;
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引用次数: 1
Educational Virtual Reality Visualisations of Heritage Sites 文物遗址的教育虚拟现实可视化
Pub Date : 2017-09-27 DOI: 10.2312/gch.20171313
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.
本文讨论了使用游戏引擎创建虚拟遗产应用程序。本文结合游戏引擎的功能和潜力,讨论了3D软件在文化或遗产应用中的应用。伯恩茅斯大学的学生通过创建历史景观的交互式虚拟现实可视化,为新森林遗产测绘项目做出了贡献。讨论了代表三种可选交互风格的三个不同应用程序的创建和评估。第一种方法不指示信息可以在哪里找到,第二种方法使用可见线索,第三种方法实现客观标记系统。
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引用次数: 7
Pairwise Matching of Stone Tools Based on Flake-Surface Contour Points and Normals 基于片状表面轮廓点和法线的石器工具配对
Pub Date : 2017-09-27 DOI: 10.2312/gch.20171303
Xi Yang, Katsutsugu Matsuyama, K. Konno
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.
石器是促进旧石器时代考古研究的主要文物。石器的重组是分析这一时期人类活动的最重要的研究工作。近几十年来,人们提出了大量的方法来解决点云的各种配准或匹配问题;然而,很少有方法成功地应用于薄片(一种石器工具)的匹配。因此,我们提出了一种新的石器研究匹配方法,以提高考古研究水平。我们的方法基于轮廓点和所有薄片表面区域的平均法线,根据薄片模型的特点,对石器进行两两匹配。本研究的样品实验表明,与现有方法相比,我们的新方法对薄片的匹配效果更好。
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引用次数: 6
Little Manila: A Digital Recreation 小马尼拉:数字娱乐
Pub Date : 2017-09-27 DOI: 10.2312/gch.20171299
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.
小马尼拉曾经是加利福尼亚州斯托克顿的一个充满活力的菲律宾社区,在20世纪60年代开始的高速公路建设项目中被摧毁,该项目花费了近30年的时间才完成。本文描述了我们最初的努力,以数字方式重建小马尼拉,因为它出现在二十世纪中期。我们的游戏式环境主要是由一个跨学科的本科生团队开发的,他们在为期五周的暑期奖学金期间致力于这个项目。该团队包括两名历史专业的学生、两名平面设计专业的学生、一名计算机科学专业的学生和一名地质科学专业的学生。团队使用Scrum方法进行软件开发,其中包括每天的站立会议,以加强团队成员之间的沟通和促进协作。该软件的当前版本允许用户与非玩家角色(npc)互动,并探索小马尼拉中心El Dorado和Lafayette街交叉口附近的许多建筑物,以了解更多菲律宾移民在娱乐期间的生活。在奖学金结束时,举办了一个“大揭秘”活动,向社区成员演示该软件。近120人参加了此次活动,观众们的反应不一,有的潸然泪下,有的潸然泪下。
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引用次数: 4
GRAVITATE: Geometric and Semantic Matching for Cultural Heritage Artefacts 重力:文化遗产文物的几何与语义匹配
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161407
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.
GRAVITATE项目正在开发将几何和语义数据分析结合在一起的技术,以提供一种新的、更有效的方法来重新关联、重组或重新统一随着时间的推移而破碎或分散的文化对象。该项目是由考古研究所的需求推动的,这些技术被应用于来自塞浦路斯萨拉米斯的数百个3d扫描的大型兵马俑碎片。将几何特征提取和匹配与语义标注和匹配集成到一个决策支持平台中,将导致更准确的人工制品重建和更深入的历史洞察。在本文中,我们描述了该项目及其目标,然后描述了迄今为止为实现这些目标所取得的进展:描述数据集、需求和分析最新技术。接下来,我们将概述集成决策支持平台的体系结构和用户仪表板的第一个实现。论文最后描述了正在进行的工作,以向文化遗产策展人和研究人员提供一个可行的系统。
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引用次数: 21
CHER-Ob: A Tool for Shared Analysis in Cultural Heritage CHER-Ob:文化遗产共享分析的工具
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161404
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.
文化遗产的研究涉及许多不同的活动,包括数字数据可视化、信息分析和结果共享。当前的技术侧重于为数据表示和处理提供更好的工具,而忽略了分析和共享的重要性。在本文中,我们提出了一个软件系统CHER-Ob,它为文化遗产研究结果的评估和发布提供了强大的工具,同时支持各种数据格式的可视化。CHER-Ob还引入了文化遗产实体的概念,作为文化遗产研究的模板和项目管理的模式。我们使用文化遗产研究的典型案例来评估这个系统,并展示它是如何运作的。
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引用次数: 21
c-Space: Time-evolving 3D Models (4D) from Heterogeneous Distributed Video Sources c-Space:来自异构分布式视频源的时间演化3D模型(4D)
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161377
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.
我们介绍c-Space,一种动态真实世界场景的自动4D重建方法,表示为随时间变化的3D几何流,可供每个人使用。我们的新技术解决了融合所有源的问题,从多个异构移动设备在一个真实的单词位置周围的动态场景中异步捕获。为此,所有捕获的输入被分解成一个巨大的无序帧集,沿着共同的时间轴对帧进行排序,最后将有序帧集离散成帧子集的时间序列,每个帧子集都要进行摄影测量3D重建。结果是3D模型的时间线,每个模型都代表了在特定时间点3D场景演变的快照。就像电影是时间离散帧的串联,代表2D场景的演变一样,通过c-Space重建的4D帧排成一行,形成捕获和动态变化的事件三维几何形状,从而使用户能够以与静态3D模型完全相同的方式与之交互。我们进行图像分析,在具有挑战性、异构和异步输入源的情况下,自动最大限度地提高结果的质量,显示出广泛的质量谱。此外,我们还展示了如何将该技术集成为可用于移动终端用户的4D重建web服务模块。
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引用次数: 0
期刊
Eurographics Workshop on Graphics and Cultural Heritage
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