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Scan4Reco: Towards the Digitized Conservation of Cultural Heritage Assets via Spatiotemporal (4D) Reconstruction and 3D Printing Scan4Reco:通过时空(4D)重建和3D打印实现文化遗产资产的数字化保护
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161382
N. Dimitriou, A. Drosou, D. Tzovaras
The European Cultural Heritage includes a rich variety of cultural items and a significant amount of resources is devoted to their conservation and dissemination to the public. Living in the era of digitization, these efforts have been significantly facilitated by advances not only in traditional domains (e.g. material science, etc.), but also from more modern ones (i.e. 3D computer graphics & VR simulations). Within this context, the EU funded project Scan4Reco aims to offer low-cost and feasible solutions in the field, as well as to improve existing practices via the automatic digitization and documentation of a wide variety of cultural items. In particular, material identification and visualization will be addressed via multi-sensorial and multi-resolutional material segmentation and data-fusion algorithms, while the problem of the parallel deterioration of the composing materials, given certain environmental conditions will be dealt with via the introduction and fusion of statistical, material-specific ageing models. The conservation dedicated Decision Support System (DSS) of Scan4Reco will be built upon a simulation engine and will suggest optimal conservation methodologies according to different criteria. Last but not least, the Scan4Reco outcomes will be demonstrated through tactile multilayered 3D printed surrogates, while digital surrogates of the cultural items along with their travel in time will be exhibited in a dedicated VR museum. In order to familiarize the reader with Sca4Reco's research novelties and breakthrough innovations, the current paper describes its modules, elaborating on their connection to the project's objectives and to identified user requirements. In addition, we present the overall architecture of the platform commenting on the interdependencies between components and their functionality.
欧洲文化遗产包括丰富多样的文化项目,大量的资源用于保护和向公众传播。生活在数字化时代,这些努力不仅得到了传统领域(如材料科学等)的进步,而且得到了更现代领域(如3D计算机图形学和VR模拟)的极大促进。在此背景下,欧盟资助的Scan4Reco项目旨在为该领域提供低成本和可行的解决方案,并通过各种文化项目的自动数字化和文档化来改进现有做法。特别是,材料识别和可视化将通过多感官和多分辨率材料分割和数据融合算法来解决,而组成材料在特定环境条件下的并行劣化问题将通过引入和融合统计材料特定老化模型来处理。Scan4Reco的保护专用决策支持系统(DSS)将建立在模拟引擎上,并根据不同的标准建议最佳的保护方法。最后但并非最不重要的是,Scan4Reco的成果将通过触觉多层3D打印替代品来展示,而文化项目的数字替代品及其时间旅行将在专门的VR博物馆中展出。为了使读者熟悉Sca4Reco的研究创新和突破性创新,本文描述了它的模块,详细说明了它们与项目目标的联系,并确定了用户需求。此外,我们还介绍了平台的整体架构,并对组件及其功能之间的相互依赖关系进行了评论。
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引用次数: 2
4D Virtual Reconstruction of White Bastion Fortress 白堡要塞4D虚拟重建
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161387
S. Rizvić, V. Okanović, Irfan Prazina, Aida Sadzak
White bastion fortress has been standing in defense of Sarajevo since medieval period. In time it was changing together with various dominations upon the city. 4D virtual presentation aims to display the historical development of this cultural heritage object through digital storytelling combined with interactive 3D models of the Bastion in various time periods. These models contain digitized findings from the site and their 3D reconstructions. In this paper we present a new method of interactive digital storytelling for cultural heritage and its initial user evaluation.
自中世纪以来,白色堡垒一直是萨拉热窝的防御工事。随着时间的推移,它与城市的各种统治一起发生了变化。4D虚拟展示旨在通过数字叙事结合不同时期碉堡的交互式3D模型,展示这一文化遗产的历史发展。这些模型包含了现场的数字化发现及其3D重建。在本文中,我们提出了一种新的交互式数字文化遗产叙事方法及其初步用户评估。
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引用次数: 13
2D/3D Semantic Annotation of Spatialized Images for the Documentation and Analysis of Cultural Heritage 空间化图像的二维/三维语义标注,用于文化遗产的记录与分析
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161391
A. Manuel, P. Véron, L. Luca
The introduction of digital technologies in the documentation methods for cultural heritage has helped to design new tools for the acquisition and management of information collected for multidisciplinary studies. These tools are beginning to emerge as the preferred media for describing, analyzing and understanding the objects of study. Existing solutions for semantic annotation on images, on 3D models or with 2D/3D hybrid methods still reveal themselves today insufficient to tackle the complex problem of annotating heritage artifacts. In this field, the semantic description of the studied objects must be able to rely on a rich and structured representation by on one hand making explicit the morphological complexity of the object and on the other hand by reflecting all aspects conveyed by the acquisitions of scientific imaging. This paper introduces an approach for conducting semantic annotations on 2D images (photography, scientific imaging ...) while facilitating the annotation work with an automatic propagation of these annotations between other correlated representations (2D or 3D) of the object. It is based on a spatial referencing method aiming at the establishment of a continuous 2D/3D projective relationship. The goal of the approach is to define an informative continuum between all phases of observation and description processes ranging from the acquisition of images and spatial data up to the building of semantically-enriched 3D representations. The idea is to insert semantics at all phases of 2D/3D data processing while ensuring a continuous correlation of annotations from a spatial, temporal and morphological point of view.
在文化遗产记录方法中引入数字技术有助于设计新的工具来获取和管理为多学科研究收集的信息。这些工具开始成为描述、分析和理解研究对象的首选媒介。现有的对图像、3D模型或2D/3D混合方法进行语义注释的解决方案,目前仍不足以解决对遗产文物进行注释的复杂问题。在这一领域中,研究对象的语义描述必须能够依靠丰富和结构化的表征,一方面明确对象的形态复杂性,另一方面反映科学成像所传达的各个方面。本文介绍了一种对2D图像(摄影、科学成像等)进行语义注释的方法,同时通过在对象的其他相关表示(2D或3D)之间自动传播这些注释来促进注释工作。它基于一种空间参考方法,旨在建立一个连续的二维/三维投影关系。该方法的目标是在观察和描述过程的所有阶段之间定义一个信息连续体,从获取图像和空间数据到构建语义丰富的3D表示。这个想法是在2D/3D数据处理的所有阶段插入语义,同时确保从空间、时间和形态的角度连续关联注释。
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引用次数: 13
A Framework for Compact and Improved Panoramic VR Dissemination 一个紧凑和改进的全景VR传播框架
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161380
B. Fanini, E. d’Annibale
Panoramic capture devices in Cultural Heritage are becoming widely available to consumer market, also due to comfortable interactive online dissemination and to the growth of VR segment. VR fruition through an HMD although, requires a virtual 3D representation to provide consistency in terms of experience, scale and spatial perception, overcoming limitations of standard approaches in orientation+positional HMD tracking model. However, modeling of 3D scenes and especially optimization of acquired dataset, are often time-consuming tasks: these are further stressed when dealing with latency-free demands of latest HMDs. In this paper, we propose a novel framework for panoramic acquisition and an improved data model for VR dissemination: spherical panoramas, omnidirectional depth-maps and semantic annotations are encoded into a compact, coherent representation that suits modern HMD needs and low-cost VR devices. We describe advantages of our approach in terms of acquisition pipeline, presence and depth perception in HMDs fruition, discussing also visualization efficiency in online contexts. We present a few case studies where we applied the methodology and the workflow we adopted, comparing results. We discuss integration of existing desktop toolkits into the pipeline, dissemination capabilities through recent WebVR API and framework advantages for immersive VR panoramic video streaming.
文化遗产中的全景捕捉设备正在广泛地进入消费市场,这也是由于舒适的交互式在线传播和VR细分市场的增长。尽管通过HMD实现VR,需要虚拟3D表示来提供体验、规模和空间感知方面的一致性,克服了标准方法在方向+位置HMD跟踪模型中的局限性。然而,3D场景的建模,特别是获取的数据集的优化,通常是耗时的任务:当处理最新的hmd无延迟需求时,这些任务会进一步强调。在本文中,我们提出了一个新的全景采集框架和一个改进的VR传播数据模型:球面全景图、全方位深度图和语义注释被编码成一个紧凑、连贯的表示,适合现代HMD需求和低成本的VR设备。我们描述了我们的方法在获取管道,在hmd成果中的存在和深度感知方面的优势,还讨论了在线环境中的可视化效率。我们提出了几个案例研究,其中我们应用了我们采用的方法和工作流程,并比较了结果。我们讨论了将现有的桌面工具包集成到管道中,通过最近的WebVR API传播能力,以及沉浸式VR全景视频流的框架优势。
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引用次数: 5
Semantic Structuring and 3D Modeling of Masonry Structure 语义结构与砌体结构三维建模
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161400
K. Jacquot, L. Luca
Studies of architectural heritage require tight control over spatial data. It is an prerequisite for the representation, analysis, conservation and structural restoration of architectural heritage. As regards the morphology of architectural works, the challenge is to move from 3D survey raw data to semantic 3D models. The objective of our project is to develop and experiment a process for the treatment of point clouds in order to create a computational model dedicated to mechanic behavior analysis. Thus, the modeling and semantic structuring is achieved through a knowledge-based approach. Semantic dimension and topological constraints are identified and explicated through the creation of a knowledge model of masonry works. This knowledge is used to implement a set of tools for the reverse engineering of digitized masonry structures.
建筑遗产的研究需要严格控制空间数据。它是建筑遗产的表现、分析、保护和结构修复的先决条件。关于建筑作品的形态,挑战在于从3D调查原始数据转向语义3D模型。我们项目的目标是开发和实验一个处理点云的过程,以便创建一个专门用于力学行为分析的计算模型。因此,通过基于知识的方法来实现建模和语义结构。通过建立砌体工程知识模型,对语义维度和拓扑约束进行了识别和说明。这些知识用于实现数字化砖石结构逆向工程的一套工具。
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引用次数: 0
A Complete Workflow From the Data Collection on the Field to the Deployment of a Virtual Museum: the Case of Virtual Sarmizegetusa 从现场数据采集到虚拟博物馆部署的完整流程:以虚拟博物馆为例
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161386
A. Antal, E. Bota, C. Ciongradi, E. d’Annibale, E. Demetrescu, C. Dima, B. Fanini, D. Ferdani
This paper presents the first installation produced with the data collected on the ancient roman city of Colonia Dacica Sarmizegetusa: it can be considered a concrete example of a full workflow, from photogrammetric 3D acquisition to gaming experience, able to contribute to the community of experts in the domain of virtual museum. The visualization of enormous archaeological contexts like a whole ancient city has been a test bed to develop tools and methodologies in order to create and maintain accurate and fully real-time enabled 3D models. In the temporary exhibition, open until 30 September 2016, a multimedia installation based on "natural interaction" solutions was set up: thanks to Kinect and Leap-Motion sensors visitors can interact with virtual environments and objects, using gestures to experience a more engaging and intuitive experience.
本文介绍了第一个用古罗马城市Colonia Dacica Sarmizegetusa收集的数据制作的装置:它可以被认为是一个完整工作流程的具体例子,从摄影测量3D获取到游戏体验,能够为虚拟博物馆领域的专家社区做出贡献。像整个古城这样的巨大考古背景的可视化已经成为开发工具和方法的试验台,以便创建和维护准确且完全实时的3D模型。在2016年9月30日开幕的临时展览中,设置了一个基于“自然互动”解决方案的多媒体装置:借助Kinect和Leap-Motion传感器,参观者可以与虚拟环境和物体互动,使用手势体验更吸引人的直观体验。
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引用次数: 9
Feature Identification in Archaeological Fragments Using Families of Algebraic Curves 基于代数曲线族的考古碎片特征识别
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161389
M. Torrente, S. Biasotti, B. Falcidieno
A method is proposed to identify and localize semantic features like anatomical characteristics or decorations on digital artefacts or fragments, even if the features are partially damaged or incomplete. This technique is based on a novel generalization of the Hough transform. Its major advantages are the relative robustness to noise and the recognition power also in the case of partial features. Our experiments on digital models of real artefacts show the potential of the method, which can work on both 3D meshes and point clouds.
提出了一种方法来识别和定位语义特征,如数字人工制品或碎片上的解剖特征或装饰,即使这些特征部分受损或不完整。该技术是基于霍夫变换的一种新的推广。它的主要优点是对噪声具有相对的鲁棒性,并且在局部特征的情况下也具有较好的识别能力。我们在真实人工制品的数字模型上的实验显示了该方法的潜力,它可以在3D网格和点云上工作。
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引用次数: 1
3D Object Spatial- consistent Texture Maps Appropriate for 2D Image Processing 三维对象空间一致纹理映射适合于二维图像处理
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161411
G. Ioannakis, A. Koutsoudis, C. Chamzas
The aim of this work is to generate a spatial-consistent UV maps of a 3D object's texture suitable for 2D image processing algorithms. An approach to produce such a fully spatially consistent UV mapping suitable for image processing based on the planar parameterisation of the mesh is presented. The mesh of a 3D model is parametrised onto a unit square 2D plane using computational conformal geometry techniques. The proposed method is genus independent, due to an iterative 3D mesh cutting procedure. The selection of the initial seed vertex for the mesh-cut is not essential for the parameterisation of the geometry, however it affects heavily the appearance of the obtained texture map. In this work we attempt to determine such a seed vertex, in order the UV map to be suitable for image processing. Having the texture of a 3D model depicted on a spatially continuous two dimensional structure enables us to efficiently apply well known image processing based techniques and algorithms. Our method is applied on a 3D digital replica of an ancient Greek Lekythos vessel.
这项工作的目的是生成适合2D图像处理算法的3D物体纹理的空间一致的UV地图。提出了一种基于网格平面参数化的适合图像处理的完全空间一致的UV映射方法。使用计算共形几何技术将三维模型的网格参数化到单位平方的二维平面上。由于该方法是一个迭代的三维网格切割过程,因此该方法与属无关。网格切割的初始种子顶点的选择对于几何参数化不是必不可少的,但是它会严重影响获得的纹理图的外观。在这项工作中,我们试图确定这样一个种子顶点,以便UV贴图适合图像处理。将三维模型的纹理描绘在空间连续的二维结构上,使我们能够有效地应用众所周知的基于图像处理的技术和算法。我们的方法应用于古希腊勒基索斯船的三维数字复制品。
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引用次数: 0
On-site AR Interface based on Web-based 3D Database for Cultural Heritage in Egypt 基于web的埃及文化遗产三维数据库的现场AR界面
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161403
Y. Yasumuro, Ryosuke Matsushita, Tokihisa Higo, H. Suita
We have been developing a web-based 3D archiving system for supporting the diverse specialties and nationalities needed for carrying out the survey and restoration work of the archaeological project at the Mastaba of Idout in Saqqara, Egypt. Our 3D archiving system is designed for the spontaneous updating, accumulating, and sharing of information on findings in order to better enable frequent discussions, through a 3D virtual copy of the field site that a user can visit, explore, and embed information into, over the Internet. This paper proposes an AR (augmented reality) interface for on-site use to enhance access from mobile devices at the actual site to the archiving system. We utilize SFM (structure from motion) to organize the photos and their shooting viewpoints in 3D space. Then solving the Perspective-n-Point (PnP) problem, a photo taken at the site can be stably matched to the pre-registered photo sets in the archiving system and the archived information is automatically overlaid on the photo with precise perspective, just in the same manner as exploring the virtual version of the site on desktop PCs. This paper shows effective AR representation performance with millimeters precisions of the AR representation at the on-going project site, as well as the implementation details.
我们一直在开发一个基于网络的3D存档系统,以支持在埃及萨卡拉的伊图特马斯塔巴考古项目中进行调查和修复工作所需的不同专业和国籍。我们的3D存档系统是为自发更新、积累和分享发现的信息而设计的,以便更好地进行频繁的讨论,通过用户可以在互联网上访问、探索和嵌入信息的实地网站的3D虚拟副本。本文提出了一种现场使用的AR(增强现实)接口,以增强实际现场移动设备对归档系统的访问。我们利用SFM (structure from motion)在3D空间中组织照片及其拍摄视角。然后,通过解决PnP问题,将在现场拍摄的照片与存档系统中预先注册的照片集稳定匹配,并将存档信息自动覆盖在具有精确视角的照片上,就像在台式电脑上探索虚拟版本的站点一样。本文展示了在正在进行的项目现场使用毫米精度的AR表示的有效AR表示性能,以及实现细节。
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引用次数: 1
Vis-à-vis with Leonardo. Designing Digital Encounters 与莱昂纳多一起-à-vis。设计数字接触
Pub Date : 2016-10-05 DOI: 10.2312/gch.20161401
M. Ceconello, Davide Spallazzo
The paper describes, frames and analyses the exhibit Leonardo Plays Leonardo. Milan. Life. Nature. at Fondazione Stelline in Milan. This gesture-based interactive installation, located in the cloister of Palazzo delle Stelline, show-cases Leonardo da Vinci and his Milanese years. The project is based on the idea of digital encounter and allows visitors to meet a real size simulated hologram of the Renaissance Master who tells several short stories about his life, his years in Milan and his relationship with nature. The article frames the projects in the context of digital encounters in CH field and embodied interaction systems, describes how the system was realized and presents preliminary data about the usage.
本文对“达芬奇扮演达芬奇”展览进行了描述、框架和分析。米兰。的生活。大自然。在米兰的斯泰林基金会。这个基于手势的互动装置,位于Palazzo delle Stelline的回廊,展示了莱昂纳多·达·芬奇和他在米兰的岁月。该项目基于数字相遇的理念,让游客可以看到文艺复兴时期大师的真实大小的模拟全息图,他讲述了几个关于他的生活、他在米兰的岁月以及他与自然的关系的小故事。文章在CH领域的数字接触和具体的交互系统的背景下构建了项目,描述了系统是如何实现的,并提供了有关使用的初步数据。
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引用次数: 4
期刊
Eurographics Workshop on Graphics and Cultural Heritage
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