GCH 2024 - Eurographics Workshop on Graphics and Cultural Heritage
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Item Enriching Medieval 4D Models with Interactive Narratives(The Eurographics Association, 2024) Andujar, Carlos; Cayuela, Begoña; Lorés Otzet, Immaculada; Bosch, Carles; Guardia, Milagros; Munoz-Pandiella, Imanol; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanDigital technologies are increasingly used in cultural heritage preservation and dissemination, but some monuments pose significant challenges due to substantial historical architectural and pictorial changes. This paper introduces a method to enrich multi-layered, multi-phase 3D models of cultural heritage with art history knowledge. This is achieved through imagebased annotations, interactive narratives, points of interest, text, and audio, creating guided tours of the monument's historical phases. The approach is user-friendly for art historians, requiring no programming skills for defining such elements. A pilot user evaluation demonstrated its effectiveness in enhancing visitor engagement and understanding, and allowed improving the final web-based application and narratives.Item Reconstructing Lost Altarpieces: A Differentiable Rendering Approach(The Eurographics Association, 2024) Pagès-Vilà, Anna; Munoz-Pandiella, Imanol; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanStudying works that have completely or partially disappeared is always difficult due to the lack of information. In more fortunate scenarios where photographs were taken before the destruction, the study of the piece is limited by the viewpoints captured in the available photographs. In this interdisciplinary research, we present a new methodology for reconstructing lost altarpieces from a single historical image, utilizing differentiable rendering techniques. We test our methodology by reconstructing some reliefs from the altarpiece of Sant Joan Baptista (Valls, Spain), which was destroyed in 1936. These results are valuable for both experts and the public, as they facilitate a better understanding of the relief's volumetrics and their spatial relationships, representing a significant advancement in the virtual recovery of lost artifacts.Item SemanticSplatStylization: Semantic scene stylization based on 3D Gaussian splatting and class-based style transfer(The Eurographics Association, 2024) Sinha, Saptarshi Neil; Graf, Holger; Weinmann, Michael; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanWe propose a novel approach for 3D Semantic Style Transfer in 3D Gaussian Splatting (3DGS) that applies style transfer to specific segments of a 3D scene using 2D style images. Our method leverages a finetuning of 3D Gaussian splats and fast 2D class-based style transfer to achieve targeted stylization with superior fidelity and multi-view consistency compared to existing state-of-the- art methods. By incorporating a semantic understanding, our approach ensures precise, context-aware stylization, aligning the visual characteristics of segments with their intended style. The application of 3D Semantic Style Transfer in cultural heritage preservation and restoration holds significant potential. By accurately capturing and transferring styles onto specific segments of cultural heritage objects, our approach demonstrates the potential of providing more accurate and visually appealing stylization results that preserve the integrity and historical significance of cultural heritage artifacts.Item Creating Location-based Visual Presence Experiences for Museums with Immersive Technology(The Eurographics Association, 2024) Spierling, Ulrike; Bitter, Jessica L.; Kräuter, Noura; Liu, Yu; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanThis Poster (accompanying demos) presents an overview of creative approaches and considerations in the design research process of exploring different feelings of immersion and presence through Augmented Reality with headmounted devices in a museum. It shows ongoing work in the EU-funded project LoGaCulture (Locative Games in Cultural Heritage), in particular in the practical research that develops case studies for a Natural History museum. We summarise design criteria, concepts and prototypical implementations regarding the qualities of presence, playfulness and usability.Item DeepTex: Deep Learning-Based Texturing of Image-Based 3D Reconstructions(The Eurographics Association, 2024) Neumann, Kai Alexander; Santos, Pedro; Fellner, Dieter W.; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanImage-based 3D reconstruction is a commonly used technique for measuring the geometry and color of objects or scenes based on images. While the geometry reconstruction of state-of-the-art approaches is mostly robust against varying lighting conditions and outliers, these pose a significant challenge for calculating an accurate texture map. This work proposes a deep-learning based texturing approach called ''DeepTex'' that uses a custom learned blending method on top of a traditional mosaic-based texturing approach. The model was trained using a custom synthetic data generation workflow and showed a significantly increased accuracy when generating textures in the presence of outliers and non-uniform lighting.Item Documenting Dunhuang Dance Using Motion Capture Technology(The Eurographics Association, 2024) Wang, Zeyu; He, Chengan; Yan, Zhe; Wang, Jiashun; Wang, Yingke; Liu, Junhua; Shen, Angela; Zeng, Mengying; Rushmeier, Holly; Xu, Huazhe; Yu, Borou; Lu, Chenchen; Wang, Eugene Y.; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanThis paper introduces a pipeline for documenting Chinese Classical Dunhuang Dance using motion capture technology. Our captured dataset includes full-body movements documented across eight categories, totaling 40 minutes of professional dance (preview available at https://cislab.hkust-gz.edu.cn/projects/chang-e/). The dataset supports creative applications for Dunhuang dance culture, showcased in a new media immersive exhibition. We used motion inbetweening to concatenate dance sequences and synchronized them with music through retiming techniques, enhancing rhythm and harmony. Visual effects were applied to digital dancers, achieving visually appealing results that echo Buddhist meditation and bodily cognition. The Chang-E dataset enables digital preservation and creative reimagination of Dunhuang dance, offering highquality data and an interdisciplinary collaboration framework for future graphics and cultural heritage research.Item LanternOperAR: Integrating Gamification and Visualization to Engage with Yue Opera in a Hybrid Gift(The Eurographics Association, 2024) Xu, Ningning; Chen, Yifei; Ma, Teng; Mao, Qinglin; Huang, Xinlie; Zhou, Haibo; Sun, Xu; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanLanternOperAR is a hybrid gift designed to engage with Yue Opera in a handheld experience. With a physical installation and a digital application, users can interact with cultural content through meaningful visualizations and gamified interaction. In this paper, we detail the design process, including the methodologies for processing, analyzing, and presenting cultural data, as well as the presenting the physical prototype. Our evaluation supplies empirical evidence and practical guidelines on designing hybrid gifts that transcend traditional cultural products to promote cultural heritage in interactive experiences. It provides valuable insights to researchers and practitioners in the cultural application area.Item Overview of a numerical modelling approach of Neolithic settlements: the instance of the Pointe de la Tranche (France)(The Eurographics Association, 2024) Choplin, Aménaïs; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanThe present study is a component of a doctoral thesis on Neolithic settlements in Western France, approached through digital modelling. Although 3D technologies are already employed in the research on megalithic architecture, their utilisation on settlement site is still relatively rare. This investigation focused on the southern coast of Île d'Yeu and the prehistoric barred spur site, la Pointe de la Tranche. The site was excavated from 2010 to 2013, revealing two Late Neolithic enclosures. New fieldwork, including a drone video survey, was added to the data collected during this campaign. The results of this study corroborate and expand upon those of previous investigations, particularly with regard to the different modules utilised in the construction process. The initial hypothesis that existing data could create 3D scenes for new information was partially confirmed. This study's innovation lies in its scale and site type, suggesting further investigation into data reuse and the necessity of the modelling of certain structures.Item Towards an Experiment Planner for Cognitive Studies in Virtual Heritage Environments. A Pilot Study.(The Eurographics Association, 2024) Massidda, Marcello; Bordignon, Alice; Fabbri, Francesca; Nori, Raffaella; Piccardi, Laura; Travaglini, Laura; Veggi, Manuele; Pescarin, Sofia; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanThe increasing role of Virtual Reality in psychology introduces new methods for replicable experiments and enhances techniques for analysing human behaviours. Despite the technological advancements, a flexible and user-friendly approach for researchers and psychologists is still lacking, making it challenging to meet their specific needs and requirements. This paper describes the design, development and testing of a prototype for configuring and managing experiments in virtual sessions in cultural 3D spaces. The prototype represents the first version of a future tool dedicated to the planning of assessment sessions in Virtual Heritage environments. To test this prototype we have used the Digital Twin of a physical Exhibition dedicated to Aldrovandi.Item Unsupervised Detection and Localization of Egyptian Hieroglyphs(The Eurographics Association, 2024) Lion, Pauline; Trunz, Elena; Klein, Reinhard; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanThe extensive variability in hieroglyph forms, coupled with erosion, fading, damage, and lighting effects, makes hieroglyphic script highly complex and difficult to segment. This complexity, along with the scarcity of labeled data, poses challenges for traditional supervised learning methods. In this paper, we present a novel unsupervised approach for detecting and localizing Egyptian hieroglyphs in images. Our method employs classical computer vision algorithms to generate pseudo-labels, which are then used to train a Faster R-CNN model. Augmented by post-processing techniques, our approach achieves detection results comparable to that of previous supervised methods for hieroglyph segmentation. Evaluated on unseen backgrounds, it demonstrates significant potential for advancing research in Egyptian culture and history.Item Wedge Detection for Predictive Graphical Annotation of Cuneiform Tablets in 3D(The Eurographics Association, 2024) Bullenkamp, Jan Philipp; Mara, Hubert; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanAs Digital Ancient Near Studies (DANES) and Ancient Language Processing (ALP) require larger volumes of annotated documents, we focus on automatically computed graphical annotations for cuneiform tablets, which are among the oldest documents spanning at least three millennia of human history. Cuneiform consists of wedges imprinted on clay tablets, which are best captured by high-resolution 3D acquisition. Existing Open Access 3D models are therefore our data base and have been postprocessed by the GigaMesh software framework, which ensures clean meshes and provides MSII filter responses. This refers to the Gaussian curvature, which is a function value for each vertex of the mesh used for watersheds along the 2D manifold. Watershed labels are determined by non-minimum suppression using a merge parameter. The label contours, i.e., the polygonal lines enclosing the wedges, are smoothed using the Savitzky-Golay filter with the goal of projecting a low-poly line in 2D that can be quickly corrected by the image-based annotation tool known as Cuneur, which allows experts to annotate wedges, signs and semantics. Once the wedges have been determined, wedge types can be automatically proposed using the orientation of the wedges, which is the first step towards a paleographic representation of cuneiform signs, known as PaleoCode.Item The Virtual Kemenate Thurnau(The Eurographics Association, 2024) Guthe, Michael; Mühlnikel, Marcus; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanMuseums increasingly use interactive installations to give the visitor access to remote places and bring the past back to life. This is especially interesting when artifacts cannot be brought to the museum since they were sold or otherwise lost. In this project, we have partially reconstructed the Giech's family exhibition in Thurnau Castle. The exhibition ended when the family had to sell the exhibits in the 19th century because of financial problems. The goal of the project is to fully reconstruct the part of the exhibition that was shown in the Red Room. In addition, we used virtual reality interaction techniques to reproduce the experience of the earl himself showing his exhibits and to make the exhibition more immersive and accessible.Item Story Inspiration Station: Encouraging Deeper Engagement with Museum Objects(The Eurographics Association, 2024) Bowen, Simon J.; Rowling, H. C.; Kirk, D.; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanInteractive technologies can support new forms of engagement with Cultural Heritage sites and collections, including participatory interpretation and the production of polyvocal narratives that might challenge the Authorised Heritage Discourse. To explore this potential, we developed Story Inspiration Station (an interactive museum exhibit using digitised museum objects to prompt reflective engagement amongst visitors), which allowed us to investigate how an interactive exhibit can enable and scaffold deeper engagement with objects and democratises their interpretation through visitors' exploration of their own and other's responses to them. Through content analysis of system use and visitor responses (1,514 submissions) and thematic analysis of visitor interviews (n=8) and survey responses (n=6) we provide insights into strategies for deepening engagement with heritage objects and for challenging dominant discourses and provide design considerations for others seeking to digitally support polyvocal engagement with museum collections.Item The Fabric of Mixed-Reality Museal Spaces(The Eurographics Association, 2024) Ohl, Stephan; Wagner, Martin; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanRecent advances in eXtended Reality (XR) technology give museums many novel and exciting possibilities for designing interactive exhibition spaces. This short article overviews MIREMUS, a theory that formalizes and unifies the abstract description of such mixed-reality museal spaces. Spatial computing devices can mix real space and digital content in a multitude of different ways. MIREMUS provides a systematic description that has been developed with archeological and cultural heritage museums in mind. Emphasis is put on describing changes over time and qualitatively distinguishing between factual artifacts and hypothesized context. Furthermore, MIREMUS is based on a conceptual abstraction of tele-immersion. This enables us to systematically describe novel museum concepts that join multiple real locations with virtual content into one distributed museal space.Item Applying BRDF Monotonicity for Refined Shading Normal Extraction from Multi-Light Image Collections(The Eurographics Association, 2024) Pintus, Ruggero; Zorcolo, Antonio; Gobbetti, Enrico; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanMulti-Light Image Collections (MLICs) are often transformed into geometric normals and BRDF normals for visual exploration under novel illumination. However, discrepancies between the chosen BRDF space and the complete optical behavior of objects, along with the possible presence of non-local lighting effects in measurements, often lead to sub-optimal visual outcomes even with the most accurate geometric normal recovery. In this paper, we introduce a modular component designed to convert the geometric normals into well-behaved shading normals, under the common and general assumption that the reflectance must be a monotonic function of the angle between the shading normal and the bisector of lighting and viewing directions. Since it does not require the coupling of shape and material estimation, the module allows seamless integration into existing reconstruction pipelines, supporting the mixing and matching of Photometric Stereo methods, BRDF models, and BRDF fitters. The performance and versatility of the approach are demonstrated through experiments.Item Towards a Collaborative Authoring Tool for Cultural Heritage Applications: Modelling the Development Process Between Curators and Developers(The Eurographics Association, 2024) Southall, Ethan; Hulusic, Vedad; John, David; Hargood, Charlie; Ó hOisín, Niall; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanBoth museums and virtual museums go through a curation process for creating exhibitions, with a variety of methods available. These are often collaborative, requiring both cultural heritage professionals and designers or developers working together. Mixed reality has the potential to enhance this process for the developer and client, in the form of a collaborative mixed reality authoring tool. It is important to understand the process of collaborative development of cultural heritage applications so that the authoring tool could be designed to cater for these needs.In this paper, a user study is presented that analyses the process of delivering three cultural heritage projects by an experienced development company. As a result, a model that captures project stages and collaborative aspects with the clients is created and validated, existing bottlenecks are identified and three authoring tool concepts that could improve the process are generated and discussed. The resulting tool is proposed to aid the collaboration process during the prototype and initial design stages of the development process, which will aid future research.Item Building Heritage Material Passports (BHMPs): digitalisation of Made in Italy's Heritage techniques for more Resilient Communities(The Eurographics Association, 2024) Mazza, Arianna; Bernardo, Graziella; Guida, Antonella; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanThe whole of Italy is characterized by small towns at risk of complete depopulation with a widespread and remarkable cultural heritage. These places, still little known and valued, are the testimony of the unique way of living and inhabiting the places belonging to the multifaceted wealth of Made in Italy. The work focuses on the knowledge and rediscovery of local materials and construction techniques using digital tools as a driver of sustainable development and resilience of small communities according to new models of the circular economy. The paper presents some preliminary results of research activities aimed at developing a proof-of-concept of Building Heritage Materials Passport (BHMPs) for the case study of the incannucciata construction technique found in the Rabatana, the ancient Arab district of the little town of Tursi in the Province of Matera (Basilicata, Italy).Item Shy Tech Floating Tablet Computers for Interaction with XR in Museums(The Eurographics Association, 2024) Zöllner, Michael; Gemeinhardt, Jan; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanTablet computers like the iPad are user-friendly and reliable interaction devices for displaying XR content in museums. Although they are lacking the stereo view of a VR headset, they also avoid the hygiene, optics and usability challenges of head mounted displays in public spaces. In our paper we describe methods to improve the shortcomings of these devices: Placement, presentation and distracting branding. Our solution is a combination of a physical hanging system and custom designed acrylic cases disguising the hardware. In our example of an exhibition about a baroque architect the result is a series of floating baroque picture frames which users are grabbing and rotating to view into the XR scenes.Item Demonstration of Playful Interaction Patterns for Head-mounted Device-based AR Experiences in Cultural Heritage(The Eurographics Association, 2024) Liu, Yu; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanThis proposal explores AR applications with engaging interaction patterns to provide immersive and entertaining museum experiences. Focusing on cultural heritage, this demonstration showcases innovative interaction patterns for navigation and exhibit activation. The navigation interaction pattern uses dynamic visual and auditory cues, while the exhibit activation interaction pattern incorporates playful orca-inspired elements. Implemented in Unity3D and deployed on HoloLens 2, the demonstration effectively balances usability and entertainment, enhancing visitor engagement and showcasing new AR possibilities for museums.Item AI-Driven Classification of a Design Photographic Archive(The Eurographics Association, 2024) Rodriguez Echavarria, Karina; Samaroudi, Myrsini; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanThe paper presents a workflow for deploying an Artificial Intelligence (AI) classification of a previously unclassified photographic collection, the Design Archive's glass plate negatives. This involved fine-tuning the DinoV2 self-supervised image retrieval system with a domain-expert taxonomy to classify approximately 10K images within 40 classes. As such, it addresses challenges relevant to the curation, analysis and discovery of large-scale visual collections. A 3D visualisation was implemented for users to access the outputs presenting images as data points using the Uniform Manifold Approximation and Projection for Dimension Reduction (UMAP) to project the embeddings of the neural network. The paper demonstrates the advantages of this approach and reflects how users can participate in the AI processes making them more transparent and trustable.