GCH 2018 - Eurographics Workshop on Graphics and Cultural Heritage
Permanent URI for this collection
Browse
Browsing GCH 2018 - Eurographics Workshop on Graphics and Cultural Heritage by Issue Date
Now showing 1 - 20 of 40
Results Per Page
Sort Options
Item Granitic Recumbent Statue Reproduction by a Seven Axes Robotic Milling Machine(The Eurographics Association, 2018) Barreau, Jean-Baptiste; Jouneau, Joëlle; Mérelle, Johnny; Maillard, Loïc; Bernard, Yann; Quesnel, Laurent; Sablatnig, Robert and Wimmer, MichaelFacing the sea, the rocks sculpted by the "Abbé Fouré" at the "Pointe du Christ" and the "Pointe de la Haie" in Rothéneuf (Brittany, France) attract many visitors. Winds, rains and sea spray erode each day a little more the sculptures carved in granite more than a century ago. In order to preserve the heritage, the "Association des Amis de l'Oeuvre de l'Abbé Fouré" tried to start an innovative project: recreate a statue sculpted by the "Ermite of Rothéneuf" at the end of the 19th century thanks to 3D technologies and robotics. With a first 3D scanning of the sculpture of the "Pointe du Christ", a stonecutters' company was approached to reproduce identically this recumbent statue, identified as John IV, Duke of Brittany. Thanks to a robotic milling machine working on seven axes, by cutting layers in the granite at each passage, the company realized 60% of the work in less than a month. Then, a sculptor of the company was responsible, from documents collected by the association, to give the granite block the features of the original recumbent statue. This replica is currently the centerpiece of several French exhibitions dedicated to the general public.Item A Social Platform to Support Citizens Reuse of Open 3D Visualisations: a Citizen Science Approach(The Eurographics Association, 2018) Donato, Renato De; Santo, Massimo De; Negro, Alberto; Pirozzi, Donato; Rizzolo, Diletta; Santangelo, Gianluca; Scarano, Vittorio; Sablatnig, Robert and Wimmer, MichaelThere is a growing interest in the world of Open Data, with many initiatives in the Cultural Heritage field. Platforms like Europeana, archive.org, Open Heritage by Google are only few examples of on-line catalogues full of open artefacts published with various formats. It is a new and promising way to engage public, such as, students, citizens, non-profit organisations. This paper faces the question of how to help audience in reusing Open 3D models and other artefacts available on Open Cultural Heritage repositories. The idea is to provide a Social Platform named SPOD where citizens can visualise artefacts, share and comment with others in a social way to increase understanding, awareness and engagement in cultural heritage. The foundation is the Datalet-Ecosystem Provider (DEEP), an open source, extensible, scalable, and Edge-centric visualisation architecture to support reuse of visualisations of Open Data in Cultural Heritage. It consists of reusable, dynamic and interactive visualizations named datalets. It includes a variety of visualisations, charts, geographical maps and 3D visualisations. Datalets can be generated and embedded in any web-page as well. SPOD exploits the DEEP architecture to support users within the platform in generating visualisations of Open artefacts, reuse and share them within discussions.Item Towards the Reconstruction of Wide Historical Sites: A Local Graph-based Representation to Resample Gigantic Acquisitions(The Eurographics Association, 2018) Bletterer, Arnaud; Payan, Frédéric; Antonini, Marc; Meftah, Anis; Sablatnig, Robert and Wimmer, MichaelNowadays, 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.Item Proxy Painting(The Eurographics Association, 2018) Lange, Vanessa; Kurth, Philipp; Keinert, Benjamin; Boss, Martin; Stamminger, Marc; Bauer, Frank; Sablatnig, Robert and Wimmer, MichaelFor archaeologists it is often desireable to present statues in their original coloration. With projection mapping real-world surfaces are augmented by digital content to create compelling alterations of the scene's visual appearance without actually altering or even damaging the object. While there are frequent advances in projection quality, content creation is still a chal- lenging and often unintuitive task, especially for non-experts. In our presented system we combine the advantages of digital content creation such as rapid prototyping with the convenience of an analog workflow. Users paint on smaller versions of the projection mapping target, employing real-world brushes and pencils, while the results are presented live on its large counter- part. We further demonstrate the integration of our system into a state-of-art game engine. By leveraging a powerful rendering and material workflow we make creating compelling materials and lighting situations an intuitive experience.Item Shape Analysis Techniques for the Ayia Irini Case Study(The Eurographics Association, 2018) Scalas, Andreas; Vassallo, Valentina; Mortara, Michela; Spagnuolo, Michela; Hermon, Sorin; Sablatnig, Robert and Wimmer, MichaelThe typical approach for archaeological analysis is mainly qualitative and, as such, subjective. Even when some measures are reported in the documentation of artefacts, they are often approximate or ambiguous. Conversely, the quantitative approach is based on objective metrics to produce replicable results and, coupled with digital tools, can assist the qualitative analysis in archaological research with no risk of damage. In this paper, we present a geometric-quantitative approach for the analysis of archaeological finds and the preliminary results of an ongoing joint research project of two doctoral students within the frame of the EU GRAVITATE project.Item An Image-based Approach for Detecting Faces Carved in Heritage Monuments(The Eurographics Association, 2018) Lai, Yu-Kun; Echavarria, Karina Rodriguez; Song, Ran; Rosin, Paul L.; Sablatnig, Robert and Wimmer, MichaelHeritage 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.Item Integrated Volume Visualisation of Archaeological Ground Penetrating Radar Data(The Eurographics Association, 2018) Bornik, Alexander; Wallner, Mario; Hinterleitner, Alois; Verhoeven, Geert; Neubauer, Wolfgang; Sablatnig, Robert and Wimmer, MichaelThe non-invasive prospection of our archaeological heritage is one of the main tasks of modern archaeology and often provides the necessary bases for further activities, such as special protection or intensified research. Geophysical prospections using ground-penetrating radar (GPR) are an invaluable tool for the non-destructive exploration of archaeological monuments still buried in the ground. However, the analysis and interpretation of the data sets generated in this way is a time-consuming and complex process and requires not only three-dimensional imagination but also a broad understanding of the archaeological remains. Therefore, understandable 3D visualisations are in great demand. This paper presents a novel integrated visualisation approach, which supports conjoint visualisation of scenes composed of heterogeneous data including GPR volumes and 3D models of interpretations and reconstructions. Visual depiction of relevant dataset areas and archaeological structures is facilitated based on flexible and localised visualisation techniques. Furthermore, the rendering system supports the computation of dynamic label layouts for scenes annotations.Item Visualising Dudsbury Hillfort: Using Immersive Virtual Reality to Engage the Public with Cultural Heritage(The Eurographics Association, 2018) John, David; Hurst, David; Cheetham, Paul; Manley, Harry; Sablatnig, Robert and Wimmer, MichaelWhilst computer visualisation is an established method of presenting cultural heritage, the use of game engines to provide a full immersive virtual reality experience is less well developed. This research documents the development of a visualisation of an Iron Age hillfort using Unreal Engine together with LiDAR terrain data to create a fully immersive experience for the virtual visitor. The visualisation was evaluated by 36 members of the public. The results show a high degree of satisfaction with the visualisation and agreement with the results of other studies demonstrating significant differences between those new to and those familiar with virtual reality applications. The conclusion is that in combination, game engines and LiDAR are effective tools for creating engaging virtual heritage visualisations.Item Earthquake Simulation for Ancient Building Destruction(The Eurographics Association, 2018) Fita, Josep Lluis; Besuievsky, Gonzalo; Patow, Gustavo; Sablatnig, Robert and Wimmer, MichaelResearch on seismic simulations has been focused mainly on methodologies specially tailored for civil engineering. On the other hand, we have detected a certain lack of this kind of tools for interactive cultural heritage applications, where speed and plausibility are the main requirements to satisfy. We have designed a tool that allows to parameterize and recreate real earthquakes in an accurate, but simple way. Furthermore, we have focused our efforts on those users without much technical experience in geology or seismic simulation, such as historians, art historians, museum curators and other similar stakeholders. We have performed a series of tests over a set of ancient masonry buildings such as walls with their respective battlements, houses and a Romanesque church with structural simulation enabled, thus, allowing the coupling between the earthquake being simulated and the objects of interest. We show the feasibility of including earthquake simulations and structural stability into historical studies for helping the professionals to understand better those events of the past where an earthquake took place.Item New Haven Building Archive: A Database for the Collection, Study, and Communication of Local Built Heritage(The Eurographics Association, 2018) Rubin, Elihu; Akhtar, Saima; Brown, Benedict; Rushmeier, Holly; Sablatnig, Robert and Wimmer, MichaelThe New Haven Building Archive (NHBA) is a digital, mobile, and interactive field guide to New Haven, Connecticut's built heritage. As an interactive digital guide and database for local buildings, the NHBA harnesses digital mapping technologies, place-based storytelling and community-based research. Ultimately, the development of the NHBA will aid in the co-production of knowledge about the city by students, academic researchers and local citizens in a way that will facilitate conversations about the historical patterns and future development of New Haven while suggesting a model for engaged teaching and research for urban studies more broadly.Item Multiple Material Layer Visualization for Cultural Heritage Artifacts(The Eurographics Association, 2018) Moutafidou, Anastasia; Adamopoulos, Georgios; Drosou, Anastasios; Tzovaras, Dimitrios; Fudos, Ioannis; Sablatnig, Robert and Wimmer, MichaelMaterial aging has a significant effect on the appearance of cultural heritage objects. These aging effects depend on material composition, object usage and weathering conditions but also on physical and chemical substance parameters. Some types of changes in the materials underneath the visible layers can also be detected and subsequently simulated. Furthermore, recent 3D printing technology enables exporting 3D objects with transparency information. We report on the development of software tools for visualization of material aging for artwork objects that can be used by curators and archaeologists to understand the nature of aging and prevent it with minimal preservation work.Item Elastic Flattening of Painted Pottery Surfaces(The Eurographics Association, 2018) Preiner, Reinhold; Karl, Stephan; Bayer, Paul; Schreck, Tobias; Sablatnig, Robert and Wimmer, MichaelGenerating flat images from paintings on curved surfaces is an important task in Archaeological analysis of ancient pottery. It allows comparing styles and painting techniques, e.g, for style and workshop attribution, and serves as basis for domain publications which typically use 2d images. To obtain such flat images from scanned textured 3d models of the pottery objects, current practice is to perform so-called rollouts using approximating shape primitives like cones or spheres, onto which the mesh surfaces are projected. While this process provides in intuitive deformation metaphor for the users, it naturally introduces unwanted distortions in the mapping of the surface, especially for vessels with high-curvature profiles. In this work, we perform an elastic flattening of these projected meshes, where stretch energy is minimized by simulating a physical relaxation process on a damped elastic spring model. We propose an intuitive contraction-directed physical setup which allows for an efficient relaxation while ensuring a controlled convergence. Our work has shown to produce images of significantly improved suitability for domain experts' tasks like interpretation, documentation and attribution of ancient pottery.Item Deep Mapping Tarn Hows: Automated Generation of 3D Historic Landscapes(The Eurographics Association, 2018) Reinhold, Alexander; Gregory, Ian; Rayson, Paul; Sablatnig, Robert and Wimmer, MichaelChanging landscape presents a problem for both conservation and education at heritage sites. We consider the site of Tarn Hows in the English Lake District National Park, a site which has had significant landscape change over the past 200 years, from developing tree coverage, to the merging of three lakes into one. We created an automated process that combines an elevation map and a vegetation map to build a 3D representation of the landscape. We used this tool to create a 3D Deep Map of Tarn Hows, representing the site's landscape at multiple periods over time, allowing them to be viewed side by side and explored in an interactive environment. This 3D Deep Map provides an exploratory resource for site authorities to educate the public about the historic environment, with embedded multimedia in the application to provide additional information to users that might be disruptive or impractical to display on site. The 3D Deep Map also provides a tool for conservators to plan site maintenance to best maintain the integrity of the historic landscape without negatively impacting visitors' experience of the iconic site.Item Browsing Spatial Photography for Dissemination of Cultural Heritage Research Results using Augmented Models(The Eurographics Association, 2018) Niebling, Florian; Bruschke, Jonas; Latoschik, Marc Erich; Sablatnig, Robert and Wimmer, MichaelBoth digital and physical 3D models of buildings as well as historical photographs of architecture are used for a wide range of needs, from research in humanities and information technologies, museum contexts and library studies, to touristic applications. Spatially oriented photographs play an important role in visualizing and browsing contemporary as well as historical architecture, starting with the ground-breaking Photo Tourism project [SSS06]. We present a technique to combine physical, 3D-printed models of buildings with spatially registered historical photographic documents in a hand-held Augmented Reality (AR) environment. Users are enabled to spatially explore historical views of architecture by selecting photos from a collection of images, which are then utilized as textures for the physical model rendered on their respective mobile device. We compare different methods to spatially select photos registered to a physical model in hand-held AR.Item Frontmatter: Eurographics Workshop on Graphics and Cultural Heritage(The Eurographics Association, 2018) Sablatnig, Robert; Wimmer, Michael; Sablatnig, Robert and Wimmer, MichaelItem Visualizing Networks of Maya Glyphs by Clustering Subglyphs(The Eurographics Association, 2018) Bogacz, Bartosz; Feldmann, Felix; Prager, Christian; Mara, Hubert; Sablatnig, Robert and Wimmer, MichaelDeciphering the Maya writing is an ongoing process that has already started in the early 19th century. Among the reasons why Maya hieroglyphic script and language are still undeciphered are inexpertly-created drawings of Maya writing systems resulting in a large number of misinterpretations concerning the contents of these glyphs. As a consequence, the decipherment of Maya writing systems has experienced several setbacks. Modern research in the domain of cultural heritage requires a maximum amount of precision in capturing and analyzing artifacts so that scholars can work on - preferably - unmodified data as much as possible. This work presents an approach to visualize similar Maya glyphs and parts thereof and enable discovering novel connections between glyphs based on a machine learning pipeline. The algorithm is demonstrated on 3D scans from sculptured monuments, which have been filtered using a Multiscale Integral Invariant Filter (MSII) and then projected as a 2D image. Maya glyphs are segmented from 2D images using projection profiles to generate a grid of columns and rows. Then, the glyphs themselves are segmented using the random walker approach, where background and foreground is separated based on the surface curvature of the original 3D surface. The retrieved subglyphs are first clustered by their sizes into a set of common sizes. For each glyph a feature vector based on Histogram of Gradients (HOG) is computed and used for a subsequent hierarchical clustering. The resultant clusters of glyph parts are used to discover and visualize connections between glyphs using a force directed network layout.Item Towards an Automatic 3D Patterns Classification: the GRAVITATE Use Case(The Eurographics Association, 2018) Thompson, Elia Moscoso; Biasotti, Silvia; Sorrentino, Giusi; Polig, Martina; Hermon, Sorin; Sablatnig, Robert and Wimmer, MichaelWhen cataloging archaeological fragments, decorative patterns are an indicator of the stylistic canon an object belongs to. In this paper we address a quantitative classification of the decorative pattern elements that characterize the models in the GRAVITATE use case, discussing the performance of a recent algorithm for pattern recognition over triangle meshes.Item Objective and Subjective Evaluation of Virtual Relighting from Reflectance Transformation Imaging Data(The Eurographics Association, 2018) Pintus, Ruggero; Dulecha, Tinsae; Jaspe, Alberto; Giachetti, Andrea; Ciortan, Irina; Gobbetti, Enrico; Sablatnig, Robert and Wimmer, MichaelReflectance Transformation Imaging (RTI) is widely used to produce relightable models from multi-light image collections. These models are used for a variety of tasks in the Cultural Heritage field. In this work, we carry out an objective and subjective evaluation of RTI data visualization. We start from the acquisition of a series of objects with different geometry and appearance characteristics using a common dome-based configuration. We then transform the acquired data into relightable representations using different approaches: PTM, HSH, and RBF. We then perform an objective error estimation by comparing ground truth images with relighted ones in a leave-one-out framework using PSNR and SSIM error metrics. Moreover, we carry out a subjective investigation through perceptual experiments involving end users with a variety of backgrounds. Objective and subjective tests are shown to behave consistently, and significant differences are found between the various methods. While the proposed analysis has been performed on three common and state-of-the-art RTI visualization methods, our approach is general enough to be extended and applied in the future to new developed multi-light processing pipelines and rendering solutions, to assess their numerical precision and accuracy, and their perceptual visual quality.Item Data Visualization of Decoration Occurrence and Distribution. A Comparative Study of Late Egyptian Funerary Decoration in Thebes(The Eurographics Association, 2018) Wutte, Anja; Sablatnig, Robert and Wimmer, MichaelDecoration in Ancient Egyptian funerary monuments represents an important part of the monuments layout. Beside scenes displaying the owner, scenes of daily life, fabrication, offerings and hieroglyphic texts are found. Not only topics of self-presentation but also decoration for the translation to the afterlife were predominant. Therefore, this paper suggests approaches to analyze distribution and occurrence of decorations of several ancient monuments of the same style, with data visualization and quantitative methods. As a case study ancient Egyptian funerary monuments of High Officials from the Late Period, twenty-fifth to twenty-sixth dynasty, were studied. The decorative scenes were categorized and tagged in terms of their content. The positions in the monument were highlighted and included in abstracted 3-dimensional models. This computational implementation offers users to search for decoration categories, highlight, locate and finally compare the position of a scene between the monuments. The visualized data include the position and orientation of a categorized scene in the monument, their occurrence and distribution among the analyzed monuments. In a further step the analysis data was studied statistically in order to be able to query detailed results of the prevalence, distribution and preservation of decorations and specific scenes. Both introduced solutions provide a user friendly information interface to visualize, compare and request quantitative data.Item Aging Prediction of Cultural Heritage Samples Based on Surface Microgeometry(The Eurographics Association, 2018) Ciortan, Irina Mihaela; Marchioro, Giacomo; Daffara, Claudia; Pintus, Ruggero; Gobbetti, Enrico; Giachetti, Andrea; Sablatnig, Robert and Wimmer, MichaelA critical and challenging aspect for the study of Cultural Heritage (CH) assets is related to the characterization of the materials that compose them and to the variation of these materials with time. In this paper, we exploit a realistic dataset of artificially aged metallic samples treated with different coatings commonly used for artworks' protection in order to evaluate different approaches to extract material features from high-resolution depth maps. In particular, we estimated, on microprofilometric surface acquisitions of the samples, performed at different aging steps, standard roughness descriptors used in materials science as well as classical and recent image texture descriptors. We analyzed the ability of the features to discriminate different aging steps and performed supervised classification tests showing the feasibility of a texture-based aging analysis and the effectiveness of coatings in reducing the surfaces' change with time.