EG GCH: EUROGRAPHICS Workshop on Graphics and Cultural Heritage
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Item 2D and 3D Semantic Segmentation for Interpreting and Understanding 3D Heritage Spaces(The Eurographics Association, 2025) El-Alailyi, Ahmad; Mazzacca, Gabriele; Alami, Ashkan; Padkan, Nazanin; Takhtkeshha, Narges; Fassi, Francesco; Remondino, Fabio; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe 3D digitization of Cultural Heritage (CH) sites has become increasingly requested for documentation, preservation, and analysis applications. Beyond capturing 3D spatial geometry, the semantic interpretation and understanding of digital models are critical for enabling meaningful CH studies and facilitating informed conservation strategies. However, manual annotation and classification of architectural elements and surface pathologies remain labor-intensive and time-consuming, underscoring the need for automated approaches. This study presents a comparative analysis between two distinct semantic segmentation frameworks: (1) a 2D-to-3D pipeline that projects 2D image-based detections onto 3D point clouds produced with V-SLAM data and (2) direct segmentation methods of 3D point clouds acquired with portable LiDAR sensors. These frameworks are evaluated on data acquired using two distinct mobile mapping systems (MMS): (1) a fisheye multi-camera Visual SLAM-based portable system (ATOM-ANT3D) for the 2D-to-3D pipeline; (2) a LiDAR-based MMS (Heron MS Twin Color) for the 3D segmentation methods. Achieved results demonstrate the ability of the proposed frameworks to generate semantically enriched 3D heritage data, with the 2D-to-3D method slightly outperforming the 3D segmentation techniques.Item 2D/3D Semantic Annotation of Spatialized Images for the Documentation and Analysis of Cultural Heritage(The Eurographics Association, 2016) Manuel, Adeline; Véron, Philippe; Luca, Livio De; Chiara Eva Catalano and Livio De LucaThe 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.Item 3-D Digital Preservation of At-Risk Global Cultural Heritage(The Eurographics Association, 2016) Lercari, Nicola; Shulze, Jurgen; Wendrich, Willeke; Porter, Benjamin; Burton, Margie; Levy, Thomas E.; Chiara Eva Catalano and Livio De LucaRecent current events have dramatically highlighted the vulnerability of the world's material cultural heritage. The 3-D Digital Preservation of At-Risk Global Cultural Heritage project, led by Thomas Levy at UC San Diego, catalyzes a collaborative research effort by four University of California campuses (San Diego, Berkeley, Los Angeles and Merced) to use cyberarchaeology and computer graphics for cultural heritage to document and safeguard virtually some of the most at-risk heritage objects and places. Faculty and students involved in this project are conducting path-breaking archaeological research - covering more than 10,000 years of culture and architecture - in Cyprus, Greece, Egypt, Ethiopia, Israel, Jordan, Morocco, Turkey, and the United States. This project uses the 3-D archaeological data collected in numerous at-risk heritage places to study, forecast, and model the effects of human conflict, climate change, natural disasters and technological and cultural changes on these sites and landscapes. The greater challenge undertaken by this project is to integrate archaeological heritage data and digital heritage data using the recently-announced Pacific Research Platform (PRP) and its 10-100Gb/s network as well as virtual reality kiosks installed in each participating UC campus. Our aim is to link UC San Diego and the San Diego Supercomputer Center to other labs, libraries and museums at the other UC campuses to form a highly-networked collaborative platform for curation, analysis, and visualization of 3D archaeological heritage data.Item 360° Virtual Tours at the National Roman Museum. Making Culture Heritage Participatory, Accessible, and Personalized(The Eurographics Association, 2025) Torre, Eliana Maria; Poce, Antonella; Andone, Diana; Tãtaru, Marius-Cosmin; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioAs agents of social change, museums should promote inclusivity and accessibility. Despite the challenges of achieving this part of the museum's mission, it is possible to address them on a case-by-case basis. This paper outlines a segment of an ongoing doctoral research project at the National Roman Museum (MNR) in Rome, Italy. First, the concepts of inclusivity and accessibility are discussed. Next, it is explored how Virtual Reality (VR) and Digital Storytelling (DST) can enhance inclusive education. Following this, three 360 virtual tours are introduced, integrated with a DST approach, and created in Delightex. This section outlines how the platform operates, its features, and the technical process of creating the tours. The design principles for making the tours accessible and catering to the diverse interests and needs of various audiences are also addressed. At the current stage of the experimental phase, user experience evaluation involved two main groups: experts in IT and design, and the general public, which comprises individuals with varied demographics and digital skills. This paper presents preliminary results from the experimental stage, outlining the next steps for future development and implementation.Item 3D and Challenging Materials(IEEE, 2015) Mathys, Aurore; Brecko, Jonathan; Spiegel, Didier Van den; Semal, Patrick; Gabriele Guidi and Roberto Scopigno and Fabio RemondinoMuseum collections are composed of many different materials with different optical properties. These properties are an important factor to consider when using 3D digitisation as museum artefacts cannot be sprayed with an opaque coating to avoid reflection and facilitate 3D scanning. In this paper we review a wide variety of materials and techniques in order to propose guidelines for the 3D digitisation of different materials.Item 3D Annotation Transfer(The Eurographics Association, 2017) Scalas, Andreas; Mortara, Michela; Spagnuolo, Michela; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularIn the last few years, there has been an increase in digitalization efforts within the Cultural Heritage field, which boosted the interest for new strategies to improve documentation standards. While these concepts have been largely studied for most of the CH content types, 3D data still need to be fully worked out as document types. One of the most innovative methods to glue the documentation (i.e. the semantics) of the artifacts to their geometry is to exploit the technology of the semantic web and implement the semantic annotation pipeline for 3D data. Since the 3D representation of artifacts is not a standard, and in the particular case of triangular meshes there are differences of resolutions and vertices position, there is the strong need for tools which could allow for annotation persistence between representation switch. In this paper, we present the first results in the design of an automatic algorithm for annotation transfer between triangular meshes with different resolutions, provided that they represent the same artifact.Item 3D Autonomous Agents for Virtual Heritage(The Eurographics Association, 2025) Hegarty, Zackary; Guidi, Gabriele; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper presents a novel methodology for integrating agent-based modeling (ABM) into virtual heritage, with a focus on simulating human behavior within philologically grounded 3D reconstructions of ancient spaces. Whereas traditional digital heritage projects have prioritized visual accuracy in architectural reconstructions, our approach introduces an experimental dimension by treating these virtual environments as testbeds for behavioral hypotheses. Drawing on advances in complex systems research, we propose a simulation framework that leverages symbolic artificial intelligence to generate emergent crowd behaviors under diverse historical, architectural, and social conditions. We outline a general methodological workflow for implementing ABM in virtual heritage using Unity3D with any reconstructive 3D model, and we illustrate this approach with examples from a previously published case study. This work contributes to the growing field of simulation-based research, promoting the use of complexity theory methodologies as a valuable epistemological tool in cultural heritage scholarship.Item 3D Data in the Data Space for Cultural Heritage(The Eurographics Association, 2025) Münster, Sander; Medici, Marco; Fresa, Antonella; Stan, Alexandru; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe common European data space for cultural heritage is an initiative of the European Union, funded under its Digital Europe programme. It supports the digital transformation of Europe's cultural sector and allows cultural heritage institutions across Europe to share digitised cultural heritage content, with high-quality metadata, including in 3D, to promote the reuse of digitised cultural heritage among various audiences, creating value for the economy and society. The workshop is dedicated to (1) to provide an insight in the Data Space for Cultural Heritage and the supporting projects carried out particularly to deal with 3D assets. (2) To discuss the impact of those endeavours with regards to overarching challenges as data, standards, capacities and application, (3) provide a hands-one experience with innovative tools.Item 3D Design Of Ancient Garments(The Eurographics Association, 2019) Carrière, Melanie; Skouras, Melina; Hahmann, Stefanie; Rizvic, Selma and Rodriguez Echavarria, Karina3D Modeling of this kind of draped clothes worn by a virtual human body is a particularly challenging task in computer graphics primarily due to the combined difficulty of creating layers of numerous fine folds and draping a person with a procedure quite different from dressing modern clothes. We propose a procedural approach for synthesizing a toga draped around a virtual body by starting from a flat fabric. We recreate visible and invisible folds as well as layers of the garment. This approach is composed into different stages inspired by movements made by roman people as they put on their toga. To adjust the toga to the morphology of the 3D model, we present a technique to create the mesh of the toga that adapts to certain parameters of the human body. Using a physical-based simulator allows us to reach our final goal: A 3D model wearing a realistic toga.Item 3D Digital Silk Road - the Project and Its Results Overview(The Eurographics Association, 2025) Milosz, Marek; Milosz, Elzbieta; Montusiewicz, Jerzy; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe aim of the "3D Digital Silk Road" project was to carry out research and popularization work in the field of 3D digitization of cultural heritage in Uzbekistan. The project involved five universities: Lublin University of Technology (LUT) from Poland and four Partners from Uzbekistan: National University of Uzbekistan in Tashkent, Samarkand State University, Urgench State University and Chirchik State Pedagogical Institute. The project is a great example of interdisciplinary cooperation between computer scientists from LUT and Uzbek historians and museum experts. The work related to 3D scanning objects was carried out in museums. During the project a methodology for scanning large architectural objects with heavy tourist traffic was developed, implemented and improved. The main result of the project is the website (https:silkroad3d.com) and a perpetual archive of 3D scans. During the project many additional tasks were carried out.Item 3D Digitalization of Wooden Churches - Techniques and Challenges During Preservation Efforts(The Eurographics Association, 2025) Badurowicz, Marcin; Skulimowski, Stanislaw Piotr; Montusiewicz, Jerzy; Szymczyk, Tomasz; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioIn this paper, the authors are showing the organizational and technical challenged encountered while preserving wooden architecture in the Carpathian region. The authors are presenting two case studies of 3D scanning of wooden churches in Romania and Poland, which were performed using terrestrial laser scanning (TLS) and terrestrial short-range photogrammetry (TSRP). The paper describes the workflow of the operation, challenges during scanning due to both organization, technology limitations, access to the buildings and even weather, and solutions applied during the process of digitalization of these historical buildings.Item 3D Digitisation for Geological and Paleontological Specimens: Challenges and Solutions(The Eurographics Association, 2025) Ammirati, Luisa; Bordignon, Alice; Collina, Federica; Fabbri, Francesca; Ferdani, Daniele; Rega, Maria Felicia; Sullini, Mattia; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis study outlines the methodology employed for the digitisation and visualisation in different 3D Virtual Environment (both web-based and desktop-based) of paleontological and geological specimens from the Geological Collection ''Giovanni Capellini Museum'', part of the University of Bologna's museum system.The digitisation process involved 87 objects of varying sizes, shapes, materials, and conservation states, following the proven methodology implemented within the Digital Twin of L'Altro Rinascimento's temporary exhibition, developed within the PNRR project CHANGES (Spoke 4). This paper describes the pipeline adopted to address specific challenges encountered during the acquisition campaign of the diverse specimen. A preliminary assessment was conducted to determine the most suitable technique for each object based on its size, shape, material, and conservation state. The study showcases different integrated techniques, including photogrammetry, structured light scanning (SLS), and terrestrial laser scanning (TLS). The results demonstrate the flexibility and reproducibility of this approach, making it suitable for different heritage preservation and dissemination applications.Item 3D documentation and monitoring of the experimental cleaning operations in the underwater archaeological site of Baia (Italy)(The Eurographics Association, 2013) Bruno, Fabio; Gallo, Alessandro; Filippo, Francesco De; Muzzupappa, Maurizio; Davidde, Barbara; Caputo, Paolo; -The CoMAS project aims to develop new methodologies and tools for the restoration and conservation of submerged archaeological artefacts. One of the project goals is to study the cleaning operations that are intended to remove the living organisms (algae, sponges, molluscs, etc.). These organisms cause severe deteriorations of the artefacts and their removal is crucial for the subsequent phases of consolidation and protection. In particular, the Unit of Underwater Archaeology of the Istituto Superiore per la Conservazione ed il Restauro is experimenting and comparing different cleaning techniques and tools developed in the context of the CoMAS project. This comparison requires also a precise documentation of the test cases and a quantitative measurement of the effectiveness of the cleaning procedures. This paper describes the process that has been defined in order to document and monitor the results obtained through different cleaning experiments, conducted with different tools and utensils over various types of surfaces (marble, bricks, mortar, etc.) affected by several types of biological colonization. The process includes: 1) the 3D mapping of the experimental site; 2) the planning of the tests and the choice of the areas to be cleaned; 3) the 3D reconstruction of the selected areas; 4) the execution of cleaning operations; 5) the 3D acquisition of the cleaned areas; 6) the comparison of the 3D model of the areas before and after the cleaning; 7) the analysis of the data about the cleaning effectiveness. This process has been implemented during an experimentation carried out in the ''Villa dei Pisoni'', located within the underwater archaeological site of Baia near Naples.Item 3D Documentation and Semantic Aware Representation of Cultural Heritage: the INCEPTION Project(The Eurographics Association, 2016) Giulio, Roberto Di; Maietti, Federica; Piaia, Emanuele; Chiara Eva Catalano and Livio De LucaAs part of 3D integrated survey applied to Cultural Heritage, digital documentation is gradually emerging as effective support of many different information in addition to the shape, morphology and dimensional data. The implementation of data collection processes and the development of semantically enriched 3D models is an effective way to enhance the dialogue between ICT technologies, different Cultural Heritage experts, users and different disciplines, both social and technical. The possibility to achieve interoperable models able to enrich the interdisciplinary knowledge of European cultural identity is one of the main outcome of the European Project "INCEPTION - Inclusive Cultural Heritage in Europe through 3D semantic modelling", funded by EC within the Programme Horizon 2020. The project ranges from the documentation and diagnostic strategies for heritage protection, management and enhancement, to the 3D acquisition technologies. The development of hardware, software and digital platforms is aimed at representation and dissemination of cultural heritage through ICT processes and BIM addresses to Cultural Heritage assets, up to the implementation of semantic information to a wider and more extensive use of 3D digital models.Item 3D documentation of Cultural Heritage artefacts: from data acquisition to virtual conservation and restoration(The Eurographics Association, 2013) Athanasiou, Eleni; Faka, Marina; Hermon, Sorin; Vassallo, Valentina; Yakoupi, Kyriaki; -This paper focuses on the development of a procedure for 3D documentation of Cultural Heritage assets and describes all the steps from the 3D data acquisition of the real object, the post processing the raw data and finally the digital recording, documentation and virtual preservation of the 3D data. It will also describe the experiences, carried out during the digital process, of some virtual restoration cases.Item 3D Enhanced Model from Multiple Data Sources for the Analysis of the Cylinder Seal of Ibni-Sharrum(The Eurographics Association, 2008) Pitzalis, Denis; Cignoni, Paolo; Menu, Michel; Aitken, Genevieve; Michael Ashley and Sorin Hermon and Alberto Proenca and Karina Rodriguez-EchavarriaIn this paper we present the result of the integration of multiple data sources of different 3D acquisition techniques. These acquisitions have been done in order to create a new way to document works of art that have been applied to the "Cylinder seal of Ibni-Sharrum". X-ray tomography has been used to reveal the exact position of inclusions and the presence fissure in the mineral structure; optical micro topography gives the prints of the surface of the seal with a unparallelled precision of up to 0.1μm. Finally a lower resolution 3D model obtained via photogrammetry has been used as a starting point where the tomographic and micro topographic data sets have been superimposed and integrated without precision loss. Furthermore, the textures obtained from HDR photographs has been registered and merged onto the high resolution mesh. These methods have pros and cons that will be discussed and the final obtained model will be the sum of all the complementary cons. The final result of this interdisciplinary investigation will help the curator to better describe the fabrication techniques used in order to achieve the final object and a contemporary artist to do a reproduction of the cylinder at a scale of 1000:1.Item 3D Face Modeling from Ancient Kabuki Drawings(The Eurographics Association, 2005) Xu, Weiwei; Akama, Ryo; Tanaka, Hiromi T.; Mark Mudge and Nick Ryan and Roberto ScopignoIn this paper, we describe a system to reconstruct 3D face model from ancient Japanese Kabuki drawings. Because of the limitation of input, we deform the face model, which is compatible with MPEG-4 face animation standard, according to ancient drawings to get the 3D geometry, and then a texture mapping algorithm is used to map Kabuki make-up onto the reconstructed 3D face model. The deformation and texture mapping algorithms are based on multi-level radial basis function network, which is an extension of original radial basis function to achieve the smoothness and precision simultaneously. Experimental results show that the multilevel RBF method can solve the deformation and texture mapping problems quite well.Item 3D Face Reconstruction from Skull Aimed to Archaeological Applications. The Site of Murecine: a Case Study(The Eurographics Association, 2004) Abate, A.F.; Nappi, M.; Ricciardi, S.; Sabatino, G.; Y. Chrysanthou and K. Cain and N. Silberman and F. NiccolucciThis paper presents a methodology to generate a 3D face model from its skull that is specifically aimed to archaeological/anthropological applications. The proposed approach to facial reconstruction, starting from the well established landmark based reconstruction technique", relies on craniometrical analysis and content based image retrieval technology to achieve a more ethnically faithful reproduction of main facial features respect to other methods based uniquely on very large scale statistical data. It also tries to address the problem of a plausible reproduction of important physiognomic features (such as eyes, nose, lips, ears and hairs) which simply can t be inferred from the skull. The facial reconstruction of a female subject found in the archaeological site of Murecine (Pompei) who found death during the volcanic eruption in 79 a. C. is presented as a case study.Item 3D for Studying Reuse in 19th Century Cairo: the Case of Saint-Maurice Residence(The Eurographics Association, 2021) Baillet, Vincent; Mora, Pascal; Cou, Corentin; Tournon-Valiente, Sarah; Volait, Mercedes; Granier, Xavier; Pacanowski, Romain; Guennebaud, Gaël; Hulusic, Vedad and Chalmers, Alan3D restitution is now a well-known tool to validate hypotheses on historical buildings that do not exist anymore. The present project takes the method a step further in order to explore the art historical topic of ornament reuse in 19th century revival architecture, particularly in Cairo. The case study is the Saint-Maurice residence, built 1875-79, for which an extensive collection of documents in varied formats, and from multiple locations and disciplines, has been conducted. The paper presents some preliminary results on the 3D restitution, the remaining open questions and the challenges they raise.Item 3D in-world Telepresence With Camera-Tracked Gestural Interaction(The Eurographics Association, 2016) Champion, Erik Malcolm; Qiang, Li; Lacet, Demetrius; Dekker, Andrew; Chiara Eva Catalano and Livio De LucaWhile many education institutes use Skype, Google Chat or other commercial video-conferencing applications, these applications are not suitable for presenting architectural or urban design or archaeological information, as they don't integrate the presenter with interactive 3D media. Nor do they allow spatial or component-based interaction controlled by the presenter in a natural and intuitive manner, without needing to sit or stoop over a mouse or keyboard. A third feature that would be very useful is to mirror the presenter's gestures and actions so that the presenter does not have to try to face both audience and screen. To meet these demands we developed a prototype camera-tracking application using a Kinect camera sensor and multi-camera Unity windows for teleconferencing that required the presentation of interactive 3D content along with the speaker (or an avatar that mirrored the gestures of the speaker). Cheaply available commercial software and hardware but coupled with a large display screen (in this case an 8 meter wide curved screen) allows participants to have their gestures, movements and group behavior fed into the virtual environment either directly or indirectly. Allowing speakers to present 3D virtual worlds remotely located audiences while appearing to be inside virtual worlds has immediate practical uses for teaching and long-distance collaboration.