GCH 2022 - Eurographics Workshop on Graphics and Cultural Heritage
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Item Ebb & Flow: Uncovering Costantino Nivola's Olivetti Sandcast through 3D Fabrication and Virtual Exploration(The Eurographics Association, 2022) Ahsan, Moonisa; Altea, Giuliana; Bettio, Fabio; Callieri, Marco; Camarda, Antonella; Cignoni, Paolo; Gobbetti, Enrico; Ledda, Paolo; Lutzu, Alessandro; Marton, Fabio; Mignemi, Giuseppe; Ponchio, Federico; Ponchio, Federico; Pintus, RuggeroWe report on the outcomes of a large multi-disciplinary project targeting the physical reproduction and virtual documentation and exploration of the Olivetti sandcast, a monumental (over 100m2) semi-abstract frieze by the Italian sculptor Costantino Nivola. After summarizing the goal and motivation of the project, we provide details on the acquisition and processing steps that led to the creation of a 3D digital model. We then discuss the technical details and the challenges that we have faced for the physical fabrication process of a massive physical replica, which was the centerpiece of a recent exhibition. We finally discuss the design and application of an interactive web-based tool for the exploration of an annotated virtual replica. The main components of the tool will be released as open source.Item A New Baseline for Feature Description on Multimodal Imaging of Paintings(The Eurographics Association, 2022) Toorn, Jules van der; Wiersma, Ruben; Vandivere, Abbie; Marroquim, Ricardo; Eisemann, Elmar; Ponchio, Federico; Pintus, RuggeroMultimodal imaging is used by conservators and scientists to study the composition of paintings. To aid the combined analysis of these digitisations, such images must first be aligned. Rather than proposing a new domain-specific descriptor, we explore and evaluate how existing feature descriptors from related fields can improve the performance of feature-based painting digitisation registration. We benchmark these descriptors on pixel-precise, manually aligned digitisations of ''Girl with a Pearl Earring'' by Johannes Vermeer (c. 1665, Mauritshuis) and of ''18th-Century Portrait of a Woman''. As a baseline we compare against the well-established classical SIFT descriptor. We consider two recent descriptors: the handcrafted multimodal MFD descriptor, and the learned unimodal SuperPoint descriptor. Experiments show that SuperPoint starkly increases description matching accuracy by 40% for modalities with little modality-specific artefacts. Further, performing craquelure segmentation and using the MFD descriptor results in significant description matching accuracy improvements for modalities with many modalityspecific artefacts.Item Semi-Automatic Perspective Lines from Paintings(The Eurographics Association, 2022) Coudert-Osmont, Yoann; Eisemann, Elmar; Marroquim, Ricardo; Ponchio, Federico; Pintus, RuggeroPerspective cues play an important role in painting analysis as it may unveil important characteristics about the painter's techniques and creation process. Nevertheless, extracting perspective lines and their corresponding vanishing points is usually a laborious manual task. Moreover, small variations in the lines may lead to large variations in the vanishing points. In this work, we propose a semi-automatic method to extract perspective lines from paintings in order to mitigate the human variability factor and reduce the workload.Item An Image Recognition System of Aboriginal Artefact for Knowledge Sharing using Machine Learning(The Eurographics Association, 2022) Ma, Yajun; Karim, Asif; Haque, A. S. M. Farhan Al; Ponchio, Federico; Pintus, RuggeroAcquiring knowledge about indigenous artefacts is difficult without prior experience. Due to the scarcity of digitally preserved artefacts, the new online generations are not exposed to even the most basic concepts. This paper demonstrates the feasibility of Image recognition technology for providing an app to describe aboriginal artefacts. By using Microsoft Custom Vision Service to classify and train the data, the predictive API of the model is called from a progressive web app developed to take photos of artefacts and retrieve their classification and description. We have divided aboriginal artefacts into the categories of tools or paintings for detection and description by machine learning systems. We test the trained model by taking new photos of artefacts already known to the system with the app camera. This performance was tested and compared with human classification to determine its usability. The results of the testing of our app show that the identification of aboriginal artefacts is applicable in certain cases.Item Digital Reintegration of Distributed Mural Paintings at Different Architectural Phases: the Case of St. Quirze de Pedret(The Eurographics Association, 2022) Munoz-Pandiella, Imanol; Argudo, Oscar; Otzet, Immaculada Lorés; Comas, Joan Font; Casademont, GenÃs Àvila; Pueyo, Xavier; Andujar, Carlos; Ponchio, Federico; Pintus, RuggeroSant Quirze de Pedret is a Romanesque church located in Cercs (Catalonia, Spain) at the foothills of the Pyrenees. Its walls harbored one of the most important examples of mural paintings in Catalan Romanesque Art. However, in two different campaigns (in 1921 and 1937) the paintings were removed using the strappo technique and transferred to museums for safekeeping. This detachment protected the paintings from being sold in the art market, but at the price of breaking the integrity of the monument. Nowadays, the paintings are exhibited in the Museu Nacional d'Art de Catalunya - MNAC (Barcelona, Catalonia) and the Museu Diocesà i Comarcal de Solsona - MDCS (Solsona, Catalonia). Some fragments of the paintings are still on the walls of the church. In this work, we present the methodology to digitally reconstruct the church building at its different phases and group the dispersed paintings in a single virtual church, commissioned by the MDCS. We have combined 3D reconstruction (LIDAR and photogrammetric using portable artificial illumination) and modeling techniques (including texture transfer between different shapes) to recover the integrity of the monument in a single 3D virtual model. Furthermore, we have reconstructed the church building at different significant historical moments and placed actual paintings on its virtual walls, based on archaeological knowledge. This set of 3D models allows experts and visitors to better understand the monument as a whole, the relations between the different paintings, and its evolution over time.Item Project SAGA: Towards Bridging the Gap between Serious and Entertainment Games(The Eurographics Association, 2022) Larsson, Catja; Anderson, Eike Falk; Ponchio, Federico; Pintus, RuggeroWe present the ''SAGA'' project, a concept for an entertainment game that is currently in development, which is based on historical and archaeological research and set in the mythology of the Vo?luspá. SAGA bridges the gap between Serious and Entertainment games by neither forsaking history and facts for entertainment, nor compromising on playability for historical accuracy. Reusing development work from the archaeological visualisation of a real world location on the island of Orust in Sweden, and transposing historical elements from other Viking age sites into the world of the game, the aim of SAGA is to convey the intangible heritage and history of Viking age society and beliefs to the game's players. In this paper we describe the game concept, discuss its development from an archaeological visualisation for use in a museum context and provide an outlook on the next steps in the game's development.Item Automated Classification of Crests on Pottery Sherds Using Pattern Recognition on 2D Images(The Eurographics Association, 2022) Ritz, Martin; Santos, Pedro; Fellner, Dieter W.; Ponchio, Federico; Pintus, RuggeroManual classification of artefacts is a labor intensive process. Based on 2D images and 3D scans of - for example - ceramic shards, we developed a pattern recognition algorithm which automatically extracts relief features for each newly recorded object and tries to automate the classification process. Based on characteristics found, previously unknown objects are automatically corelated to already classified objects of a collection exhibiting the greatest similarity. As a result, classes of artefacts form iteratively, which ultimately also corresponds to the overall goal which is the automated classification of entire collections. The greatest challenge in developing our software approach was the heterogeneity of reliefs, and in particular the fact that current machine learning approaches were out of question due to the very limited number of objects per class. This led to the implementation of an analytical approach that is capable of performing a classification based on very few artefacts.Item Co-developing Knowledge Documentation for the Intangible Heritage of Egyptian Woodwork Craft(The Eurographics Association, 2022) Samaroudi, Myrsini; Rodriguez Echavarria, Karina; Amis, Tim; Sharara, Nesreen; Ali, Noha; Aboulfadl, Abdelrahman; Salah, AbdelHamid; Abdel Barr, Omniya; Weyrich, Tim; Ponchio, Federico; Pintus, RuggeroThis research contributes towards the need to decolonise material culture knowledge by reaching out to communities across the world who still practice the intangible heritage of craft and linking their knowledge with the historical collections curated and exhibited in western heritage institutions. Craft know-how has been transmitted from past generations and in many instances still plays a key role in the economic development and social welfare within communities. Such development includes creative and handicraft industries which are under threat by mass production and the loss of traditional know-how. For western museums, the documentation of knowledge around craft can enhance our understanding and interpretation of collections. For communities, there is a potential to support preserving their endangered knowledge while offering opportunities to seek innovation through the digital transformation of their practices to benefit at a financial and socioeconomic level. This paper describes an ongoing research project which deploys visual methods and linked data to document and provide access to the intangible knowledge of the craft, which is practised by Egyptian woodwork crafters in the historic centre of Cairo.Item Digital 3D Documentation Curation Platform for Cultural Heritage Sites(The Eurographics Association, 2022) Ferraz, António; Nóbrega, Rui; Correia, Nuno; Ponchio, Federico; Pintus, RuggeroUsing an abandoned stronghold under renovation as a cultural heritage use case, this paper focuses on methods for the creation of a digital documentation platform that aims at the preservation of both the physical site, through the recreation of a 3D environment, and the intangible historical and sociocultural elements through an interactive game like experience. The result is a solution that allows the user to explore a 3D environment while observing the recreated structures of the stronghold based on 3D models, and the development of interactive methods to promote the visualization of historical content placed in such environment. The solution also allows the evolution of the system, making it possible to rearrange and curate the environment into different setups. The system went through an evaluation process where users tested the diverse features and the results express a positive response from the users towards the usability of the platform, as well as a positive opinion on the virtualization of the historical site and the interactive methods for content visualization.Item GCH 2022: Frontmatter(The Eurographics Association, 2022) Ponchio, Federico; Pintus, Ruggero; Ponchio, Federico; Pintus, RuggeroItem Lithic Feature Identification in 3D based on Discrete Morse Theory(The Eurographics Association, 2022) Bullenkamp, Jan Philipp; Linsel, Florian; Mara, Hubert; Ponchio, Federico; Pintus, RuggeroNeanderthals and our human ancestors have coexisted for a large period of time sharing many things in common including the production of tools, which are among the few remaining artefacts providing a possible insight into the different paths of evolvement and extinction. These earliest tools were made of stone using different strategies to reduce a rather round stone to a sharp tool for slicing, scraping, piercing or chopping. The type of strategy is assumed to be correlated either with our ancestors or the Neanderthals. Recent research uses computational methods to analyse shapes of lithic artefacts using Geometric MorphoMetrics (GMM) as known in anthropology. As the main criteria for determining a production strategy are morphologic measures like shape, size, roughness of convex ridges and concave scars, we propose a new method based on discrete Morse theory for surface segmentation to enable GMM analysis in future work. We show the theoretical concepts for the proposed segmentation, which have been applied to a dataset being available via Open Access. For validation we have created a statistically significant subset of segmented simple and complex lithic tools, which have been manually segmented by an expert as ground truth. We finally show results of our experiments on this real dataset.Item Context-based Surface Pattern Completion of Ancient Pottery(The Eurographics Association, 2022) Lengauer, Stefan; Preiner, Reinhold; Sipiran, Ivan; Karl, Stephan; Trinkl, Elisabeth; Bustos, Benjamin; Schreck, Tobias; Ponchio, Federico; Pintus, RuggeroAmong various ancient cultures it was common practice to adorn pottery artifacts with lavish surface decoration. While the applied painting styles, color schemes and displayed mythological content may vary greatly, the presence of simple patterns which appear in a repetitive manner can be observed across civilizations and periods. Such pattern sequences generally are arranged in a structured manner in ornament bands or columns that extend over the entire surface of the object. Due to the poor conservation state of many cultural heritage objects, parts of the surface are oftentimes badly damaged or missing altogether. Yet, if the majority of a pattern sequence is preserved, this information can be leveraged to approximate its missing parts. We present an approach that allows the fully automatic determination of the generation rule inherent to a repetitive surface pattern. Based on this generation rule and the preserved patterns from the same pattern class we propose a workflow for reconstruct missing or damaged parts of the surface painting. We evaluate our approach by applying it to a selection of pottery from ancient Peruvian and Greek cultures, showing that our automatic approach is able to handle a variety of problem cases.Item A Concept for Reconstructing Stucco Statues from historic Sketches using synthetic Data only(The Eurographics Association, 2022) Pöllabauer, Thomas; Kühn, Julius; Ponchio, Federico; Pintus, RuggeroIn medieval times, stuccoworkers used a red color, called sinopia, to first create a sketch of the to-be-made statue on the wall. Today, many of these statues are destroyed, but using the original drawings, deriving from the red color also called sinopia, we can reconstruct how the final statue might have looked. We propose a fully-automated approach to reconstruct a point cloud and show preliminary results by generating a color-image, a depth-map, as well as surface normals requiring only a single sketch, and without requiring a collection of other, similar samples. Our proposed solution allows real-time reconstruction on-site, for instance, within an exhibition, or to generate a useful starting point for an expert, trying to manually reconstruct the statue, all while using only synthetic data for training.Item Da Vinci Effect - multiplayer Virtual Reality experience(The Eurographics Association, 2022) Rizvic, Selma; Young, Gregg; Changa, Avinash; Mijatovic, Bojan; Ivkovic-Kihic, Ivona; Ponchio, Federico; Pintus, RuggeroVirtual Reality is a technology of choice for time traveling. VR applications enhance museum collections and cultural heritage sites with exciting opportunity to experience the life in the past. Da Vinci Effect (DVE) is a multiplayer VR game for teenagers aiming to introduce them with works of Leonardo da Vinci and his paramount role in history of mankind. In this paper we present the process of application design and development, as well as the users' impressions showing how powerful Virtual Reality is in edutainment of young generations. We describe the novel approach which utilizes the ''inside-out'' tracking capabilities of the Oculus Quest and Quest 2 mobile VR headsets.Item Traditional Romanian Egg Decoration in Augmented Reality with 3D Printing(The Eurographics Association, 2022) Ureche, Ana-Maria-Cristina; Fryazinov, Oleg; Anderson, Eike Falk; Ponchio, Federico; Pintus, RuggeroThe folk art of decorating Easter eggs is an important part of Romania's intangible cultural heritage. We have developed a prototype for a mobile Augmented Reality (AR) app that allows users to virtually decorate Easter eggs, using a 3D printed egg as a physical AR marker to allow tangible interaction with the egg, mimicking the decorating process.Item An Annotation Tool for Digital Restoration of Wall Paintings(The Eurographics Association, 2022) Barreiro DÃaz, Albert; Munoz-Pandiella, Imanol; Bosch, Carles; Andujar, Carlos; Ponchio, Federico; Pintus, RuggeroAntique paintings are essential to study and understand our past. Paintings, and specifically mural paintings, are delicate artworks that are affected by multiple deterioration conditions. Weathering and human interventions cause different damage problems, and physical and chemical changes degrade their visual color appearance. As a consequence, art historians and archaeologists require a huge effort to attempt to rebuild their original appearance. The annotation of digital images of the paintings is a valuable tool in this process. In this paper we analyze major requirements from art historians concerning the annotation of painting regions from the point of view of digital restoration. We also describe a tool prototype (based on TagLab) intended to facilitate the annotation and segmentation of mural paintings. The tool assists art historians in formulating multiple hypotheses on the original appearance by supporting multiple annotation layers for degradation and color, providing both hand-drawn and semi-automatic segmentation, and offering web-based dissemination and sharing of the annotations through the W3C Web Annotation Data Model.Item Visual Analysis of RIS Data for Endmember Selection(The Eurographics Association, 2022) Popa, Andra; Gabrieli, Francesca; Kroes, Thomas; Krekeler, Anna; Alfeld, Matthias; Lelieveldt, Boudewijn; Eisemann, Elmar; Höllt, Thomas; Ponchio, Federico; Pintus, RuggeroReflectance Imaging Spectroscopy (RIS) is a hyperspectral imaging technique used for investigating the molecular composition of materials. It can help identify pigments used in a painting, which are relevant information for art conservation and history. For every scanned pixel, a reflectance spectrum is obtained and domain experts look for pure representative spectra, called endmembers, which could indicate the presence of particular pigments. However, the identification of endmembers can be a lengthy process, which requires domain experts to manually select pixels and visually inspect multiple spectra in order to find accurate endmembers that belong to the historical context of an investigated painting. We propose an integrated interactive visual-analysis workflow, that combines dimensionality reduction and linked visualizations to identify and inspect endmembers. Here, we present initial results, obtained in collaboration with domain experts.Item Scan2FEM: From Point Clouds to Structured 3D Models Suitable for Simulation(The Eurographics Association, 2022) Selman, Zain; Musto, Juan; Kobbelt, Leif; Ponchio, Federico; Pintus, RuggeroPreservation of cultural heritage is important to prevent singular objects or sites of cultural importance to decay. One aspect of preservation is the creation of a digital twin. In case of a catastrophic event, this twin can be used to support repairs or reconstruction, in order to stay faithful to the original object or site. Certain activities in prolongation of such an objects lifetime may involve adding or replacing structural support elements to prevent a collapse. We propose an automatic method that is capable of transforming a point cloud into a geometric representation that is suitable for structural analysis. We robustly find cuboids and their connections in a point cloud to approximate the wooden beam structure contained inside. We export the necessary information to perform structural analysis, on the example of the timber attic of the UNESCO World Heritage Aachen Cathedral. We provide evaluation of the resulting cuboids' quality and show how a user can interactively refine the cuboids in order to improve the approximated model, and consequently the simulation results.Item Multispectral Imaging for Historical Artifacts: A Case Study Using an 8th-Century Biblical Scroll(The Eurographics Association, 2022) Arnold, Etta; Moyer, Izzy; Bourgeois, Alana; Mei, Parker; Decker, Juilee; Easton Jr., Roger; Messinger, David; Ponchio, Federico; Pintus, RuggeroMany objects of interest in cultural heritage, such as manuscripts, scrolls, and books are faded, damaged, or otherwise unreadable so that useful studies of them are difficult. Fortunately, modern imaging tools, including sensors, lenses, and illumination sources have leveraged multispectral imaging as an accessible method for cultural heritage imaging which has, in turn, increased the demand for its use. To address this, the Rochester Institute of Technology received a grant from the National Endowment for the Humanities (PR-268783-20) to develop a low-cost, portable imaging system with processing software that could be utilized by scholars accessing collections in library, archive, and museum settings, as well as staff working within these institutions. This article gives an overview of this system and uses an 8th-century Hebrew manuscript as a case study to demonstrate the impact of such a low-cost, low barrier-to-entry system on cultural heritage research, preservation, and dissemination.Item A Course on the Digital Humanities for the Premodern World(The Eurographics Association, 2022) Rushmeier, Holly; Chen, Anne; Ponchio, Federico; Pintus, RuggeroWith the roots of digital humanities in text-centric disciplines, coursework has traditionally focused on instruction in skills of relevance for text-based resources, while digital methods for non-textual sources have remained in the minority. We describe a digital humanities course targeted at undergraduate computer science majors and graduate students in cultural heritage adjacent fields. The course foregrounds a specific blend of text-based and visual methods of relevance to practitioners in cultural heritage fields. Acknowledging that digital projects in the humanities are more often than not cross-disciplinary and collaborative, the course is designed to emphasize visual computing techniques while helping students develop experience in cross-disciplinary communication. The requirements for the two groups are different to ensure that all students are challenged. The course includes a substantial group project. Each group is composed of both humanities and computer science students and the project goal is defined by the humanities students. The purpose of the project is both to apply methods learned in the course and to learn collaboration in a team with individuals with different levels and types of expertise.