GCH 2018 - Eurographics Workshop on Graphics and Cultural Heritage
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Browsing GCH 2018 - Eurographics Workshop on Graphics and Cultural Heritage by Subject "Applied computing"
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Item 3D Reconstruction and Transparent Visualization of Indonesian Cultural Heritage from a Single Image(The Eurographics Association, 2018) Pan, Jiao; Li, Liang; Yamaguchi, Hiroshi; Hasegawa, Kyoko; Thufail, Fadjar I.; Mantara, Bra; Tanaka, Satoshi; Sablatnig, Robert and Wimmer, MichaelHerein, we propose a method for three-dimensional (3D) reconstruction of cultural heritage based on deep learning, which we apply to the reliefs of the Buddhist temple heritage of Borobudur Temple, in Indonesia. Some parts of the Borobudur reliefs have been hidden by stone walls and are not visible following the reinforcements during the Dutch rule. Today, only gray-scale photos of those hidden parts are displayed in the Borobudur Museum. First, we reconstruct 3D point clouds of the hidden reliefs from these photos and predict the pixel-wise depth information for each of them using a deep neural network model. We then apply our stochastic point-based rendering mechanism to produce a high-quality visualization of the reconstructed point clouds. We have achieved promising visualization results that provide us with an intuitive understanding of the valuable relief heritage that is no longer visible to ordinary visitors.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.Item A Configurable Design Approach for Virtual Museums(The Eurographics Association, 2018) Tsita, Christina; Sinanis, Anastasis; Dimitriou, Nikolaos; Papachristou, Kostas; Karageorgopoulou, Anastasia; Drosou, Anastasios; Tzovaras, Dimitrios; Sablatnig, Robert and Wimmer, MichaelVirtual Museums (VM) are widely used to preserve and to disseminate cultural heritage to the audience, due to the existing evidence that they can enhance the interest on cultural heritage content, while reinforcing motivation for a real museum visit. A variety of technologies are being used including Virtual Reality (VR), to display cultural heritage objects (CHOs) and related information, in order to offer enjoyable and immersive experiences to the visitors. Additionally, educational aspects of VMs are being explored, due to their inheritance from physical museums, which are educational institutions, among their other roles. Innovative approaches such as authoring tools for the creation of VMs have been introduced in order to fulfil the variant needs of field specialist, audience and educators. The diversity of contexts where a VM can be used, require the creation of open access tools to form customizable VMs for every need. This study aims to present a configurable design approach for the creation of VR museums. The goal is to disseminate the virtual artefacts and introduce them in an appealing way to the audience, the field experts and conservators, through VR experiences. The current version of the VM, allows the curators to dynamically insert objects in the virtual space along with their metadata and measurements derived from various scanning processes. The proposed design approach can support the structure of an open access platform for the creation of immersive VM exhibitions.Item Development of a High Resolution Topography and Color Scanner to Capture Crack Patterns of Paintings(The Eurographics Association, 2018) Hengstum, Mathijs J. W. van; Essers, Tessa T. W.; Elkhuizen, Willemijn S.; Dodou, Dimitra; Song, Yu; Geraedts, Jo M. P.; Dik, Joris; Sablatnig, Robert and Wimmer, MichaelThe aging of paintings is inevitable and over the years degradation occurs due to exposure to a variety of environmental influences. One of these degradations is craquelure, fracture patterns in the paint. 3D imaging techniques offer opportunities to capture the surface of a painting and these patterns at high resolution. In this paper we present a 3D scanner that is able to capture surface topography and color of oil paintings at high resolution utilizing fringe-encoded stereo imaging scanning system. The scanner is capable of automated capture of an area of 1x1m2, capturing a painting at a spatial resolution of 7 micron and a depth accuracy of 34 microns. Scanning at this resolution creates potential research opportunities for documentation and monitoring oil paintings under its environmental influences. A scan was made of 'Girl with a Pearl Earring' (c.1665), painted by Johannes Vermeer, which exhibits fine craquelure patterns. The scanner is able to capture the painting of 39x44.5 cm within 2 hours with a tile overlap of 25%. The results showed that the craquelure has more often a ridge-shaped profile instead of the expected inward valleys. The documentation of these variations in crack profiles create interesting paths for future research.Item Digital Workflow for Creating 3D Puzzles to Engage Audiences in the Interpretation of Archaeological Artefacts(The Eurographics Association, 2018) Echavarria, Karina Rodriguez; Samaroudi, Myrsini; Sablatnig, Robert and Wimmer, Michael3D physical puzzles are typically used to engage audiences in the interpretation of archaeological artefacts in a museum exhibition. The reason for this is that a puzzle can be seen as a game but also as a complex activity that archaeologists undertake to re-assemble fragments. The contribution of this paper is a novel digital worfklow for the design and fabrication of 3D heritage puzzles. The input to the workflow is an authentic artefact from a heritage collection, which is then digitised using technologies such as 3D scanning and 3D modelling. Thereafter, a puzzle generator produces the 3D puzzle pieces using a cell fracture algorithm and generates a set of puzzle pieces (female) and a single core piece (male) for fabrication. Finally, the pieces are fabricated using 3D printing technology and post-processed to facilitate the puzzle assembly. To demonstrate the workflow, we deploy the proposed method to create a 3D puzzle of an artefact, the Saltdean urn, for the Archaeological Gallery of the Brighton Museum and Art Gallery. The significance of this research is that it eases the task of creating puzzle-like activities and maintaining them within a busy museum gallery.Item Gloss Calibration and Gloss Gamut Mapping for Material Appearance Reproduction of Paintings(The Eurographics Association, 2018) Elkhuizen, Willemijn S.; Essers, Tessa T. W.; Song, Yu; Pont, Sylvia C.; Geraedts, Jo M. P.; Dik, Joris; Sablatnig, Robert and Wimmer, MichaelBeing able to link captured material characteristics and fabricable material appearance attributes is important for creating life-like reproductions. In this paper we propose a method for gloss calibration, and an approach for gloss gamut mapping, as part of an integrated approach for color, topography and gloss reproduction. For gloss calibration, gloss calibration targets were printed in the primary printing colors (CMYK and White), with uniform gloss in equal distant gloss levels. These targets were scanned using the proposed gloss scanner. To create the gloss gamut map, a monotonic curve was fitted to the mean gloss scan values at different gloss levels. Analysis of fitted curves indicated that the gloss mapping is independent of the diffuse colors. As a case study, the painting 'Fruit Still Life' by Cornelis de Heem was scanned, and the measured gloss was mapped to printable gloss levels using the relation described by the fitted curve. The printed result shows good correspondence to the painting's appearance, with clearly distinguishable gloss features for the in-gamut glass values.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 Integrated Spatio-temporal Documentation and Analysis of Archaeological Stratifications Using the Harris Matrix(The Eurographics Association, 2018) Neubauer, Wolfgang; Traxler, Christoph; Lenzhofer, Andreas; Kucera, Matthias; Sablatnig, Robert and Wimmer, MichaelThe Harris Matrix (HM) is the fundamental diagrammatic representation of relative time for an archaeological site and the de facto standard for the representation of a stratigraphic sequence - the backbone for archaeological stratigraphy. It displays all uniquely identified units of stratification in a sequential diagram representing their relative temporal succession. The Harris Matrix Composer is a widely used application in the archaeological community to efficiently create and analyse HMs. However, it does not support explicit dating of HM units, which is an important information for post-excavation investigations of an archaeological site. In this paper we describe an integrated approach for a combination of stratigraphic and chronologic relations. The implicit, chronologic sequence given by the HM becomes explicit as scientists are enabled to define a hierarchical time model and assign units of the HM to temporal intervals or provide exact dating. The system maintains a consistent visual representation, which means that a correct stratigraphic layout is preserved while units are aligned to intervals of the time model. Evaluation of a real-world use case showed that this combined visualisation makes the scientific analysis and interpretation more efficient and reliable.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 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 Virtual Reality (VR) Interactions With Multiple Interpretations of Archaeological Artefacts(The Eurographics Association, 2018) Gaugne, Ronan; Samaroudi, Myrsini; Nicolas, Théophane; Barreau, Jean-Baptiste; Garnier, Laurent; Echavarria, Karina Rodriguez; Gouranton, Valérie; Sablatnig, Robert and Wimmer, MichaelIncreasingly, the incorporation of 3D printed artefacts into Virtual Reality (VR) and Augmented Reality (AR) experiences is of interest to Cultural Heritage professionals. This is because virtual environments, by themselves, cannot convey information such as the physical properties of artefacts within the environments. This paper presents a methodology for the development of VR experiences which incorporate 3D replicas of artefacts as user interfaces. The methodology is applied on the development of an experience to present various interpretations of an urn which was found at the edge of a cliff on the south east coastal area of the United Kingdom in 1910. In order to support the understanding of the multiple interpretations of this artefact, the system deploys a virtual environment and a physical replica to allow users to interact with the artefacts and the environment. Feedback from heritage users suggests VR technologies along with digitally fabricated replicas can meaningfully engage audiences with multiple interpretations of cultural heritage artefacts.Item Virtual Restoration of Wooden Artifacts by Non-Rigid 3D Shape Assembly: A Case of the First Solar Boat of King Khufu(The Eurographics Association, 2018) Nemoto, Takashi; Kobayashi, Tetsuya; Oishi, Takeshi; Kagesawa, Masataka; Kurokochi, Hiromasa; Yoshimura, Sakuji; Ziddan, Eissa; Taha, Mamdouh; Sablatnig, Robert and Wimmer, MichaelIn this paper, we present a method to digitally reassemble an object to its original form given the 3D data of its component which are assumed to be non-rigidly deformed. Targeting wooden artifacts, we developed an algorithm to deform the components parametrically, and constraints based on the physical properties of wood are imposed on the deformation. We apply our method to a deformed cultural asset, specifically the first solar boat of King Khufu which is made of wood.Item 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 VR Video Storytelling for Intangible Cultural Heritage Preservation(The Eurographics Association, 2018) Selmanovic, Elmedin; Rizvic, Selma; Harvey, Carlo; Boskovic, Dusanka; Hulusic, Vedad; Chahin, Malek; Sljivo, Sanda; Sablatnig, Robert and Wimmer, MichaelInteractive digital storytelling has become a popular method for virtual cultural heritage presentations. Combinations of stories and 3D virtual reconstructions are attractive for the audience and have high edutainment values. In this paper we investigate if 360 degrees VR videos further contribute to user immersion in the preservation of intangible cultural heritage. It describes a case study of the Mostar bridge diving project, aimed to present and preserve the bridge diving tradition from the Old Bridge in Mostar, Bosnia and Herzegovina. It is a virtual reality application which enables the user to virtually jump off the bridge after watching 360 degrees video stories about its history and the bridge diving tradition and upon successfully completing the quiz evaluation of the knowledge gained from the stories. The user experience evaluation study shows that our method was successful in preserving a form of intangible heritage and posits suggestions that can be used in developing an intangible heritage preservation framework.Item VR-assisted Architectural Design in a Heritage Site: the Sagrada Família Case Study(The Eurographics Association, 2018) Andujar, Carlos; Brunet, Pere; Buxareu, Jerónimo; Fons, Joan; Laguarda, Narcís; Pascual, Jordi; Pelechano, Nuria; Sablatnig, Robert and Wimmer, MichaelVirtual Reality (VR) simulations have long been proposed to allow users to explore both yet-to-built buildings in architectural design, and ancient, remote or disappeared buildings in cultural heritage. In this paper we describe an on-going VR project on an UNESCO World Heritage Site that simultaneously addresses both scenarios: supporting architects in the task of designing the remaining parts of a large unfinished building, and simulating existing parts that define the environment that new designs must conform to. The main challenge for the team of architects is to advance towards the project completion being faithful to the original Gaudí's project, since many plans, drawings and plaster models were lost. We analyze the main requirements for collaborative architectural design in such a unique scenario, describe the main technical challenges, and discuss the lessons learned after one year of use of the system.