Browsing by Author "Knuth, Martin"
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Item CultArc3D_mini: Fully Automatic Zero-Button 3D Replicator(The Eurographics Association, 2018) Ritz, Martin; Knuth, Martin; Santos, Pedro; Fellner, Dieter W.; Sablatnig, Robert and Wimmer, Michael3D scanning and 3D printing are two rapidly evolving domains, both generating results with a huge and growing spectrum of applications. Especially in Cultural Heritage, a massive and increasing amount of objects awaits digitization for various purposes, one of them being replication. Yet, current approaches to optical 3D digitization are semi-automatic at best and require great user effort whenever high quality is desired. With our solution we provide the missing link between both domains, and present a fully automatic 3D object replicator which does not require user interaction. The system consists of our photogrammetric 3D scanner CultArc3D_mini that captures an optimal image set for 3D geometry and texture reconstruction and even optical material properties of objects in only minutes, a conveyor system for automatic object feed-in and -out, a 3D printer, and our sensor-based process flow software that handles every single process step of the complex sequence from image acquisition, sensor-based object transportation, 3D reconstruction involving different kinds of calibrations, to 3D printing of the resulting virtual replica immediately after 3D reconstruction. Typically, one-button machines require the user to start the process by interacting over a user interface. Since positioning and pickup of objects is automatically registered, the only thing left for the user to do is placing an object at the entry and retrieving it from the exit after scanning. Shortly after, the 3D replica can be picked up from the 3D printer. Technically, we created a zero-button 3D replicator that provides high throughput digitization in 3D, requiring only minutes per object, and it is publicly showcased in action at 3IT Berlin.Item End-to-end Color 3D Reproduction of Cultural Heritage Artifacts: Roseninsel Replicas(The Eurographics Association, 2019) Domajnko, Matevz; Tanksale, Tejas; Tausch, Reimar; Ritz, Martin; Knuth, Martin; Santos, Pedro; Fellner, Dieter W.; Rizvic, Selma and Rodriguez Echavarria, KarinaPlanning exhibitions of cultural artifacts is always challenging. Artifacts can be very sensitive to the environment and therefore their display can be risky. One way to circumvent this is to build replicas of these artifacts. Here, 3D digitization and reproduction, either physical via 3D printing or virtual, using computer graphics, can be the method of choice. For this use case we present a workflow, from photogrammetric acquisition in challenging environments to representation of the acquired 3D models in different ways, such as online visualization and color 3D printed replicas. This work can also be seen as a first step towards establishing a workflow for full color end-to-end reproduction of artifacts. Our workflow was applied on cultural artifacts found around the ''Roseninsel'' (Rose Island), an island in Lake Starnberg (Bavaria), in collaboration with the Bavarian State Archaeological Collection in Munich. We demonstrate the results of the end-to-end reproduction workflow leading to virtual replicas (online 3D visualization, virtual and augmented reality) and physical replicas (3D printed objects). In addition, we discuss potential optimizations and briefly present an improved state-of-the-art 3D digitization system for fully autonomous acquisition of geometry and colors of cultural heritage objects.Item Realistic Visualization of Accessories within Interactive Simulation Systems for Garment Prototyping(2017-03-03) Knuth, MartinIn virtual garment prototyping, designers create a garment design by using Computer Aided Design (CAD). In difference to traditional CAD the word "aided" in this case refers to the computer replicating real world behavior of garments. This allows the designer to interact naturally with his design. The designer has a wide range of expressions within his work. This is done by defining details on a garment which are not limited to the type of cloth used. The way how cloth patterns are sewn together and the style and usage of details of the cloth’s surface, like appliqués, have a strong impact on the visual appearance of a garment to a large degree. Therefore, virtual and real garments usually have a lot of such surface details. Interactive virtual garment prototyping itself is an interdisciplinary field. Several prob- lems have to be solved to create an efficiently usable real-time virtual prototyping system for garment manufacturers. Such a system can be roughly separated into three sub-components. The first component deals with acquisition of material and other data needed to let a sim- ulation mimic plausible real world behavior of the garment. The second component is the garment simulation process itself. Finally, the third component is centered on the visualiza- tion of the simulation results. Therefore, the overall process spans several scientific areas which have to take into account the needs of each other in order to get an overall interactive system. In my work I especially target the third section, which deals with the visualization. On the scientific side, the developments in the last years have shown great improvements on both speed and reliability of simulation and rendering approaches suitable for the virtual prototyping of garments. However, with the currently existing approaches there are still many problems to be solved, especially if interactive simulation and visualization need to work together and many object and surface details come into play. This is the case when using a virtual prototyping in a productive environment. The currently available approaches try to handle most of the surface details as part of the simulation. This generates a lot of data early in the pipeline which needs to be transferred and processed, requiring a lot of processing time and easily stalls the pipeline defined by the simulation and visualization system. Additionally, real world garment examples are already complicated in their cloth arrangement alone. This requires additional computational power. Therefore, the interactive garment simulation tends to lose its capability to allow interactive handling of the garment. In my work I present a solution, which solves this problem by moving the handling of design details from the simulation stage entirely to a completely GPU based rendering stage. This way, the behavior of the garment and its visual appearance are separated. There- fore, the simulation part can fully concentrate on simulating the fabric behavior, while the visualization handles the placing of surface details lighting, materials and self-shadowing. Thus, a much higher degree of surface complexity can be achieved within an interactive virtual prototyping system as can be done with the current existing approaches.