GCH 2017 - Eurographics Workshop on Graphics and Cultural Heritage
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Item Hybrid Virtual Reality Touch Table - An Immersive Collaborative Platform for Public Explanatory Use of Cultural Objects and Sites(The Eurographics Association, 2017) Sundén, Erik; Lundgren, Ingemar; Ynnerman, Anders; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularIn this work we present an interactive and immersive solution for scientific data exploration which target visitors to museums and science centers, where the visitors themselves can conduct self-guided tours of scientific data, such as 3D scans of objects with cultural, historical or archaeological importance. The solution consist of a interactive multi-touch table with intuitive user interfaces, combined with head-mounted display and optional wireless controller. A visitor can explore the scientific data, but also a virtually created environment of the historical object(s), where found and acquired, which may be impossible for the visitor to visit and explore in real life. Visitors can work together to explore the data in close detail as well as guide other visitors in an explanatory manor. This interactive learning experience is designed to be versatile and suitable for visitors of various ages or with disabilities, by combining numerous views of the data as well as numerous interaction techniques to explore the data. Our approach and realization was created for the use case of an exploration application with reconstructed data of a sunken 16th century ship, which physically still lies on the seabed. Our motivation to create interactive stories along with as useful explanatory tool for domain experts lead us to this multi-purpose approach.Item Digitising Ivory Artefacts at the National History Museum in Brazil(The Eurographics Association, 2017) Marroquim, Ricardo; Sá, Asla Medeiros e; Echavarria, Karina Rodriguez; Balbio, Vitor; Zamorano, Rafael; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularThe advantages of digitisation technologies, such as 3D scanning, photogrammetry and 3D modelling, for the documentation and dissemination of cultural heritage artefacts is well understood by researchers. Nevertheless, practitioners, in particular those in developing countries, still have a lack of understanding of how 3D technologies could work for them in order to support their collections. This paper presents ongoing efforts to engage with museums in Brazil, in particular the National History Museum in Rio de Janeiro, in order to raise awareness of the potential of 3D technologies. Rather than applying 3D digitisation technologies on artefacts where it is known that the techniques can provide an easy solution, our approach was more experiments. Hence, several ivory artefacts were selected, including various figurines and a carved Junk Boat from East Asia which are part of the museum collection and which present particular problems both in terms of conservation and dissemination. The artefacts are complex and difficult to access. Nevertheless, the intention was to provide practitioners at the museum a good understanding on the advantages and limitations of the technologies. The contribution of this paper is the exploration of the use of 3D digitisation technologies for the documentation and dissemination of ivory carvings from a Brazilian perspective. The paper includes a discussion on the challenges in terms of having access to suitable infrastructures to support documenting, monitoring and dissemination of heritage artefacts at a larger scale within the Brazilian context.Item Multisensory Virtual Experience of Tanning in Medieval Coventry(The Eurographics Association, 2017) Dong, Yuanfa; Webb, Mark; Harvey, Carlo; Debattista, Kurt; Chalmers, Alan; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularIn the medieval period, Coventry, in the English Midlands was a major centre for tanning as well as for its better-known cloth industry. Heavily damaged during the Second World War, and unsympathetically rebuilt in the 1950s and 1960s, there is little left in modern Coventry to remind visitors of this important period in Coventry's history. The tanning of cattle hides was a labour intensive and smelly process. After the hooves and horns had been chopped off the animal skins from butchers, the skins were immersed in pits filled with dog dung or lime, scraped and then sprinkled with urine and left to rot in a warm environment. Finally the hides were soaked for up to twelve months in a tanning liquid to achieve the desired quality of leather. To fully appreciate the medieval tanning process, any virtual recreation needs to be multisensory: the sites of the skins in various stages of processing, the shouts of the workers, and the pungent smells. This paper presents the process of recreating this important multisensory experience and discusses how this can provide visitors with a richer experience of Coventry's illustrious past.Item From Paper to Web: Automatic Generation of a Web-Accessible 3D Repository of Pottery Types(The Eurographics Association, 2017) Dellepiane, Matteo; Callieri, Marco; Banterle, Francesco; Arenga, Domenico; Zallocco, Massimo; Scopigno, Roberto; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin Stular3D web repositories are a hot topic for the research community in general. In the Cultural Heritage (CH) context, 3D repositories pose a difficult challenge due to the complexity and variability of models and to the need of structured and coherent metadata for browsing and searching. This paper presents one of the efforts of the ArchAIDE project: to create a structured and semantically-rich 3D database of pottery types, usable by archaeologists and other communities. For example, researchers working on shape-based analysis and automatic classification. The automated workflow described here starts from pages of a printed catalog, extracts the textual and graphical description of a pottery type, and processes those data to produce structured metadata information and a 3D representation. These information are then ingested in the database, where they become accessible by the community using dynamically-created web presentation pages, showing in a common context: 3D, 2D and metadata information.Item An Application to Compare the Past and Present of Townscapes(The Eurographics Association, 2017) Endo, Mari; Motoyama, Kiyofumi; Endo, Mamoru; Yasuda, Takami; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularTownscapes change from one instance to another, and the data of change, like photos and maps, is kept and archived in museums and libraries. In this research, we focus on archived photo data and, by developing a smartphone application, provide an environment to allow people to experience the change of townscapes in real towns. This smartphone application gives people the opportunity to learn about the history of cities and to consider the townscapes. After showing the results of the project at Matsushige Rock Gate,which is a cultural heritage site in Nagoya, Japan, we propose to apply it also to the city of Graz.Item Little Manila: A Digital Recreation(The Eurographics Association, 2017) Salyers, Joshua; Cliburn, Daniel; Sparks, Edith; Culilap, Jamie Lynn; Kuo, Sarah; Sabbatino, Kyle; Sanchez, Ronnie; Thomasson, Danielle; Tvergyak, Hannah; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularLittle Manila was once a vibrant Filipino community in Stockton, California, decimated by a freeway construction project that began in the 1960s and took nearly three decades to complete. This paper describes our initial efforts to digitally recreate Lit-tle Manila as it appeared during the mid-twentieth century. Our game-like environment was developed primarily by an inter-disciplinary team of undergraduate students who worked on the project during a five week summer fellowship. The team in-cluded two history majors, two graphic design majors, a computer science major, and a geological science major. The team managed itself using the Scrum methodology for software development, which included daily stand-up meetings that served to enhance communication and facilitate collaboration among team members. The current version of the software allows users to interact with non-player characters (NPCs) and explore many of the buildings near the intersection of El Dorado and Lafa-yette Streets, the center of Little Manila, to learn more about life for Filipino immigrants during the time period of the recrea-tion. At the conclusion of the fellowship a ''Big Reveal'' event was held to demonstrate the software to members of the commu-nity. Nearly 120 people attended the event, with reactions from audience members ranging from tears to cries of recognition.Item OpenREC: A Framework for 3D Reconstruction of Models from Photographs(The Eurographics Association, 2017) Arroyo, Germán; Martín, Domingo; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularIn this paper we introduce openREC to the scientific community, an extendable framework for reconstruction of 3D models from photographs. This system provides a framework designed for archaeologist, art restorers, architects, and other professionals, hiding not relevant details from the underlying complex commands that are only suitable for expert computer scientists. There is a huge amount of free and commercial tools for photogrammetry available, but none of them are really suitable for experts in other fields different from computer science. Free tools are not free of issues due to their huge complexity - most of them are commands based -, while commercial software are under strict close-source models that hide important details of their underlying algorithms, avoiding any tunning of their parameters. This article presents the core of openREC: a complex task manager that is able to chain different sub-tasks in a transparent way for the user, and that is able to deal with remote tasks through network without the need of any specific servers.Item A Dashboard for the Analysis of Tangible Heritage Artefacts: a Case Study in Archaeology(The Eurographics Association, 2017) Catalano, Chiara Eva; Repetto, Andrea; Spagnuolo, Michela; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularDigital manipulation and analysis of tangible cultural objects has the potential to bring about a revolution in the way classification, stylistic analysis, and refitting of fragments are handled in the cultural heritage area: 3D modelling, processing and analysis are now mature enough to allow handling 3D digitized objects as if they were physical, and semantic models allow for a rich documentation of many different aspects of artefacts or assets of any complexity, as well as of contextual information about them. In this perspective, the paper presents the ongoing development of a software workbench which integrates several tools that can be used, combined, and customized to provide scientists with a working environment to process and analyse digital assets. The general objective is to exemplify the potential of new platforms to work on digital models beyond the simple rendering and visualization of assets. In particular, the paper presents the design of the workbench - the Dashboard - which reflects the analysis of the requirements gathered in a specific community of archaeologists and curators: the functionalities included in the case study target mostly the ReUnification, ReAssembly and ReAssociation of fragmented or dispersed cultural assets.Item Cross-modal Content-based Retrieval for Digitized 2D and 3D Cultural Heritage Artifacts(The Eurographics Association, 2017) Gregor, Robert; Mayrbrugger, Christof; Mavridis, Pavlos; Bustos, Benjamin; Schreck, Tobias; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularDigitization of Cultural Heritage (CH) Objects is indispensable for many tasks including preservation, distributions and analysis of CH content. While digitization of 3D shape and appearance is progressing rapidly, much more digitized content is available in the form of 2D images, photographs, or sketches. A key functionality for exploring CH content is the ability to search for objects of interest. Search in CH repositories is often relying on meta-data of available objects. Also, methods for searching based on content in a given modality, e.g., using image or shape descriptors, are researched. To date, few works have addressed the problem of content-based cross-modal search in both 2D and 3D object space without the requirement of meta data annotations of similar format and quality. We propose a cross-modal search approach relying on content-based similarity between 3D and 2D CH objects. Our approach converts a 3D query object into a 2D query image and then executes content-based search relying on visual descriptors. We describe our concept and show first results of our approach that were obtained on a pottery dataset. We also outline directions of future work.Item Eurographics Workshop on Graphics and Cultural Heritage (GCH) 2017: Frontmatter(Eurographics Association, 2017) Schreck, Tobias; Weyrich, Tim; Sablatnig, Robert; Štular, Benjamin; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularItem Projecting our Past to the Future - Challenges and Results: The Case of Asinou church(The Eurographics Association, 2017) Papaefthymiou, M.; Nikolakopoulou, V.; Leventis, Georgios; Domajnko, M.; Ioannides, M.; Papagiannakis, G.; Santos, P.; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularIn this paper, we present some of the novel results of the Marie Curie Initial Training Network for Digital Cultural Heritage (ITN-DCH) project, describing briefly the work done focusing on the project's first case study: the Panagia Phorviotisa of Asinou, an UNESCO World Heritage Listed (WHL) monument in Cyprus. The paper introduces some challenges and the importance of multidisciplinary, sustainable research and development in the emerging domain of DCH in Europe. The different methodologies address these challenges through a professional network of partners including Academia, Research and Industry. The paper describes the 3D documentation of the church and how the data acquired can be used and re-used in Mixed Reality (MR) applications using also Deep Learning techniques, as well as in Education.Item CHER-ish: A Sketch- and Image-based System for 3D Representation and Documentation of Cultural Heritage Sites(The Eurographics Association, 2017) Rudakova, Victoria; Lin, Nathan; Trayan, Natallia; Sezgin, Tevfik Metin; Dorsey, Julie; Rushmeier, Holly; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularWe present a work-in-progress report on a sketch- and image-based software called ''CHER-ish'' designed to help make sense of the cultural heritage data associated with sites within 3D space. The software is based on the previous work done in the domain of 3D sketching for conceptual architectural design, i.e., the system which allows user to visualize urban structures by a set of strokes located in virtual planes in 3D space. In order to interpret and infer the structure of a given cultural heritage site, we use a mix of data such as site photographs and floor plans, and then we allow user to manually locate the available photographs and their corresponding camera positions within 3D space. With the photographs' camera positions placed in 3D, the user defines a scene's 3D structure by the means of stokes and other simple 2D geometric entities. We introduce the main system components: virtual planes (canvases), 2D entities (strokes, line segments, photos, polygons) and provide a description of the methods that allow the user to interact with them within the system to create a scene representation. Finally, we demonstrate the usage of the system on two different data sets: a collection of photographs and drawings from Dura-Europos, and drawings and plans from Horace Walpole's Strawberry Hill villa.Item An Inclusive Approach to Digital Heritage: Preliminary Achievements Within the INCEPTION Project(The Eurographics Association, 2017) Maietti, Federica; Medici, Marco; Piaia, Emanuele; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularAt the end of the second year of activity and after having completed the first steps in the development of its main goals, the project "INCEPTION - Inclusive Cultural Heritage in Europe through 3D Semantic Modelling" is now facing different challenging actions starting from already developed advancement in 3D data capturing. Semantic modelling for Cultural Heritage buildings in H-BIM environment and the development of the INCEPTION platform for deployment and valorisation of enriched 3D models will allow accomplishing the main objectives of accessing, understanding and strengthening European cultural heritage. In this direction, the approach and the methodology for semantic organization and data management toward H-BIM modelling will be presented, as well as a preliminary nomenclature for semantic enrichment of heritage 3D models. According to the overall INCEPTION workflow, the H-BIM modelling procedure starts with documenting user needs, including experts and non-experts. The identification of the Cultural Heritage buildings semantic ontology and data structure for information catalogue will allow the integration of semantic attributes with hierarchically and mutually aggregated 3D digital geometric models for management of heritage information.Item The ArchAIDE Project: Results and Perspectives After the First Year(The Eurographics Association, 2017) Banterle, Francesco; Dellepiane, Matteo; Evans, Tim; Gattiglia, Gabriele; Itkin, Barak; Zallocco, Massimo; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularThe ArchAIDE project is a Horizon 2020 project that has the main goal to digitally support the day-to-day operations on the field of archaeologists. This allows them to reduce time and costs of delivering an accurate and quick classification of ancient pottery artifacts. To effectively reach such ambitious goal, the project has several sub-goals: (semi-)automatic digitalization of archaeological catalogs, a mobile app to be used on site for live classification of sherds with the generation of a complete potsherds identity card (ready for print), and an on-line database with real-time visualization of data. In this paper, we describe the work carried out during the first year of life of this project. The main focus is on the procedure for digitizing paper catalogs in an automatic way, and more precisely we will discuss: archeologist's methodologies, digitalization of text, vectorization of technical drawings, and shape-based classification of virtual fragments.Item Kyrenia - Hyper Storytelling Pilot Application(The Eurographics Association, 2017) Rizvic, Selma; Boskovic, Dusanka; Okanovic, Vensada; Sljivo, Sanda; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularA team of multidisciplinary experts from computer science, visual arts, literature, film directing, psychology, communicology and human computer interaction developed a new interactive digital storytelling method - hyper storytelling. Hyper storytelling offers a solution for narrative paradox in introducing motivation factor into interactive digital story. In this paper we present Kyrenia - the first hyper storytelling application. Its purpose is to introduce the Internet users with the oldest sunken ship from 280 B.C., found in 1975 near Kyrenia, Cyprus.Item Educational Virtual Reality Visualisations of Heritage Sites(The Eurographics Association, 2017) John, David; Shaw, Lawrence; Cheetham, Paul; Manley, Harry; Stone, Aaron A.; Blakeburn, Michaela; Gosling, Karl; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularThis paper discusses the use of games engines to create virtual heritage applications. The use of 3D software for cultural or heritage applications is discussed with reference to the capabilities and potential of games engines. The contribution of students from Bournemouth University to the New Forest Heritage Mapping project through the creation of interactive virtual reality visualisations of historic landscapes is described. The creation and evaluation of three different applications representing three alternative interaction styles are discussed. The first does not indicate where information can be found, the second uses visible cues and the third implements an objective marker system.Item Accurate Soil and Mudbrick BRDF Models for Archaeological Illumination Rendering with Application to Small Finds(The Eurographics Association, 2017) Badler, Virginia; Jr., Joseph Kider; Moore, Megan; Walter, B.; Badler, Norman; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularThe prevalence of mudbrick structures in the ancient world presents an unexplored opportunity for the realistic portrayal of their appearance. 3D computer models are often constructed from architectural remains to study form and function essential to understanding ancient cultures. These 3D models are usually rendered with estimated colors or photographic images for texture and color reference. Unfortunately, the reflectance properties of soil and mudbrick materials are not well captured in single view photographs. We obtained soil and mudbrick samples from a 1973 excavation of Godin Tepe in Iran and performed a Bi-Directional Reflectance Function (BRDF) capture and analysis on the mudbrick, and both wet and dry soil samples. The resulting BRDFs are used to render the soil and mudbrick interior architecture of the Godin Tepe site. We did illumination studies based on direct sunlight, skydome, and annualized sky irradiance. In a case study we test the archaeological hypothesis that small finds may be found in poorly illuminated portions of enclosed rooms. The accurate sky dome, BRDF surface appearance, and global illumination models are used to assess the applicability and validity of this concept.Item Animating With a Self-organizing Population the Reconstruction of Medieval Mértola(The Eurographics Association, 2017) Antunes, Rui F.; Cláudio, Ana Paula; Carmo, Maria Beatriz; Correia, Luis; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularThis paper provides a contribution to the field of historical simulations of the past. Throughout this document, we will describe a novel model to animate these simulations with autonomous characters exhibiting heterogeneous and spontaneous behaviours and we will discuss a case study, the simulation of the medieval village of Mértola, in the South of Portugal. We will first detail the work of construction of the urban layout. Using manual modeling combined with procedural generation, we have generated a virtual space containing some of the military structures, such as the defensive walls and the watchtower in the river, as well as some of the civilian housing inside the protection of the walls. Following, we will describe the virtual population inhabiting the space composed of autonomous individuals dressed with historical rigour. These inhabitants of the virtual city, are equipped with limited intelligence and personality traits which allows them to self-organize, interact with each other and at the local market. They communicate with their fellow citizens in the narrow streets of the village using expressive gestures and postures that convey their inner emotional states.Item Visualization of ERT Data for Archaeological Purposes(The Eurographics Association, 2017) Bernardes, Paulo; Alves, Mafalda; Pereira, Bruno; Madeira, Joaquim; Martins, Manuela; Fontes, Luis; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularThis work presents a visualization methodology for the correct comprehension and interpretation of ERT data by archaeologists. The authors developed a methodology based not only in colour mapping and slicing techniques but also on contouring and interaction procedures, obtaining an alternative to the traditional 2D pseudosection data visualization workflows. The implementation was carried out with the Visualization Toolkit from Kitware Inc. and is illustrated using two data samples: the first one was obtained on a hillfort in Boticas (Portugal) and the second one was acquired on an urban archaeological intervention in Braga (Portugal).Item Automatic Transfer of Landmarks on Human Skulls using GPU-based Non-rigid Registration(The Eurographics Association, 2017) Innmann, Matthias; Erhardt, Philipp; Schütz, Daniel; Greiner, Günther; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularIn this work, we present a novel approach to automatically transfer landmarks from a template mesh of a human skull to other meshes obtained via 3D scanning. Since previous methods rely on user input or only work on a subset of the data, these algorithms are not suited for large databases. Our system is designed to work for arbitrary meshes of human skulls, i.e. having artifacts like incomplete geometry or being non-watertight. Since the input data has no common orientation, we first apply a rigid coarse registration followed by a refinement. Afterwards, the remaining geometric deviation is removed by non-rigidly deforming one mesh into the other. With this precise geometric mapping, arbitrary landmarks can be transferred easily. To ensure efficient computation, we use a highly optimized GPU implementation to solve arising optimization problems. We apply our method to a dataset consisting of 1200 models acquired via structured light scanning and evaluate its accuracy on a subset of these models.