GCH 2017 - Eurographics Workshop on Graphics and Cultural Heritage
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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 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 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 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 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.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 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 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 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 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 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 Exploiting Unbroken Surface Congruity for the Acceleration of Fragment Reassembly(The Eurographics Association, 2017) Savelonas, Michalis A.; Andreadis, Anthousis; Papaioannou, Georgios; Mavridis, Pavlos; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularVirtual reassembly problems are often encountered in the cultural heritage domain. The reassembly or "puzzling" problem is typically described as the process for the identification of corresponding pieces within a part collection, followed by the clustering and pose estimation of multiple parts that result in a virtual representation of assembled objects. This work addresses this problem with an efficient, user-guided computational approach. The proposed approach augments the typical reassembly pipeline with a smart culling step, where geometrically incompatible fragment combinations can be quickly rejected. After splitting each fragment into potentially fractured and intact facets, each intact facet is examined for prominent linear or curved structures and a heuristic test is employed to evaluate the plausibility of facet pairs, by comparing the number of feature curves associated with each facet, as well as the geometric texture of associated intact surfaces. This test excludes many pairwise combinations from the remaining part of the reassembly process, significantly reducing overall time cost. For all facet pairs that pass the initial plausibility test, pairwise registration driven by enhanced simulated annealing is applied, followed by multipart registration. The proposed reassembly approach is evaluated on real scanned data and our experiments demonstrate an increase in efficiency that ranges from 30% to more than 500% in some cases, depending on the number of culled combinations.Item The Fabricated Diorama: Tactile Relief and Context-aware Technology for Visually Impaired Audiences(The Eurographics Association, 2017) Samaroudi, Myrsini; Echavarria, Karina Rodriguez; Song, Ran; Evans, Roger; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularThe recent popularity of digital fabrication has stimulated cultural heritage professionals to utilise such technologies for a variety of processes, including the creation of digitally fabricated handling objects. The design and production of these objects or replicas, as commonly known, depends on choices that do not only limit themselves to a variety of technologies. This paper presents a focused contribution towards increasing the understanding of the heritage community on how to introduce digitally fabricated objects within context-aware museum experiences for different audiences. The purpose of the project is to enhance enjoyment, learning and appreciation of cultural and natural heritage while avoiding the ''technological fetishism'' which often appears along with the introduction of new technologies. In particular, the paper presents research focusing on the needs of visually impaired and blind audiences; it describes the development of a context-aware tactile experience within the Booth Museum in Brighton (UK); evaluates the developments with this target audience; and presents the preliminary results of the research.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 Histogram of Oriented Gradients for Maya Glyph Retrieval(The Eurographics Association, 2017) Feldmann, Felix; Bogacz, Bartosz; Prager, Christian; Mara, Hubert; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularDeciphering the Maya writing is an ongoing effort that has already started in the early 19th century. Inexpertly-created drawings of Maya writing systems resulted in a large number of misinterpretations concerning the contents of these glyphs. As a consequence, the decryption 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 Maya glyph retrieval based on a machine learning pipeline. A Support Vector Machine (SVM) classifier is trained based on the Histogram of Oriented Gradients (HOG) feature descriptors of the query glyph and random background image patches. Then a sliding window classifies regions into viable candidates on the scale pyramid of the document image to achieve scale invariance. The algorithm is demonstrated on two different data sets. First, photographs from a hand written codex and second 3D scans from stone engraved monuments. A large amount of future extensions lies ahead, comprising the extension to 3D, but also more sophisticated classification algorithms.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 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 An Introductory Video Generator for Disseminating Cultural Heritage Projects(The Eurographics Association, 2017) Wang, Zeyu; Akoglu, Kiraz; Rushmeier, Holly; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularThere are many different activities in cultural heritage research, such as digitization, data visualization, information analysis, and dissemination. Much effort has been made to develop better technologies for data capture and processing in cultural heritage. However, digital images and models will become less meaningful if there is not an efficient way to incorporate their cultural context. In this paper, with a focus on how to disseminate the results of cultural heritage research, we propose an introductory video generator based on the open source software CHER-Ob for shared analysis. Given a cultural heritage project, a researcher can simply generate an introductory video for others to easily understand it by selecting preferences and annotations. A series of animated shots of 2D and 3D objects will appear in a user-specified order in the video subtitled by annotations, illustrations, and maps. This idea is useful for integrating cultural and digital resources as well as providing a convenient way for researchers to disseminate cultural heritage findings to the public.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.