Nowadays digital replicas of artefacts belonging to the Cultural Heritage (CH) are one of the most promising innovations for museums exhibitions, since they foster new forms of interaction with collections, at different scales. However, practical digitization is still a complex task dedicated to specialized operators. Due to these premises, this paper introduces a novel approach to support non-experts working in museums with robust, easy-to-use workflows based on low-cost widespread devices, aimed at the study, classification, preservation, communication and restoration of CH artefacts. The proposed methodology introduces an automated combination of acquisition, based on mobile equipment and visualization, based on Real-Time Rendering. After the description of devices used along the workflow, the paper focuses on image pre-processing and geometry processing techniques adopted to generate accurate 3D models from photographs. Assessment criteria for the developed process evaluation are illustrated. Tests of the methodology on some effective museum case studies are presented and discussed.
ABSTRACT:Scholars with different backgrounds have carried out extensive surveys centred on how 3D digital models, data acquisition and processing have changed over the years in fields of archaeology and architecture and more in general in the Cultural Heritage panorama: the current framework focused on reality-based modelling is then split in several branches: acquisition, communication and analysis of buildings (Pintus et alii, 2014). Despite the wide set of well-structured and all-encompassing surveys on the IT application in Cultural Heritage, several open issues still seem to be present, in particular once the purpose of digital simulacra is the one to fit with the "pre-informatics" legacy of architectural/archaeological representation (historical drawings with their graphic codes and aesthetics). Starting from a series of heterogeneous matters that came up studying two Italian UNESCO sites, this paper aims at underlining the importance of integrating different pipelines from different technological fields, in order to achieve multipurpose models, capable to comply with graphic codes of traditional survey, as well as semantic enrichment, and last but not least, data compression/portability and texture reliability under different lighting simulation.
ABSTRACT:Image-based modelling tools based on SfM algorithms gained great popularity since several software houses provided applications able to achieve 3D textured models easily and automatically. The aim of this paper is to point out the importance of controlling models parameterization process, considering that automatic solutions included in these modelling tools can produce poor results in terms of texture utilization. In order to achieve a better quality of textured models from image-based modelling applications, this research presents a series of practical strategies aimed at providing a better balance between geometric resolution of models from passive sensors and their corresponding (u,v) map reference systems. This aspect is essential for the achievement of a high-quality 3D representation, since "apparent colour" is a fundamental aspect in the field of Cultural Heritage documentation. Complex meshes without native parameterization have to be "flatten" or "unwrapped" in the (u,v) parameter space, with the main objective to be mapped with a single image. This result can be obtained by using two different strategies: the former automatic and faster, while the latter manual and time-consuming. Reverse modelling applications provide automatic solutions based on splitting the models by means of different algorithms, that produce a sort of "atlas" of the original model in the parameter space, in many instances not adequate and negatively affecting the overall quality of representation. Using in synergy different solutions, ranging from semantic aware modelling techniques to quad-dominant meshes achieved using retopology tools, it is possible to obtain a complete control of the parameterization process.
<p><strong>Abstract.</strong> Smartphone camera technology has made significant improvements of sensors quality and software camera performance in recent years. Devices as Apple iPhone X and the Samsung Galaxy S9 Plus, allow to reach levels of image resolution, sharpness and color accuracy very close to prosumer SLR cameras, enabling also on-the-fly processing and procedures which were considered impossible to achieve until a few years ago. Starting from these premises, a series of issues and opportunities concerning smartphone application to artifacts documentation will be discussed. In particular, consistency and reliability of both shape and color representation achievable for small-medium artifacts belonging to exhibitions and museum collections. A low-cost, easy-to-use workflow based on low-cost widespread devices will be compared to consolidated digitization pipelines. The contribution focus is based on color accuracy of textured models achievable through smartphones by means of an internally developed application for the achievement of highly reliable developments of raw formats (.DNG) from Apple iPhone X. Color consistency will be calculated in terms of the mean camera chroma relative to the mean ideal chroma in the CIE color metric (&Delta;E*<sub>00</sub>) as defined in 2000 by the CIE on the CIEXYZ chromaticity diagram.</p>
Starting in the late Domitian age, through Nero's Empire and ending in Hadrian's principate, an increasing technological shift relating to both opus caementicium and centring work made it possible to build cupolas with unprecedented technical solutions in terms of both dimension and shape. Hadrian's strain was applied to the development of innovative domes, as shown in various pavilions in his Tiburtine Villa and perfectly expressed by the well-known episode reported by Cassius Dio concerning the criticism expressed by Apollodorus of Damascus on the Emperor's ribbed vault design. Many researchers agree on the importance of the octagonal hall of the Villa's Small Baths in terms of its unusual shape and daring structure and on the significance of the access vestibule of the Piazza d'Oro. The geometry and construction knowledge suggested by their shapes make them perfect examples of the importance of mathematicians' influence on architects during the design process.
This paper presents an original methodology for planar development of a frescoed dome with an oval plan. Input data include a rigorous geometric survey, performed with a laser scanner, and a photogrammetry campaign, which associates a high-quality photographic texture to the 3D model. Therefore, the main topics include the development of geometry and, contextually, of the associated textures. In order to overcome the inability to directly develop the surface, an orthographic azimuthal projection is used. Starting from a prerequisite study of building methodology, the dome is divided into sectors and bands, each linked with the maximum acceptable deformations and the actual geometric discontinuities detectable by the analysis of Gaussian curvature. Upon definition of the development model, a custom automation script has been devised for geometry projection. This effectively generates a (u,v) map, associated to the model, which is used for model texturing and provides the planar development of the fresco.
ABSTRACT:This paper describes two procedures used to disseminate tangible cultural heritage through real-time 3D simulations providing accurate-scientific representations. The main idea is to create simple geometries (with low-poly count) and apply two different texture maps to them: a normal map and a displacement map. There are two ways to achieve models that fit with normal or displacement maps: with the former (normal maps), the number of polygons in the reality-based model may be dramatically reduced by decimation algorithms and then normals may be calculated by rendering them to texture solutions (baking). With the latter, a LOD model is needed; its topology has to be quad-dominant for it to be converted to a good quality subdivision surface (with consistent tangency and curvature all over). The subdivision surface is constructed using methodologies for the construction of assets borrowed from character animation: these techniques have been recently implemented in many entertainment applications known as "retopology". The normal map is used as usual, in order to shade the surface of the model in a realistic way. The displacement map is used to finish, in real-time, the flat faces of the object, by adding the geometric detail missing in the low-poly models. The accuracy of the resulting geometry is progressively refined based on the distance from the viewing point, so the result is like a continuous level of detail, the only difference being that there is no need to create different 3D models for one and the same object. All geometric detail is calculated in real-time according to the displacement map. This approach can be used in Unity, a real-time 3D engine originally designed for developing computer games. It provides a powerful rendering engine, fully integrated with a complete set of intuitive tools and rapid workflows that allow users to easily create interactive 3D contents. With the release of Unity 4.0, new rendering features have been added, including DirectX 11 support. Real-time tessellation is a technique that can be applied by using such technology. Since the displacement and the resulting geometry are calculated by the GPU, the time-based execution cost of this technique is very low.
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