The aim of this work is to bring the cultural heritage of two-dimensional art closer to being accessible by blind and visually impaired people. We present a computer-assisted workflow for the creation of tactile representations of paintings, suitable to be used as a learning tool in the context of guided tours in museums or galleries. Starting from high-resolution images of original paintings, our process allows an artist to quickly design the desired form, and generate data suitable for rapid prototyping machines to produce the physical touch tools. Laser-cut layered depth diagrams convey not only the individual objects in the painting and their spatial layout, but also augment their depth relations. CNC-milled textured reliefs additionally render fine details like brush strokes and texture suitable for the sense of touch. Our methods mimic aspects of the visual sense, make sure that the haptic output is quite faithful to the original paintings, and do not require special manual abilities like sculpting skills.
KurzfassungDie Erkenntnis, dass wir Linien, von denen wir wissen, dass sie tatsächlich im Raum parallel sind, als Linien wahrnehmen, die scheinbar zu einem gemeinsamen Fluchtpunkt konvergieren, hat zu Techniken geführt, mit denen Künstler einen glaubwürdigen Eindruck von Perspektive vermitteln können. Dies führte später auch zu Ansätzen, mit denen die zugrundeliegende Geometrie von Bildern -oder in der Tat auch von Gemälden mit korrekter Perspektive -extrahiert werden kann. In dieser Arbeit beschäftigen wir uns mit der Extraktion von Fluchtpunkten mit dem Ziel, die Rekonstruktion urbaner Szenen zu vereinfachen. Im Gegensatz zu den meisten Methoden zur Extraktion von Fluchtpunkten, extrahiert die unsere eine Konstellation von Fluchtpunktenüber mehrere Ansichten hinweg, anstatt nur in einem einzigen Bild. Durch das Verwenden eines starken Orthogonalitätskriteriums in jeder Ansicht, einer optimalen Berechnung von Segmentschnittpunkten und einem neuartigen Dreibein-Ausrichtungsverfahren, erlaubt unser Ansatz die Extraktion von Ergebnissen, die eine nahe Approximation der dominanten drei paarweise orthogonalen Orientierungen typischer urbaner Szenen darstellen. Dementsprechend kann unser Ansatz als wesentliche Verfeinerung der Methode von Sinha et al. bezeichnet werden.
No abstract
Figure 1: Visualization of sampling strategies (white pixels show a subset of the actual samples, missed geometry is marked red). Left: An urban input scene and a view cell (in yellow) for visibility sampling. Middle: Previous visibility sampling algorithms repeatedly sample the same triangles in the foreground while missing many smaller triangles and distant geometry. Right: Our solution is guided by scene visibility and therefore quickly finds most visible triangles while requiring drastically fewer samples than previous methods. AbstractThis paper addresses the problem of computing the triangles visible from a region in space. The proposed aggressive visibility solution is based on stochastic ray shooting and can take any triangular model as input. We do not rely on connectivity information, volumetric occluders, or the availability of large occluders, and can therefore process any given input scene. The proposed algorithm is practically memoryless, thereby alleviating the large memory consumption problems prevalent in several previous algorithms. The strategy of our algorithm is to use ray mutations in ray space to cast rays that are likely to sample new triangles. Our algorithm improves the sampling efficiency of previous work by over two orders of magnitude.
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