ABSTRACT:The purpose of this paper is to analyze how optical pre-processing with polarizing filters and digital pre-processing with HDR imaging, may improve the automated 3D modeling pipeline based on SFM and Image Matching, with special emphasis on optically non-cooperative surfaces of shiny or dark materials. Because of the automatic detection of homologous points, the presence of highlights due to shiny materials, or nearly uniform dark patches produced by low reflectance materials, may produce erroneous matching involving wrong 3D point estimations, and consequently holes and topological errors on the mesh originated by the associated dense 3D cloud. This is due to the limited dynamic range of the 8 bit digital images that are matched each other for generating 3D data. The same 256 levels can be more usefully employed if the actual dynamic range is compressed, avoiding luminance clipping on the darker and lighter image areas. Such approach is here considered both using optical filtering and HDR processing with tone mapping, with experimental evaluation on different Cultural Heritage objects characterized by non-cooperative optical behavior. Three test images of each object have been captured from different positions, changing the shooting conditions (filter/no-filter) and the image processing (no processing/HDR processing), in order to have the same 3 camera orientations with different optical and digital pre-processing, and applying the same automated process to each photo set.
ABSTRACT:Temporal analyses and multi-temporal 3D reconstruction are fundamental for the preservation and maintenance of all forms of Cultural Heritage (CH) and are the basis for decisions related to interventions and promotion. Introducing the fourth dimension of time into three-dimensional geometric modelling of real data allows the creation of a multi-temporal representation of a site. In this way, scholars from various disciplines (surveyors, geologists, archaeologists, architects, philologists, etc.) are provided with a new set of tools and working methods to support the study of the evolution of heritage sites, both to develop hypotheses about the past and to model likely future developments. The capacity to "see" the dynamic evolution of CH assets across different spatial scales (e.g. building, site, city or territory) compressed in diachronic model, affords the possibility to better understand the present status of CH according to its history. However, there are numerous challenges in order to carry out 4D modelling and the requisite multi-data source integration. It is necessary to identify the specifications, needs and requirements of the CH community to understand the required levels of 4D model information. In this way, it is possible to determine the optimum material and technologies to be utilised at different CH scales, as well as the data management and visualization requirements. This manuscript aims to provide a comprehensive approach for CH time-varying representations, analysis and visualization across different working scales and environments: rural landscape, urban landscape and architectural scales. Within this aim, the different available metric data sources are systemized and evaluated in terms of their suitability.
ABSTRACT:Since the advent of the first Kinect as motion controller device for the Microsoft XBOX platform (November 2010), several similar active and low-cost range sensing devices have been introduced on the mass-market for several purposes, including gesture based interfaces, 3D multimedia interaction, robot navigation, finger tracking, 3D body scanning for garment design and proximity sensors for automotive. However, given their capability to generate a real time stream of range images, these has been used in some projects also as general purpose range devices, with performances that for some applications might be satisfying. This paper shows the working principle of the various devices, analyzing them in terms of systematic errors and random errors for exploring the applicability of them in standard 3D capturing problems. Five actual devices have been tested featuring three different technologies: i) Kinect V1 by Microsoft, Structure Sensor by Occipital, and Xtion PRO by ASUS, all based on different implementations of the Primesense sensor; ii) F200 by Intel/Creative, implementing the Realsense pattern projection technology; Kinect V2 by Microsoft, equipped with the Canesta TOF Camera. A critical analysis of the results tries first of all to compare them, and secondarily to focus the range of applications for which such devices could actually work as a viable solution.
The goal of the 3D-ICONS European Project is to provide EUROPEANA ( www.europeana.eu ) with accurate 3D models of architectural and archaeological monuments and buildings of remarkable cultural importance. The purpose of this paper is to describe the specific processing pipeline that has been set for digitizing a significant part of the Civic Archaeological Museum in Milan (Italy). All the technical and logistic aspects needed for capturing 3D models in a Museum environment, the implication with IPR, and the metadata acquisition, are covered. The main issue is generating a good result by the technical point of view, minimizing the impact on the usual Museum activity during the 3D capturing operations, shortening in the meantime the processing time to the minimal allowed by the different applicable techniques. This condition has led different choices related to the survey technologies (laser scanning and image based modeling) and the related data processing. Both technical and descriptive metadata have been collected for each item acquired, for generating a record of data searchable on EUROPEANA, with the addition of new metadata not defined in the minimal record, for making traceable the path leading to the generated digital content. The paper gives a general discussion of such issues with some specific examples referred to the large set of 3D objects digitized within the 3D-ICONS project
The aim of this research is to suggest a methodology based on 3D survey and reconstructive modeling, suitable to increase the actual knowledge of an historical building and supporting its historical interpretation. The case study used for testing the proposed methodology is the huge Chartreuse of Pavia, with a special focus on a relatively unexplored portion of the monument. The survey, based on 3D laser scanning and orthoimages, integrated by historical studies and other complementary information (thermoluminescence dating, IR imaging, hystorical analysis), allowed to read all the architectural aspects hidden in this highly architecturally stratified monument, improving in this way the comprehension of the building’s transformations in time. A 3D reconstruction approach was then suggested, merging several information of different nature, from the actual geometry of the building to the interpretation of historical documents, suggesting a sequence of diachronic models as virtual narration of the historical evolution. On other hand the 3D models were used to obtain a cross-validation of the historical evolution hypotheses developed by experts in the various disciplines involved in the project. The data collected were exploited through a web portal in order to enhance the readability of tangible and intangible heritage associated to that Chartreuse portion, nowadays not accessible to common public
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