40 research outputs found

    High-resolution digital 3D models of Algar do Penico Chamber: limitations, challenges, and potential

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    The study of karst and its geomorphological structures is important for understanding the relationships between hydrology and climate over geological time. In that context, we conducted a terrestrial laser-scan survey to map geomorphological structures in the karst cave of Algar do Penico in southern Portugal. The point cloud data set obtained was used to generate 3D meshes with different levels of detail, allowing the limitations of mapping capabilities to be explored. In addition to cave mapping, the study focuses on 3D-mesh analysis, including the development of two algorithms for determination of stalactite extremities and contour lines, and on the interactive visualization of 3D meshes on the Web. Data processing and analysis were performed using freely available open-source software. For interactive visualization, we adopted a framework based on Web standards X3D, WebGL, and X3DOM. This solution gives both the general public and researchers access to 3D models and to additional data produced from map tools analyses through a web browser, without the need for plug-ins

    Position-based modeling of lesion displacement in Ultrasound-guided breast biopsy

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    International audiencePurpose Although ultrasound (US) images represent the most popular modality for guiding breast biopsy, malignant regions are often missed by sonography, thus preventing accurate lesion localization which is essential for a successful procedure. Biomechanical models can support the localization of suspicious areas identified on a pre-operative image during US scanning since they are able to account for anatomical deformations resulting from US probe pressure. We propose a deformation model which relies on position-based dynamics (PBD) approach to predict the displacement of internal targets induced by probe interaction during US acquisition. Methods The PBD implementation available in NVIDIA FleX is exploited to create an anatomical model capable of deforming online. Simulation parameters are initialized on a calibration phantom under different levels of probe-induced deformations, then they are fine-tuned by minimizing the localization error of a US-visible landmark of a realistic breast phantom. The updated model is used to estimate the displacement of other internal lesions due to probe-tissue interaction. Results The localization error obtained when applying the PBD model remains below 11 mm for all the tumors even for input displacements in the order of 30 mm. This proposed method obtains results aligned with FE models with faster computational performance, suitable for real-time applications. In addition, it outperforms rigid model used to track lesion position in US-guided breast biopsies, at least halving the localization error for all the displacement ranges considered. 2 Eleonora Tagliabue et al. Conclusions Position-based dynamics approach has proved to be successful in modeling breast tissue deformations during US acquisition. Its stability, accuracy and real-time performance make such model suitable for tracking lesions displacement during US-guided breast biopsy

    To 3D or Not 3D: Choosing a Photogrammetry Workflow for Cultural Heritage Groups

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    The 3D reconstruction of real-world heritage objects using either a laser scanner or 3D modelling software is typically expensive and requires a high level of expertise. Image-based 3D modelling software, on the other hand, offers a cheaper alternative, which can handle this task with relative ease. There also exists free and open source (FOSS) software, with the potential to deliver quality data for heritage documentation purposes. However, contemporary academic discourse seldom presents survey-based feature lists or a critical inspection of potential production pipelines, nor typically provides direction and guidance for non-experts who are interested in learning, developing and sharing 3D content on a restricted budget. To address the above issues, a set of FOSS were studied based on their offered features, workflow, 3D processing time and accuracy. Two datasets have been used to compare and evaluate the FOSS applications based on the point clouds they produced. The average deviation to ground truth data produced by a commercial software application (Metashape, formerly called PhotoScan) was used and measured with CloudCompare software. 3D reconstructions generated from FOSS produce promising results, with significant accuracy, and are easy to use. We believe this investigation will help non-expert users to understand the photogrammetry and select the most suitable software for producing image-based 3D models at low cost for visualisation and presentation purposes

    Enabling European archaeological research: The ARIADNE E-infrastructure

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    Research e-infrastructures, digital archives and data services have become important pillars of scientific enterprise that in recent decades has become ever more collaborative, distributed and data-intensive. The archaeological research community has been an early adopter of digital tools for data acquisition, organisation, analysis and presentation of research results of individual projects. However, the provision of einfrastructure and services for data sharing, discovery, access and re-use has lagged behind. This situation is being addressed by ARIADNE: the Advanced Research Infrastructure for Archaeological Dataset Networking in Europe. This EUfunded network has developed an einfrastructure that enables data providers to register and provide access to their resources (datasets, collections) through the ARIADNE data portal, facilitating discovery, access and other services across the integrated resources. This article describes the current landscape of data repositories and services for archaeologists in Europe, and the issues that make interoperability between them difficult to realise. The results of the ARIADNE surveys on users' expectations and requirements are also presented. The main section of the article describes the architecture of the einfrastructure, core services (data registration, discovery and access) and various other extant or experimental services. The ongoing evaluation of the data integration and services is also discussed. Finally, the article summarises lessons learned, and outlines the prospects for the wider engagement of the archaeological research community in sharing data through ARIADNE

    Digital 3D Technologies for Humanities Research and Education: An Overview

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    Digital 3D modelling and visualization technologies have been widely applied to support research in the humanities since the 1980s. Since technological backgrounds, project opportunities, and methodological considerations for application are widely discussed in the literature, one of the next tasks is to validate these techniques within a wider scientific community and establish them in the culture of academic disciplines. This article resulted from a postdoctoral thesis and is intended to provide a comprehensive overview on the use of digital 3D technologies in the humanities with regards to (1) scenarios, user communities, and epistemic challenges; (2) technologies, UX design, and workflows; and (3) framework conditions as legislation, infrastructures, and teaching programs. Although the results are of relevance for 3D modelling in all humanities disciplines, the focus of our studies is on modelling of past architectural and cultural landscape objects via interpretative 3D reconstruction methods

    3D reconstruction from multiple RGB-D images with different perspectives

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    Reconstrução de modelos 3D pode ser uma tarefa útil para várias finalidades. Alguns exemplos são a modelação de uma pessoa ou objeto para uma animação, em robótica, modelação de espaços para exploração ou, para fins clínicos, modelação de pacientes ao longo do tempo para manter um histórico do corpo do paciente. O processo de reconstrução é constituído pelas capturas do objeto a ser modelado, a conversão destas capturas para nuvens de pontos e o alinhamento de cada nuvem de pontos por forma a obter o modelo 3D.A metodologia implementada para o processo de alinhamento foi o mais genérico quanto possível, para poder ser usado para os múltiplos fins discutidos acima, com um foco especial nos objetos não-rígidos. Este foco vem da necessidade de reconstruir modelos 3D de alta qualidade, de pacientes tratadas para o cancro da mama, para a avaliação estética do resultado cirúrgico. Com o uso de algoritmos de alinhamento não-rígido, o processo de reconstrução fica mais robusto a pequenos movimentos durante as capturas.O sensor utilizado para as capturas foi o Microsoft Kinect, devido à possibilidade de se obter imagens de cores (RGB) e imagens de profundidade, mais conhecidas por imagens RGB -D. Com este tipo de dados o modelo 3D final pode ter textura, o que é uma vantagem em muitos casos. A outra razão principal para esta escolha foi o fato de o Microsoft Kinect ser um sensor de baixo custo, tornando-se assim uma alternativa aos sistemas mais dispendiosos disponíveis no mercado.Os principais objetivos alcançados foram a reconstrução de modelos 3D com boa qualidade a partir de capturas com ruido, usando um sensor de baixo custo. O registro de nuvens de pontos sem conhecimento prévio sobre a pose do sensor, permitindo a livre circulação do sensor em torno dos objetos. Por fim, o registo de nuvens de pontos com pequenas deformações entre elas, onde os algoritmos de alinhamento rígido convencionais não podem ser utilizados.3D model reconstruction can be a useful tool for multiple purposes. Some examples are modeling a person or objects for an animation, in robotics, modeling spaces for exploration or, for clinical purposes, modeling patients over time to keep a history of the patient's body. The reconstruction process is constituted by the captures of the object to be reconstructed, the conversion of these captures to point clouds and the registration of each point cloud to achieve the 3D model.The implemented methodology for the registration process was as much general as possible, to be usable for the multiple purposes discussed above, with a special focus on non-rigid objects. This focus comes from the need to reconstruct high quality 3D models, of patients treated for breast cancer, for the evaluation of the aesthetic outcome. With the non-rigid algorithms the reconstruction process is more robust to small movements during the captures.The sensor used for the captures was the Microsoft Kinect, due to the possibility of obtaining both color (RGB) and depth images, called RGB-D images. With this type of data the final 3D model can be textured, which is an advantage for many cases. The other main reason for this choice was the fact that Microsoft Kinect is a low-cost equipment, thereby becoming an alternative to expensive systems available in the market.The main achieved objectives were the reconstruction of 3D models with good quality from noisy captures, using a low cost sensor. The registration of point clouds without knowing the sensor's pose, allowing the free movement of the sensor around the objects. Finally the registration of point clouds with small deformations between them, where the conventional rigid registration algorithms could not be used

    Report on shape analysis and matching and on semantic matching

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    In GRAVITATE, two disparate specialities will come together in one working platform for the archaeologist: the fields of shape analysis, and of metadata search. These fields are relatively disjoint at the moment, and the research and development challenge of GRAVITATE is precisely to merge them for our chosen tasks. As shown in chapter 7 the small amount of literature that already attempts join 3D geometry and semantics is not related to the cultural heritage domain. Therefore, after the project is done, there should be a clear ‘before-GRAVITATE’ and ‘after-GRAVITATE’ split in how these two aspects of a cultural heritage artefact are treated.This state of the art report (SOTA) is ‘before-GRAVITATE’. Shape analysis and metadata description are described separately, as currently in the literature and we end the report with common recommendations in chapter 8 on possible or plausible cross-connections that suggest themselves. These considerations will be refined for the Roadmap for Research deliverable.Within the project, a jargon is developing in which ‘geometry’ stands for the physical properties of an artefact (not only its shape, but also its colour and material) and ‘metadata’ is used as a general shorthand for the semantic description of the provenance, location, ownership, classification, use etc. of the artefact. As we proceed in the project, we will find a need to refine those broad divisions, and find intermediate classes (such as a semantic description of certain colour patterns), but for now the terminology is convenient – not least because it highlights the interesting area where both aspects meet.On the ‘geometry’ side, the GRAVITATE partners are UVA, Technion, CNR/IMATI; on the metadata side, IT Innovation, British Museum and Cyprus Institute; the latter two of course also playing the role of internal users, and representatives of the Cultural Heritage (CH) data and target user’s group. CNR/IMATI’s experience in shape analysis and similarity will be an important bridge between the two worlds for geometry and metadata. The authorship and styles of this SOTA reflect these specialisms: the first part (chapters 3 and 4) purely by the geometry partners (mostly IMATI and UVA), the second part (chapters 5 and 6) by the metadata partners, especially IT Innovation while the joint overview on 3D geometry and semantics is mainly by IT Innovation and IMATI. The common section on Perspectives was written with the contribution of all

    A Semantic-based Framework for Digital Survey of Architectural Heritage

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    The research aims at developing a framework for semantic-based digital survey of architectural heritage. Rooted in knowledge-based modeling which extracts mathematical constraints of geometry from architectural treatises, as-built information of architecture obtained from image-based modeling is integrated with the ideal model in BIM platform. The knowledge-based modeling transforms the geometry and parametric relation of architectural components from 2D printings to 3D digital models, and create large amount variations based on shape grammar in real time thanks to parametric modeling. It also provides prior knowledge for semantically segmenting unorganized survey data. The emergence of SfM (Structure from Motion) provides access to reconstruct large complex architectural scenes with high flexibility, low cost and full automation, but low reliability of metric accuracy. We solve this problem by combing photogrammetric approaches which consists of camera configuration, image enhancement, and bundle adjustment, etc. Experiments show the accuracy of image-based modeling following our workflow is comparable to that from range-based modeling. We also demonstrate positive results of our optimized approach in digital reconstruction of portico where low-texture-vault and dramatical transition of illumination bring huge difficulties in the workflow without optimization. Once the as-built model is obtained, it is integrated with the ideal model in BIM platform which allows multiple data enrichment. In spite of its promising prospect in AEC industry, BIM is developed with limited consideration of reverse-engineering from survey data. Besides representing the architectural heritage in parallel ways (ideal model and as-built model) and comparing their difference, we concern how to create as-built model in BIM software which is still an open area to be addressed. The research is supposed to be fundamental for research of architectural history, documentation and conservation of architectural heritage, and renovation of existing buildings
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