334 research outputs found

    On the popularization of digital close-range photogrammetry: a handbook for new users.

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    Εθνικό Μετσόβιο Πολυτεχνείο--Μεταπτυχιακή Εργασία. Διεπιστημονικό-Διατμηματικό Πρόγραμμα Μεταπτυχιακών Σπουδών (Δ.Π.Μ.Σ.) “Γεωπληροφορική

    Multi feature-rich synthetic colour to improve human visual perception of point clouds

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    Although point features have shown their usefulness in classification with Machine Learning, point cloud visualization enhancement methods focus mainly on lighting. The visualization of point features helps to improve the perception of the 3D environment. This paper proposes Multi Feature-Rich Synthetic Colour (MFRSC) as an alternative non-photorealistic colour approach of natural-coloured point clouds. The method is based on the selection of nine features (reflectance, return number, inclination, depth, height, point density, linearity, planarity, and scattering) associated with five human perception descriptors (edges, texture, shape, size, depth, orientation). The features are reduced to fit the RGB display channels. All feature permutations are analysed according to colour distance with the natural-coloured point cloud and Image Quality Assessment. As a result, the selected feature permutations allow a clear visualization of the scene's rendering objects, highlighting edges, planes, and volumetric objects. MFRSC effectively replaces natural colour, even with less distorted visualization according to BRISQUE, NIQUE and PIQE. In addition, the assignment of features in RGB channels enables the use of MFRSC in software that does not support colorization based on point attributes (most commercially available software). MFRSC can be combined with other non-photorealistic techniques such as Eye-Dome Lighting or Ambient Occlusion.Xunta de Galicia | Ref. ED481B-2019-061Xunta de Galicia | Ref. ED431F 2022/08Agencia Estatal de Investigación | Ref. PID2019-105221RB-C43Universidade de Vigo/CISU

    3D photogrammetric data modeling and optimization for multipurpose analysis and representation of Cultural Heritage assets

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    This research deals with the issues concerning the processing, managing, representation for further dissemination of the big amount of 3D data today achievable and storable with the modern geomatic techniques of 3D metric survey. In particular, this thesis is focused on the optimization process applied to 3D photogrammetric data of Cultural Heritage assets. Modern Geomatic techniques enable the acquisition and storage of a big amount of data, with high metric and radiometric accuracy and precision, also in the very close range field, and to process very detailed 3D textured models. Nowadays, the photogrammetric pipeline has well-established potentialities and it is considered one of the principal technique to produce, at low cost, detailed 3D textured models. The potentialities offered by high resolution and textured 3D models is today well-known and such representations are a powerful tool for many multidisciplinary purposes, at different scales and resolutions, from documentation, conservation and restoration to visualization and education. For example, their sub-millimetric precision makes them suitable for scientific studies applied to the geometry and materials (i.e. for structural and static tests, for planning restoration activities or for historical sources); their high fidelity to the real object and their navigability makes them optimal for web-based visualization and dissemination applications. Thanks to the improvement made in new visualization standard, they can be easily used as visualization interface linking different kinds of information in a highly intuitive way. Furthermore, many museums look today for more interactive exhibitions that may increase the visitors’ emotions and many recent applications make use of 3D contents (i.e. in virtual or augmented reality applications and through virtual museums). What all of these applications have to deal with concerns the issue deriving from the difficult of managing the big amount of data that have to be represented and navigated. Indeed, reality based models have very heavy file sizes (also tens of GB) that makes them difficult to be handled by common and portable devices, published on the internet or managed in real time applications. Even though recent advances produce more and more sophisticated and capable hardware and internet standards, empowering the ability to easily handle, visualize and share such contents, other researches aim at define a common pipeline for the generation and optimization of 3D models with a reduced number of polygons, however able to satisfy detailed radiometric and geometric requests. iii This thesis is inserted in this scenario and focuses on the 3D modeling process of photogrammetric data aimed at their easy sharing and visualization. In particular, this research tested a 3D models optimization, a process which aims at the generation of Low Polygons models, with very low byte file size, processed starting from the data of High Poly ones, that nevertheless offer a level of detail comparable to the original models. To do this, several tools borrowed from the game industry and game engine have been used. For this test, three case studies have been chosen, a modern sculpture of a contemporary Italian artist, a roman marble statue, preserved in the Civic Archaeological Museum of Torino, and the frieze of the Augustus arch preserved in the city of Susa (Piedmont- Italy). All the test cases have been surveyed by means of a close range photogrammetric acquisition and three high detailed 3D models have been generated by means of a Structure from Motion and image matching pipeline. On the final High Poly models generated, different optimization and decimation tools have been tested with the final aim to evaluate the quality of the information that can be extracted by the final optimized models, in comparison to those of the original High Polygon one. This study showed how tools borrowed from the Computer Graphic offer great potentialities also in the Cultural Heritage field. This application, in fact, may meet the needs of multipurpose and multiscale studies, using different levels of optimization, and this procedure could be applied to different kind of objects, with a variety of different sizes and shapes, also on multiscale and multisensor data, such as buildings, architectural complexes, data from UAV surveys and so on

    Virtual Heritage

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    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments

    Digital Techniques for Documenting and Preserving Cultural Heritage

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    In this unique collection the authors present a wide range of interdisciplinary methods to study, document, and conserve material cultural heritage. The methods used serve as exemplars of best practice with a wide variety of cultural heritage objects having been recorded, examined, and visualised. The objects range in date, scale, materials, and state of preservation and so pose different research questions and challenges for digitization, conservation, and ontological representation of knowledge. Heritage science and specialist digital technologies are presented in a way approachable to non-scientists, while a separate technical section provides details of methods and techniques, alongside examples of notable applications of spatial and spectral documentation of material cultural heritage, with selected literature and identification of future research. This book is an outcome of interdisciplinary research and debates conducted by the participants of the COST Action TD1201, Colour and Space in Cultural Heritage, 2012–16 and is an Open Access publication available under a CC BY-NC-ND licence.https://scholarworks.wmich.edu/mip_arc_cdh/1000/thumbnail.jp

    Virtual Heritage

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    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments

    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

    Digital Techniques for Documenting and Preserving Cultural Heritage

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    This book presents interdisciplinary approaches to the examination and documentation of material cultural heritage, using non-invasive spatial and spectral optical technologies

    Guidelines for the Management of Cultural Heritage Using 3D Models for the Insertion of Heterogeneous Data

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    [ES] La Gestión del Patrimonio Cultural (GPC) es una operación muy compleja cuyo objetivo es preservar la integridad física de los Bienes Culturales y, al mismo tiempo, difundir los valores históricos y permitir el disfrute del Patrimonio. Debido a las múltiples fases que componen la GPC (documentación, intervención, conservación preventiva, uso), el gestor se ve sometido a un gran esfuerzo de coordinación de las interacciones creadas por figuras profesionales muy diferentes, tanto por formación como por necesidades específicas en el ámbito de la gestión. En los últimos años, la aplicación de las tecnologías digitales al Patrimonio Cultural se ha convertido en una parte indispensable de la GPC. Las metodologías más utilizadas para la adquisición de datos, como el escaneo láser terrestre y la fotogrametría digital, también se han convertido en una práctica habitual en las actividades profesionales. Sin embargo, el uso de modelos 3D para la gestión se limita hasta ahora a algunas investigaciones académicas, que a menudo no tienen continuidad tras la finalización del proyecto. Además, hasta la fecha existen pocas normas supranacionales que guíen a las instituciones en el proceso de creación y uso de modelos 3D para la GPC. Por tanto, la falta de herramientas para controlar la calidad de los datos y productos digitales adquiridos afecta negativamente a la interacción entre el sector de la investigación académica, el sector de la gestión y el mundo profesional. La investigación propone el uso de los modelos 3D como una herramienta válida de apoyo en todas las fases de la gestión, ya sea utilizando los datos tridimensionales como base del archivo digital, o explotando todos los productos obtenidos a partir de los datos básicos para las múltiples acciones de cada fase. Por lo tanto, el objetivo de la tesis doctoral es desarrollar directrices para la producción de modelos 3D con el fin de gestionar, introducir y preservar eficazmente los datos. Estas directrices investigan todos los aspectos del proceso que va desde la adquisición de datos, pasando por su catalogación y archivo, hasta su tratamiento y la creación de un sistema de información simplificado para su gestión. Cada directriz guía al usuario a través de una fase específica del tratamiento y el uso de los datos digitales, y proporciona indicaciones adaptadas al nivel de conocimientos respecto a las tecnologías y metodologías digitales. De este modo, el gestor puede utilizar los modelos 3D para su gestión y controlar su calidad y sus estándares mínimos. Se ha optado por un enfoque interdisciplinar e internacional con el fin de elaborar directrices que se adapten al mayor número posible de Bienes Culturales, desarrollando la tesis en el marco de un acuerdo de cotutela entre la Universidad de Bolonia y la Universitat Politècnica de València. Con el fin de obtener unas pautas universales, las metodologías analizadas en el estudio del estado del arte se aplicaron a una serie de casos de estudio. Los principales son los monumentos paleocristianos de Rávena (Italia), pertenecientes a la Lista del Patrimonio Mundial de la UNESCO, y un panteón neogótico situado en Castellón de la Plana (España). Las experiencias realizadas sobre la GPC en los dos países han contribuido a la elaboración de directrices y normas universales que mejoren las interacciones entre el mundo académico, los gestores y el sector profesional. La investigación, al poner de manifiesto los problemas inherentes a la GPC, ha permitido identificar las principales cuestiones abiertas que se deben explorar en futuras líneas de investigación, como la aplicación de estándares a un gran número de Bienes Culturales para conducir a la puesta a punto de los mismos estándares; la búsqueda de sistemas para la clasificación automática de los datos brutos; el tratamiento de los datos recogidos para la creación de relaciones, estrategias y métodos de clasificación, integración y optimización de datos heterogéneos.[CA] La Gestió del Patrimoni Cultural (GPC) és una operació molt complexa l'objectiu de la qual és preservar la integritat física del els Béns Culturals i, al mateix temps, difondre els valors històrics i permetre el gaudi del Patrimoni. A causa de les múltiples fases que componen la GPC (documentació, intervenció, conservació preventiva, ús) , el gestor es veu sotmés a un gran esforç de coordinació de les interaccions creades per figures professionals molt diferents, tant per formació com per necessitats específiques en l'àmbit de la gestió. En els últims anys, l'aplicació de les tecnologies digitals al Patrimoni Cultural s'ha convertit en una part indispensable de la GPC, des de les fases de documentació fins a les d'intervenció. Les metodologies més utilitzades per a l'adquisició de dades, com l'escaneig làser terrestre i la fotogrametria digital, també s'han convertit en una pràctica habitual en les activitats professionals. No obstant això, l'ús de models 3D per a la gestió es limita fins ara a algunes investigacions i aplicacions acadèmiques, que sovint no tenen continuïtat després de la finalització del projecte. A més, fins a la data hi ha poques normes supranacionals que guien a les institucions en el procés de creació i ús de models 3D. Per tant, la falta de ferramentes per a controlar la qualitat de les dades i productes digitals adquirits afecta negativament la interacció entre el sector de la investigació acadèmica, el sector de la gestió i el món professional. La investigació proposa l'ús dels models 3D com una ferramenta vàlida de suport en totes les fases de la gestió, ja siga utilitzant les dades tridimensionals com a base de l'arxiu digital, o explotant tots els productes obtinguts a partir de les dades bàsiques per a les múltiples accions de cada fase. Per tant, l'objectiu de la tesi doctoral és desenrotllar directrius per a la producció de models 3D a fi de gestionar, introduir i preservar eficaçment les dades. Estes directrius investiguen tots els aspectes del procés que va des de l'adquisició de dades, passant per la seua catalogació i arxiu, fins al seu tractament i la creació d'un sistema d'informació simplificat per a la seua gestió. Cada directriu particular guia l'usuari a través d'una fase específica del tractament i l'ús de les dades digitals, i proporciona indicacions adaptades al nivell de coneixements respecte a les tecnologies i metodologies digitals. D'esta manera, el gestor pot utilitzar els models 3D per a la seua gestió i controlar la seua qualitat i els seus estàndards mínims. S'ha optat per un enfocament interdisciplinari i internacional a fi d'elaborar directrius que s'adapten al nombre més gran possible de tipus de Béns Culturals Cultural, desenrotllat la tesi en el marc d'un acord de cotutela entre la Universitat de Bolonya i la Universitat Politècnica de València. A fi d'obtindre unes pautes universals, les metodologies analitzades en l'estudi de l'estat de l'art es van aplicar a una sèrie de casos d'estudi. Els principals són els monuments paleocristians de Ravenna (Itàlia), pertanyents a la Llista del Patrimoni Mundial de la UNESCO, i una capella neogòtica situada a Castelló de la Plana (Espanya). Les experiències realitzades sobre la GPC en els dos països han contribuït a l'elaboració de directrius i normes universals que milloren les interaccions entre el món acadèmic, els gestors i el sector professional. La investigació, al posar de manifest els problemes inherents a la GPC, permet identificar les principals qüestions obertes que s'han d'explorar en futures línies d'investigació, com l'aplicació d'estàndards a un gran nombre de Béns Culturals per a conduir a la posada al punt dels mateixos estàndards; la busca de sistemes per a la classificació automàtica de les dades brutes; el tractament de les dades arreplegats per a la creació de relacions, estratègies i mètodes de classificació, integració i optimització de dades heterogènies.[EN] The Management of Cultural Heritage (MCH) is a very complex operation aimed at protecting the physical integrity of Cultural Heritage assets, while promoting their historical value and development of tourism industry. Composed by distinct phases (documentation, intervention, monitoring and use), MCH implies a great effort for the project manager to coordinate the interactions among very different professional figures. In recent years, the use of digital technologies has become an essential part of the MCH delicate process, from early documentation to late intervention phases. The most commonly used methodologies for digital data acquisition, such as terrestrial laser scanning and digital photogrammetry, have become common practice in a broad range of professional activities. On the contrary, the use of 3D models for MCH is still limited to few academic research to date, often lacking continuity and wide application after the end of specific projects. Furthermore, very few supra-national standard guidelines regulating their use are available to date. As a consequence, the operator who decides to use a 3D model as a basis for management is faced with the scarcity and fragmentation of standards and guidelines. Moreover, the lack of standard on quality of acquired data and digital products negatively influences the interaction between the academic research sector, the managers and the professional world. The focus is on the use of 3D models as a valid support tool in the MCH process, highlighting their advantages in all the distinct phases of the management. As an example, 3D data can constitute themselves the basis for the digital database, gathering all available information concerning a Cultural Heritage site, exploitable for restoration works or for scientific dissemination. In particular, the aim of this PhD research is to develop guidelines to produce 3D models for MCH, with the purpose to efficiently entry, store and manage digital data. The here provided guidelines investigate every aspect of the process leading from data acquisition to cataloguing and archiving, processing and creation of a simplified information system. Each recommendation guides the user through the management of digital data, by adapting to his/her level of knowledge with respect to digital technologies and methodologies. In this way, the manager can efficiently use 3D models in MCH projects. In order to elaborate guidelines that could be suitable for as many typologies of Cultural Heritage as possible an international approach was chosen, developing the thesis in joint supervision under the University of Bologna and the Universitat Politècnica de València. We decided to apply state-of-the-art technologies and methodologies to a variety of case studies. The main ones are the early Christian monuments of Ravenna (Italy) belonging to the UNESCO World Heritage List, and a small neogothic chapel located in Castellón de la Plana (Spain). The fruitful collaboration between two different countries allowed an invaluable exchange of MCH expertise and, more broadly, contributed to the elaboration of standardized and universally applicable MCH guidelines that will allow a better interaction between managers, the academic research world and the professional one. The investigation, by highlighting the problems inherent to the MCH, made it possible to identify the main open issues that need to be explored in future lines of research, such as the application of standards to a large number of cultural assets in an iterative, continuous and automatic way, in order to perfecting the standards; the search for automatic classification of raw data; the processing of collected data for the creation of relations, strategies and methods for the classification, integration and optimisation of heterogeneous data.Bertacchi, G. (2022). Guidelines for the Management of Cultural Heritage Using 3D Models for the Insertion of Heterogeneous Data [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/182419TESI

    Electronic Imaging & the Visual Arts. EVA 2012 Florence

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    The key aim of this Event is to provide a forum for the user, supplier and scientific research communities to meet and exchange experiences, ideas and plans in the wide area of Culture & Technology. Participants receive up to date news on new EC and international arts computing & telecommunications initiatives as well as on Projects in the visual arts field, in archaeology and history. Working Groups and new Projects are promoted. Scientific and technical demonstrations are presented
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