2,348 research outputs found

    Approximate Reconstruction of 3D Scenes From Bas-Reliefs

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    International audienceFor thousands of years, bas-reliefs have been used to depict scenes of everyday life, mythology and historic events. Yet, the precise geometry of those scenes remains difficult to interpret and reconstruct. Over the past decade, methods have been developed for generating bas-reliefs from 3D scenes. In this paper, we investigate the inverse problem of interpreting and reconstructing 3D scenes from their bas-relief depictions. Even approximate reconstructions can be useful for art historians and museum exhibit designers, as a first entry to the complete interpretation of the narratives told in stone or marble. To create such approximate reconstructions, we present methods for extracting 3D base mesh models of all characters depicted in a bas-relief. We take advantages of the bas-relief geometry and high-level knowledge of human body proportions to recover body parts and their three-dimensional structure, even in severe cases of contact and occlusion. We present experimental results for 6 bas-relief depictions of Greek mythological and historical scenes involving 18 characters and draw conclusions for future work

    A framework for digital sunken relief generation based on 3D geometric models

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    Sunken relief is a special art form of sculpture whereby the depicted shapes are sunk into a given surface. This is traditionally created by laboriously carving materials such as stone. Sunken reliefs often utilize the engraved lines or strokes to strengthen the impressions of a 3D presence and to highlight the features which otherwise are unrevealed. In other types of reliefs, smooth surfaces and their shadows convey such information in a coherent manner. Existing methods for relief generation are focused on forming a smooth surface with a shallow depth which provides the presence of 3D figures. Such methods unfortunately do not help the art form of sunken reliefs as they omit the presence of feature lines. We propose a framework to produce sunken reliefs from a known 3D geometry, which transforms the 3D objects into three layers of input to incorporate the contour lines seamlessly with the smooth surfaces. The three input layers take the advantages of the geometric information and the visual cues to assist the relief generation. This framework alters existing techniques in line drawings and relief generation, and then combines them organically for this particular purpose

    Architectural perspectives in the cathedral of Palermo : image-based modeling for cultural heritage understanding and enhancement

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    Palermo off ers a repertoire of both artistic and architectural solid perspective of great beauty and in large quantity. This paper addresses the problem of the 3D survey of these works and their related study through the use of image-based modelling (IBM) techniques. We propose, as case studies, the use of IBM techniques inside the Cathedral of Palermo. Indeed, the church houses a huge and rich sculptural repertoire, dating back to 16th century, which constitutes a valid field of IBM techniques application. The aim of this study is to demonstrate the e ffectiveness and potentiality of these techniques for geometric analysis of sculptured works. Indeed, usually the survey of these artworks is very diffi cult due the geometric complexity, typical of sculptured elements. In this study, we analysed cylindrical and planar geometries as well as carrying out an application of perspective return.peer-reviewe

    Photo2Relief: Let Human in the Photograph Stand Out

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    In this paper, we propose a technique for making humans in photographs protrude like reliefs. Unlike previous methods which mostly focus on the face and head, our method aims to generate art works that describe the whole body activity of the character. One challenge is that there is no ground-truth for supervised deep learning. We introduce a sigmoid variant function to manipulate gradients tactfully and train our neural networks by equipping with a loss function defined in gradient domain. The second challenge is that actual photographs often across different light conditions. We used image-based rendering technique to address this challenge and acquire rendering images and depth data under different lighting conditions. To make a clear division of labor in network modules, a two-scale architecture is proposed to create high-quality relief from a single photograph. Extensive experimental results on a variety of scenes show that our method is a highly effective solution for generating digital 2.5D artwork from photographs.Comment: 10 pages, 11 figure

    Digital relief generation from 3D models

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    It is difficult to extend image-based relief generation to high-relief generation, as the images contain insufficient height information. To generate reliefs from three-dimensional (3D) models, it is necessary to extract the height fields from the model, but this can only generate bas-reliefs. To overcome this problem, an efficient method is proposed to generate bas-reliefs and high-reliefs directly from 3D meshes. To produce relief features that are visually appropriate, the 3D meshes are first scaled. 3D unsharp masking is used to enhance the visual features in the 3D mesh, and average smoothing and Laplacian smoothing are implemented to achieve better smoothing results. A nonlinear variable scaling scheme is then employed to generate the final bas-reliefs and high-reliefs. Using the proposed method, relief models can be generated from arbitrary viewing positions with different gestures and combinations of multiple 3D models. The generated relief models can be printed by 3D printers. The proposed method provides a means of generating both high-reliefs and bas-reliefs in an efficient and effective way under the appropriate scaling factors

    Analysis of Bas-Relief Generation Techniques

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    Simplifying the process of generating relief sculptures has been an interesting topic of research in the past decade. A relief is a type of sculpture that does not entirely extend into three-dimensional space. Instead, it has details that are carved into a flat surface, like wood or stone, such that there are slight elevations from the flat plane that define the subject of the sculpture. When viewed orthogonally straight on, a relief can look like a full sculpture or statue in the respect that a full sense of depth from the subject can be perceived. Creating such a model manually is a tedious and difficult process, akin to the challenges a painter may face when designing a convincing painting. Like with painting, certain digital tools (3D modeling programs most commonly) can make the process a little easier, but can still take a lot of time to obtain sufficient details. To further simplify the process of relief generation, a sizable amount of research has gone into developing semi-automated processes of creating reliefs based on different types of models. These methods can vary in many ways, including the type of input used, the computational time required, and the quality of the resulting model. The performance typically depends on the type of operations applied to the input model, and usually user-specified parameters to modify its appearance. In this thesis, we try to accomplish a few related topics. First, we analyze previous work in the field and briefly summarize the procedures to emphasize a variety of ways to solve the problem. We then look at specific algorithms for generating reliefs from 2D and 3D models. After explaining two of each type, a “basic” approach, and a more sophisticated one, we compare the algorithms based on their difficulty to implement, the quality of the results, and the time to process. The final section will include some more sample results of the previous algorithms, and will suggest possible ideas to enhance their results, which could be applied in continuing research on the topic

    Computer Assisted Relief Generation - a Survey

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    In this paper we present an overview of the achievements accomplished to date in the field of computer aided relief generation. We delineate the problem, classify the different solutions, analyze similarities, investigate the evelopment and review the approaches according to their particular relative strengths and weaknesses. In consequence this survey is likewise addressed to researchers and artists through providing valuable insights into the theory behind the different concepts in this field and augmenting the options available among the methods presented with regard to practical application

    Digital bas-relief from 3D scenes

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