13,865 research outputs found

    Innovative strategies for 3D visualisation using photogrammetry and 3D scanning for mobile phones

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    3D model generation through Photogrammetry is a modern overlay of digital information representing real world objects in a virtual world. The immediate scope of this study aims at generating 3D models using imagery and overcoming the challenge of acquiring accurate 3D meshes. This research aims to achieve optimised ways to document raw 3D representations of real life objects and then converting them into retopologised, textured usable data through mobile phones. Augmented Reality (AR) is a projected combination of real and virtual objects. A lot of work is done to create market dependant AR applications so customers can view products before purchasing them. The need is to develop a product independent photogrammetry to AR pipeline which is freely available to create independent 3D Augmented models. Although for the particulars of this research paper, the aim would be to compare and analyse different open source SDK’s and libraries for developing optimised 3D Mesh using Photogrammetry/3D Scanning which will contribute as a main skeleton to the 3D-AR pipeline. Natural disasters, global political crisis, terrorist attacks and other catastrophes have led researchers worldwide to capture monuments using photogrammetry and laser scans. Some of these objects of “global importance” are processed by companies including CyArk (Cyber Archives) and UNESCO’s World Heritage Centre, who work against time to preserve these historical monuments, before they are damaged or in some cases completely destroyed. The need is to question the significance of preserving objects and monuments which might be of value locally to a city or town. What is done to preserve those objects? This research would develop pipelines for collecting and processing 3D data so the local communities could contribute towards restoring endangered sites and objects using their smartphones and making these objects available to be viewed in location based AR. There exist some companies which charge relatively large amounts of money for local scanning projects. This research would contribute as a non-profitable project which could be later used in school curriculums, visitor attractions and historical preservation organisations all over the globe at no cost. The scope isn’t limited to furniture, museums or marketing, but could be used for personal digital archiving as well. This research will capture and process virtual objects using Mobile Phones comparing methodologies used in Computer Vision design from data conversion on Mobile phones to 3D generation, texturing and retopologising. The outcomes of this research will be used as input for generating AR which is application independent of any industry or product

    An investigation to examine the most appropriate methodology to capture historical and modern preserved anatomical specimens for use in the digital age to improve access: a pilot study

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    Anatomico-pathological specimens constitute a valuable component of many medical museums or institutional collections but can be limited in their impact on account of both physical and intellectual inaccessibility. Further concerns relate to conservation as anatomical specimens may be subject to tissue deterioration, constraints imposed by spatial or financial limitations of the host institution, or accident-based destruction. In awareness of these issues, a simple and easily implementable methodology to increase accessibility, impact and conservation of anatomical specimens is proposed which combines photogrammetry, object virtual reality (object VR), and interactive portable document format (PDF) with supplementary historical and anatomical commentary. The methodology was developed using wet, dry, and plastinated specimens from the historical and modern collections in the Museum of Anatomy at the University of Glasgow. It was found that photogrammetry yielded excellent results for plastinated specimens and showed potential for dry specimens, while object VR produced excellent photorealistic virtual specimens for all materials visualised. Use of PDF as output format was found to allow for the addition of textual, visual, and interactive content, and as such supplemented the virtual specimen with multidisciplinary information adaptable to the needs of various audiences. The results of this small-scale pilot study indicate the beneficial nature of combining these established techniques into a methodology for the digitisation and utilisation of historical anatomical collections in particular, but also collections of material culture more broadly

    FlightGoggles: A Modular Framework for Photorealistic Camera, Exteroceptive Sensor, and Dynamics Simulation

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    FlightGoggles is a photorealistic sensor simulator for perception-driven robotic vehicles. The key contributions of FlightGoggles are twofold. First, FlightGoggles provides photorealistic exteroceptive sensor simulation using graphics assets generated with photogrammetry. Second, it provides the ability to combine (i) synthetic exteroceptive measurements generated in silico in real time and (ii) vehicle dynamics and proprioceptive measurements generated in motio by vehicle(s) in a motion-capture facility. FlightGoggles is capable of simulating a virtual-reality environment around autonomous vehicle(s). While a vehicle is in flight in the FlightGoggles virtual reality environment, exteroceptive sensors are rendered synthetically in real time while all complex extrinsic dynamics are generated organically through the natural interactions of the vehicle. The FlightGoggles framework allows for researchers to accelerate development by circumventing the need to estimate complex and hard-to-model interactions such as aerodynamics, motor mechanics, battery electrochemistry, and behavior of other agents. The ability to perform vehicle-in-the-loop experiments with photorealistic exteroceptive sensor simulation facilitates novel research directions involving, e.g., fast and agile autonomous flight in obstacle-rich environments, safe human interaction, and flexible sensor selection. FlightGoggles has been utilized as the main test for selecting nine teams that will advance in the AlphaPilot autonomous drone racing challenge. We survey approaches and results from the top AlphaPilot teams, which may be of independent interest.Comment: Initial version appeared at IROS 2019. Supplementary material can be found at https://flightgoggles.mit.edu. Revision includes description of new FlightGoggles features, such as a photogrammetric model of the MIT Stata Center, new rendering settings, and a Python AP

    Digital representation of historical globes : methods to make 3D and pseudo-3D models of sixteenth century Mercator globes

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    In this paper, the construction of digital representations of a terrestrial and celestial globe will be discussed. Virtual digital (3D) models play an important role in recent research and publications on cultural heritage. The globes discussed in this paper were made by Gerardus Mercator (1512-1594) in 1541 and 1551. Four techniques for the digital representation are discussed and analysed, all using high-resolution photographs of the globes. These photographs were taken under studio conditions in order to get equal lighting and to avoid unwanted light spots. These lighting conditions are important, since the globes have a highly reflective varnish covering. Processing these images using structure from motion, georeferencing of separate scenes and the combination of the photographs with terrestrial laser scanning data results in true 3D representations of the globes. Besides, pseudo-3D models of these globes were generated using dynamic imaging, which is an extensively used technique for visualisations over the Internet. The four techniques and the consequent results are compared on geometric and radiometric quality, with a special focus on their usefulness for distribution and visualisation during an exhibition in honour of the five hundredth birthday of Gerardus Mercator

    We All Live in a Virtual Submarine

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    Our seas and oceans hide a plethora of archaeological sites such as ancient shipwrecks that, over time, are being destroyed through activities such as deepwater trawling and treasure hunting. In 2006, a multidisciplinary team of 11 European institutions established the Venus (Virtual Exploration of Underwater Sites) consortium to make underwater sites more accessible by generating thorough, exhaustive 3D records for virtual exploration

    New metric products, movies and 3D models from old stereopairs and their application to the in situ palaeontological site of Ambrona

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    [ES] Este artículo está basado en la información del siguiente proyecto:● LDGP_mem_006-1: "[S_Ambrona_Insitu] Levantamiento fotogramétrico del yacimiento paleontológico “Museo in situ” de Ambrona (Soria)", http://hdl.handle.net/10810/7353● LDGP_mem_006-1: "[S_Ambrona_Insitu] Levantamiento fotogramétrico del yacimiento paleontológico “Museo in situ” de Ambrona (Soria)", http://hdl.handle.net/10810/7353[EN] This paper is based on the information gathered in the following project:[EN] 3D modelling tools from photographic pictures have experienced significant improvements in the last years. One of the most outstanding changes is the spread of the photogrammetric systems based on algorithms referred to as Structure from Motion (SfM) in contrast with the traditional stereoscopic pairs. Nevertheless, the availability of important collections of stereoscopic registers collected during past decades invites us to explore the possibilities for re-using these photographs in order to generate new multimedia products, especially due to the fact that many of the documented elements have been largely altered or even disappeared. This article analyses an example of application to the re-use of a collection of photographs from the palaeontological site of Ambrona (Soria, Spain). More specifically, different pieces of software based on Structure from Motion (SfM) algorithms for the generation of 3D models with photographic textures are tested and some derived products such as orthoimages, video or applications of Augmented Reality (AR) are presented.[ES] Las herramientas de modelado 3D a partir de imágenes fotográficas han experimentado avances muy significativos en los últimos años. Uno de los más destacados corresponde a la generalización de los sistemas fotogramétricos basados en los algoritmos denominados Structure from Motion (SfM) sobre los proyectos de documentación tradicional basados en pares estereoscópicos. La existencia de importantes colecciones de registros estereoscópicos realizados durante las décadas anteriores invita a explorar las posibilidades de reutilización de estos registros para la obtención de productos multimedia actuales, máxime cuando algunos de los elementos documentados han sufrido grandes modificaciones o incluso desaparecido. En el presente artículo se analiza la reutilización de colecciones fotográficas de yacimientos paleontológicos mediante un ejemplo centrado en el yacimiento de Ambrona (Soria, España). En concreto, se contrastan varios programas basados en los algoritmos denominados Structure from Motion (SfM) para la generación del modelo 3D con textura y otros productos derivados como ortoimágenes, vídeos o aplicaciones de Realidad Aumentada (RA)

    Documenting Bronze Age Akrotiri on Thera using laser scanning, image-based modelling and geophysical prospection

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    The excavated architecture of the exceptional prehistoric site of Akrotiri on the Greek island of Thera/Santorini is endangered by gradual decay, damage due to accidents, and seismic shocks, being located on an active volcano in an earthquake-prone area. Therefore, in 2013 and 2014 a digital documentation project has been conducted with support of the National Geographic Society in order to generate a detailed digital model of Akrotiri’s architecture using terrestrial laser scanning and image-based modeling. Additionally, non-invasive geophysical prospection has been tested in order to investigate its potential to explore and map yet buried archaeological remains. This article describes the project and the generated results

    Virtual Exploration of Underwater Archaeological Sites : Visualization and Interaction in Mixed Reality Environments

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    This paper describes the ongoing developments in Photogrammetry and Mixed Reality for the Venus European project (Virtual ExploratioN of Underwater Sites, http://www.venus-project.eu). The main goal of the project is to provide archaeologists and the general public with virtual and augmented reality tools for exploring and studying deep underwater archaeological sites out of reach of divers. These sites have to be reconstructed in terms of environment (seabed) and content (artifacts) by performing bathymetric and photogrammetric surveys on the real site and matching points between geolocalized pictures. The base idea behind using Mixed Reality techniques is to offer archaeologists and general public new insights on the reconstructed archaeological sites allowing archaeologists to study directly from within the virtual site and allowing the general public to immersively explore a realistic reconstruction of the sites. Both activities are based on the same VR engine but drastically differ in the way they present information. General public activities emphasize the visually and auditory realistic aspect of the reconstruction while archaeologists activities emphasize functional aspects focused on the cargo study rather than realism which leads to the development of two parallel VR demonstrators. This paper will focus on several key points developed for the reconstruction process as well as both VR demonstrators (archaeological and general public) issues. The ?rst developed key point concerns the densi?cation of seabed points obtained through photogrammetry in order to obtain high quality terrain reproduction. The second point concerns the development of the Virtual and Augmented Reality (VR/AR) demonstrators for archaeologists designed to exploit the results of the photogrammetric reconstruction. And the third point concerns the development of the VR demonstrator for general public aimed at creating awareness of both the artifacts that were found and of the process with which they were discovered by recreating the dive process from ship to seabed
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