6,832 research outputs found

    Hierarchical shape-based surface reconstruction for dense multi-view stereo

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    International audienceThe recent widespread availability of urban imagery has lead to a growing demand for automatic modeling from multiple images. However, modern image-based modeling research has focused either on highly detailed reconstructions of mostly small objects or on human-assisted simplified modeling. This paper presents a novel algorithm which automatically outputs a simplified, segmented model of a scene from a set of calibrated input images, capturing its essential geometric features. Our approach combines three successive steps. First, a dense point cloud is created from sparse depth maps computed from the input images. Then, shapes are robustly extracted from this set of points. Finally, a compact model of the scene is built from a spatial subdivision induced by these structures: this model is a global minimum of an energy accounting for the visibility of the final surface. The effectiveness of our method is demonstrated through several results on both synthetic and real data sets, illustrating the various benefits of our algorithm, its robustness and its relevance for architectural scenes

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Current Productions Carnuntum, German Limes and Radiopast

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    [EN] The here presented three chosen projects mark out different techniques of production and their transmission of content. The differentiated impact on the public absorption of the transported content are described dependent to experiences with it in exhibitions and publications, and can be used to rectify future approaches of similar topics. In most of these productions, technical difficulties were observed and solved through extensive use of different tools and techniques to achieve a reasonable output and represent our current state of knowledge which we would like to share. The documentation of the production as well as the communication between the production and research team is indispensable to the sucsess of these media formats.[ES] Presento tres proyectos elegidos que delimitan técnicas diferentes de la producción y su transmisión de contenido. El impacto diferenciado en la absorción pública del contenido es descrito dependiente a experiencias con ello en exposiciones y publicaciones, y puede ser usado para rectificar futuros acercamientos de temas similares. En la mayor parte de estas producciones, las dificultades técnicas fueron estudiadas y solucionadas por el uso extenso de instrumentos diferentes y técnicas para conseguir una salida razonable y representar nuestro estado del conocimiento que nos gustaría compartir. La documentación de la producción así como la comunicación entre la producción y grupo de investigación es indispensable en estos formatos multimedia.The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7/2007- 2013) under grant agreement n° 230679, under the action Marie Curie – People IAPP, with the Project entitled “Radiography of the past. Integrated non-destructive approaches to understand and valorise complex archaeological sitesHumer, F.; Gugl, C.; Pregesbauer, M.; Vermeulen, F.; Corsi, C.; Klein, M. (2011). Current Productions Carnuntum, German Limes and Radiopast. Virtual Archaeology Review. 2(4):131-137. https://doi.org/10.4995/var.2011.4569OJS13113724CORSI C., DE DAPPER M., DE PREZ S., VERMEULEN F. (2005). Geoarchaeological observations on the Roman town of Ammaia, Internet Archaeology 19.CORSI C., VERMEULEN F. (2007). Elementi per la ricostruzione del paesaggio urbano e suburbano della città romana di Ammaia in Lusitania, Lusitania, Archeologia Aerea 3: 13-30.DEPREZ S., DE DAPPER M. & DE JAEGER C. (2006), The water supply of the Roman town of Ammaia (Northeastern Alentejo, Portugal): a geoarchaeological case study, Publicações da Associação Portuguesa de Geomorfólogos 3: 109-133.MANTAS V. (2000). A sociedade luso-romano do município de Ammaia, in: Gorges J.-G. & Nogales Basarrate T. (Eds.), Sociedad y cultura en Lusitania romana, Mérida, Museo Nacional de Arte Romano: 391-420.http://www.carnuntum.co.at/ , http://www.carnuntum-db.at/, http://www.limes.co.at/, http://7reasons.at/http://www.limeswelten.net/, http://www.arctron.de/, http://7reasons.at

    Modeling and Simulation in Engineering

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    This book provides an open platform to establish and share knowledge developed by scholars, scientists, and engineers from all over the world, about various applications of the modeling and simulation in the design process of products, in various engineering fields. The book consists of 12 chapters arranged in two sections (3D Modeling and Virtual Prototyping), reflecting the multidimensionality of applications related to modeling and simulation. Some of the most recent modeling and simulation techniques, as well as some of the most accurate and sophisticated software in treating complex systems, are applied. All the original contributions in this book are jointed by the basic principle of a successful modeling and simulation process: as complex as necessary, and as simple as possible. The idea is to manipulate the simplifying assumptions in a way that reduces the complexity of the model (in order to make a real-time simulation), but without altering the precision of the results

    Use of 3D visualisation tools for representing urban greenspace spatial planning.

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    The objective of this paper is to report on the development of prototype models for use in raising public awareness of changes in urban areas, focusing on green spaces, and testing responses to scenarios of change. Specifically, the focus is on the design of appropriate types of outdoor features for community planning and engagement. This modelling is fulfilled using the Autodesk Maya, Google SketchUp and ArcGIS software packages together in a novel combination of spatial and visualisation tools. The experiment results show evidence that different types of 3D iconic symbols with interactive communication will influence participation and decision making in land use planning
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