首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 296 毫秒
1.
Three-dimensional (3D) digital preservation aims at generating 3D models of objects that have cultural or scientific value. It allows realistic visualization of objects through virtual museums or scientific applications, and the restoration of the preserved object in case of natural wear or accidents. This work contributes to this research area by presenting a method to improve color texture quality of 3D models obtained from color and depth images of a laser scanner. Although this device offers precise depth information, the resulting color information is still poor and limits the generation of realistic textures. Our approach is to capture photographs of the object with a high-resolution digital camera and use them to generate a new color texture for the 3D model. Our work proposes a practical technique, easy to replicate, to generate high quality textures for 3D models from photographs. The method is composed by three main steps: (1) calibration of the image acquisition devices; (2) data acquisition; and (3) texture generation. In this paper, we detail our color texture generation method and apply it on the digital preservation of many artworks made by native Brazilians (indians) from the Wauja and Karaja communities. These indigenous communities are acknowledged as great ceramic artists, each bearing their own main themes, using a very rich symbolism in their paintings. Their artworks represent important aspects of the native South American culture and their digital preservation is motivated by three main reasons: (1) their fragility; (2) the paintings loose their original appearance with time; and (3) the possibility of extinction of these communities. We present several results of preserved artworks with enhanced quality realistic texture maps. Also, we present a methodology to analyze the quality and accuracy of texture maps. The resulting 3D models can be visualized through a tool we developed to support the virtual exhibit of 3D preserved heritage.  相似文献   

2.
3.
3D reconstructions of small objects are more and more frequently employed in several disciplines such as medicine, archaeology, restoration of cultural heritage, forensics, etc. The capability of performing accurate analyses directly on a three-dimensional surface allows for a significant improvement in the accuracy of the measurements, which are otherwise performed on 2D images acquired through a microscope. In this work we present a new methodology for the 3D reconstruction of small sized objects based on a multi-view passive stereo technique applied on a sequence of macro images. The resolving power of macro lenses makes them ideal for photogrammetric applications, but the very small depth of field is their biggest limit. Our approach solves this issue by using an image fusion algorithm to extend the depth of field of the images used in the photogrammetric process. The paper aims to overcome the problems related to the use of macro lenses in photogrammetry, showing how it is possible to retrieve the camera calibration parameters of the sharp images by using an open source Structure from Motion software. Our approach has been tested on two case studies, on objects with a bounding box diagonal ranging from 13.5 mm to 41 mm. The accuracy analysis, performed on certified gauge blocks, demonstrates that the experimental setup returns a 3D model with an accuracy that can reach the 0.05% of the bounding box diagonal.  相似文献   

4.
This paper is concerned with the role of cultural heritage in coastal areas, including land belts and coastal marine waters in the prospect of operating sustainable development-aimed strategies. It is a part of the investigations carried out in the framework of the Progetto Finalizzato Beni Culturali (Special Project Safeguard of Cultural Heritage) convened by the Consiglio Nazionale delle Ricerche (CNR, the Italian National Research Council). Essentially, it aims at contributing to the discussion on how the mise-en-valeur of the coastal cultural heritage may be framed within integrated coastal management programmes. In this view, the discourse on the coastal cultural heritage runs along this pathway: (i) global (climatic) change and globalisation are assumed to be the key components of the external environment with which the coastal area interacts; (ii) the conceptual framework of coastal management, as it can be deduced by the background guidelines from Agenda 21 (United Nations Conference on Environment and Development, UNCED), is considered; (iii) the legal framework, which the coastal area is characterised by, is taken into account by focusing on its implications on the management patterns. At this point, attention is concentrated on the role of cultural heritage in the framework of integrated coastal management approaches. It is considered, how this pivotal component of the coastal area has been dealt with bythe intergovernmental organisations. Special consideration is attributed to the European Code of Conduct for Coastal Management Zones, since it considers the ecological patrimony and cultural heritage as giving shape to a unique ethically-endowed reality, which materialised through landscapes and seascapes. The final step consists of the design of a tentative Code of Conduct for Coastal Cultural Heritage consisting of some background and operational principles.  相似文献   

5.
Accurate three-dimensional representations of cultural heritage sites are highly valuable for scientific study, conservation, and educational purposes. In addition to their use for archival purposes, 3D models enable efficient and precise measurement of relevant natural and architectural features. Many cultural heritage sites are large and complex, consisting of multiple structures spatially distributed over tens of thousands of square metres. The process of effectively digitising such geometrically complex locations requires measurements to be acquired from a variety of viewpoints. While several technologies exist for capturing the 3D structure of objects and environments, none are ideally suited to complex, large-scale sites, mainly due to their limited coverage or acquisition efficiency. We explore the use of a recently developed handheld mobile mapping system called Zebedee in cultural heritage applications. The Zebedee system is capable of efficiently mapping an environment in three dimensions by continually acquiring data as an operator holding the device traverses through the site. The system was deployed at the former Peel Island Lazaret, a culturally significant site in Queensland, Australia, consisting of dozens of buildings of various sizes spread across an area of approximately 400 × 250 m. With the Zebedee system, the site was scanned in half a day, and a detailed 3D point cloud model (with over 520 million points) was generated from the 3.6 hours of acquired data in 2.6 hours. We present results demonstrating that Zebedee was able to accurately capture both site context and building detail comparable in accuracy to manual measurement techniques, and at a greatly increased level of efficiency and scope. The scan allowed us to record derelict buildings that previously could not be measured because of the scale and complexity of the site. The resulting 3D model captures both interior and exterior features of buildings, including structure, materials, and the contents of rooms.  相似文献   

6.
In most cases, the polychrome paintings that decorated heritage buildings no longer exist or are reduced to mere remnants. These facts decontextualize the sites in their historical and artistic evolution, distort the intention under which they were conceived, and hamper their accomplishment. Current recovery methods are restricted to the stabilization of the remains in their present status, requiring a lot of completely manual work that is expensive and almost unrelated to the use of new technologies. Three-dimensional digitalization and modelling is proved to be the basis for the virtual recovery of paintings in a significant edifice. To do so, an innovative methodology is presented that allows the 3D geometric information of a site (captured using a laser scanner) to be combined with specially designed 2D artistic images. The resulting 3D digital models can then be focused, with high efficiency projectors, on the equivalent area of the original site, and also used as raw material to compose a video-projection without perspective effects to emulate, with due rigour, the primitive appearance, its evolution along time, the effects of the deterioration, or other interesting aspects. The results obtained at Sta. María de Mave (Palencia, Spain) are presented, supporting the potential of this new methodology not only as a scientific way to discuss possible restoration hypotheses with experts or as a didactic tool for narrating the historical evolution of a monument, but also as a spectacular show for tourists.  相似文献   

7.
Computer tomography (CT) technology has greatly contributed to the feasibility and convenience of detecting and visualizing the internal material constitution and geometrical fabrication of museum artifacts. This paper presents a case study of 3D virtual reconstruction for the CT-acquisition-based study of a cultural heritage artifact. It documents the complete procedure, including the preprocessing, segmentation and visualization of the data by providing coarse interactive exploration and integrated high-quality renderings. A parallel aim achieved was to use open source tools and free software for segmentation and visualization, thus providing full transparency of the adopted methodology and 3D visualization methods, and a cost effective solution for ordinary CPU-based PC users. Furthermore, the challenges of the large data volumes involved have been addressed using preprocessing, a segmentation scheme and linked front-to-back management to keep interaction and high-quality rendering available, thus achieving corresponding demands.  相似文献   

8.
The evolution of real time 3D graphics technologies in combination with high bandwidth Internet connections and modern Web browsers enable users to explore complex 3D scenes. As a rule, a virtual visitor has to manually explore the geometrically complex 3D model in order to discover points of interest. This manual exploration is a time consuming process that, in some cases, can be assisted by sets of predefined points of interest. In this paper, we propose the annotation of 3D scenes in order to equip the user with a text based 3D scene search engine. The search engine provides a query mechanism that unburdens the user from the time consuming process of manually exploring vast 3D scenes. It responds to queries by exploiting the metadata of each 3D model and returns textual and visual information along with a group of links that correspond to relative points of interest within the 3D scene. The search engine allows the virtual visitor to automatically be transferred to a specific point of interest. We have built a Web accessible prototype system that is able to handle queries related to historical data, topological relationships and architectural properties of buildings. A number of 3D reconstructions covering urban areas of cultural importance located in Northern Greece have been annotated and used in the search engine as case studies. The prototype system is based on open source technologies and on a hybrid metadata schema that is derived from the MIDAS Heritage and MACE schemas.  相似文献   

9.
The dynamic social development in Iran over the last decades provided the acknowledgement of the archaeological heritage on the one hand, and a confrontation to the current managing system of archaeology on the other. This situation makes it necessary for archaeologists to formulate and implement a systematic regulation in the sphere of protection and management of the archaeological heritage. The fact is that, as the international conventions warn, the archaeological heritage is constantly under threat of destruction, and while in Iran the problem is not new, the destruction is on the increase. The constructions under the developmental projects and at the same time the increase of population are accompanied by the expansion of the new settled areas threaten large areas of archaeological sites. The deep economic crises of the country as well as a pauperization of majority of society, and a low degree of respect for the law, lead to an increase in looting and considerable damage to the archaeological heritage. The goals of this paper are (1) to identify problems that hinder the effectiveness of the Iranian national protection acts, and to suggest some way in which these problems could be remedied, (2) to promote further academic discussions of problems and solutions within archaeology and related fields, and (3) to encourage official authorities and other interest groups to press for changes needed in the Iranian national protection policies, to make it better serve the public interest.  相似文献   

10.
On many occasions, the graphic information handled by people working in the cultural heritage sector is still bidimensional. Layouts showing elevations and cross sections are the most widespread tools. However, there is an increased need for carefully detailing the complexity of valuable sites with an improved accuracy. This implies the measuring and handling of three-dimensional data, using both commercial and turn-key hardware and software solutions. Taking the usual traditional process as a reference, in the present paper a new effective methodology for carrying out computer assisted delineation of layouts from cultural heritage sites, using 3D digital models, is described. The proposed procedure has been tested in five intervention projects on representative churches within the “Merindad de Aguilar de Campoo” medieval area, in the north of Spain.1 This area has the largest collection of Romanesque art in the world, and is currently under European Heritage Site and World Heritage Site declaration process by the UNESCO.  相似文献   

11.
This study proposes a procedure for digitally classifying and cataloging moulds which belong to the historic collection of the Ginori porcelain factory in Doccia (Sesto Fiorentino, Italy). In addition to a vast number of antique plaster moulds, this collection includes artistic porcelain artifacts obtained from casting porcelain using the moulds and models made of various materials. The proposed methodology includes two workflows: the first starts with photographic and casting processes conducted recently on various groups of moulds and involves historical surveys for investigating the relationships between the various sets of moulds, the models from which they were derived and the porcelain objects derived from them. The second workflow was applied when no information was available for a set of moulds, and involved 3D scanning of the moulds, with virtual reconstruction of the corresponding model followed by a final art historical survey like that used in the first procedure. 3D scanning techniques and successive model reconstruction can also be applied for obtaining a virtual model in the first process, when the physical model was lost, damaged or never existed. The variety and extent of the Ginori collection suggested the use of a customized Data-Base (DB) and a set of functions designed to manage and extract information, data and archived images. This filing system, called DocciaDigitalArchive (DDA), also makes it possible to specify the relationships between the different typology samples (prototype models, moulds derived from them, handmade porcelain objects produced from these moulds), which are associated when the same subject is portrayed. The DB structure conceived also provides the possibility of incorporating pictures and data of known archetypes. This additional information makes it possible to place each subject in its historical and artistic context. For each sample filed in the DDA system, documentary cards, which summarize data, images, reports and links to other entities or samples connected to the subject consulted, can be viewed on a suitable interface.  相似文献   

12.
13.
Learning cultural heritage by serious games   总被引:1,自引:0,他引:1  
Immersive technologies such as virtual environments and augmented reality have a clear potential to support the experiencing of cultural heritage by the large public, complementing the current tools and practices based on tangible goods such as museums, exhibitions, books and visual content. Serious games – videogames designed for educational objectives – appear as a new tool to learn cultural content in an engaging way. In this paper, we will provide an extensive portrait of the current proposition of serious games in the cultural sector, highlighting the educational objectives of games in this domain and analysing the complex relations between genre, context of use, technological solutions and learning effectiveness. We finally identify and discuss the most significant challenges in the design and adoption of educational games in cultural heritage.  相似文献   

14.
Advances in computing hardware coupled with its software counterparts have, for the past decades, influenced to a greater extent both the workflow of archaeologists and their interpretation of archaeological data. On the leisurely periphery, the synergy that arises between entertainment demands and commercial driven developments of interactive 3D (i3D) computer games has pushed these technologies beyond the expectations of the Virtual Reality (VR) community. This phenomenal growth in useable technology and its proportionate decrease in price have benefited the applicability of VR which in turn, have made it more accessible for researchers wishing to harness its benefits. The last 10 years have seen a steady increase in the use of VR technology to restore, preserve, reconstruct, recreate, and visualise ancient sites, monuments and artefacts. But, is technology ready for virtual time travel (VTT)? This article examines the possibility of experiential archaeology in voltage and silicon with the aim of formulating a strategy for VTT.  相似文献   

15.
The old city of Xanthi (Thrace–Greece) is one of the biggest traditional settlements in Greece which has the specialty to exhibit mixed traditional Greek, European and Oriental architectural features. This paper presents a 3D reconstruction of a small part of the settlement. It deals with the idea of using open source systems in 3D graphics in order to produce realistic virtual walkthroughs for culture heritage promotion with a minimum budget and low cost infrastructure.  相似文献   

16.
The costs for deterioration and soiling of different materials due to air pollution are huge and the damage to culture targets endangers seriously the rich European cultural heritage. Within the sixth Framework Programme of the EU, the overall aim of the CULT-STRAT project has been to assess and predict the effects of different pollutants on materials and objects of cultural heritage in a multipollutant scenario and to identify indicators and thresholds levels of pollutants. In particular, the present paper reports one of the studies carried out in the CULT-STRAT project at city level and focused on the town of Madrid (Spain). Different maps are shown for the past, present and possible future scenarios: inventory of stock of cultural heritage for each selected material, concentration of selected pollutants (SO2, NO2, O3 and PM10), corrosion (cast bronze) and recession (Portland limestone), exceedance of tolerable degradation thresholds for each material and corrosion-cultural heritage overlapped maps. The model and the methodology developed could be useful if apply it to towns, regions or countries in order to quantify the percentage of Cultural Heritage at risk or to quantify the percentage of the area where corrosion/recession exceeds the established tolerable levels.  相似文献   

17.
It is an indisputable reality that the most important thing for transmitting cultural heritage to posterity is a sensitive documentation. Up to the present there have been many developments in documentation of cultural heritage by developing technology, and contemporary documentation techniques have progressed speedily. In time, modern methods have become preferable to conventional methods in architecture generally in the existent state and in determination of deformations and preparation of measured drawing projects of historical edifices. Digital and 3D data, rich visual images obtained by digital close-range photogrammetry, and orthophoto images of edifices, are governed and shepherded in documentation and future conservation projects. Also, these methods supply much ease, precision and time-saving in measured drawing projects when compared with conventional methods. In this study, contributions of digital close-range photogrammetry to measured drawing projects were evaluated. A historical building, which had been exposed to fire two times in Konya (Turkey), was photographed and its situation before and after the fire was demonstrated. In addition, the building's measured drawings of facade and its 3D model were completed using digital close-range photogrammetry. The building's present status and its reconstruction project is indicated and how digital close-range photogrammetry contributes to measured drawing, reconstruction and restoration projects is presented. Furthermore, the significance of present-day use of digital close-range photogrammetry in the acquisition of data and preparation of measured drawing projects for historical buildings is emphasized. This study has been completed by photogrammetrists, architects, urban planners and restorers.  相似文献   

18.
We present our recent efforts in the digital preservation of a set of baroque sculptures made by Antônio Francisco Lisboa, known as O. Aleijadinho, which is an important American baroque artist. The set was made in the beginning of the xix century and is composed of 12 near real sized sculptures, hand-carved in soapstone. These sculptures represent 12 of the 16 prophets from the Holy Bible and are part of a UNESCO World Heritage Site. Our group has been collaborating with UNESCO in a project that aims to preserve all these statues. We hereby present our initial efforts, consisting of the 3D digital preservation of the Prophet Joel sculpture. We developed a complete 3D digital preservation pipeline composed of four main stages: data acquisition, 3D reconstruction, texture generation and 3D model visualization. By evaluating our results in this first sculpture, we discuss the improvements we conceived before applying our pipeline in the remaining ones. Finally, we present the 3D model of the Prophet which registers the sculpture's current state and will be used in restoration, research and educational activities. We believe this contribution may be useful to guide further research on similar scenarios, showing how to avoid some practical mistakes and achieve good results.  相似文献   

19.
20.
Museums are interested in the digitizing of their collections not only for the sake of preserving the cultural heritage, but to also make the information content accessible to the wider public in a manner that is attractive. Emerging technologies, such as VR, AR and Web3D are widely used to create virtual museum exhibitions both in a museum environment through informative kiosks and on the World Wide Web. This paper surveys the field, and while it explores the various kinds of virtual museums in existence, it discusses the advantages and limitation involved with a presentation of old and new methods and of the tools used for their creation.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号