Marc's presentation looked at some of the details of various recent
projects concerning:
- 3D scanning of large statues
- digitizing light fields
- solving 3D jigsaw puzzles
- visualizing inscribed surfaces
The 3D scanning of large statues involved a custom camera and trusswork.
It involved calibrated and uncalibrated movments of a triangular laser
scanning system, resolving data through strip scans that were integrated
in a subsequent step. The impressive scans of Michelangelo's David resulted
in 2 billion primitives and 32 Gigabytes of data alone.
While the engineering details are presented in a much better fashion
in Marc's papers and weblinks, some interesting highlights of the technology
include:
- a color processing pipeline that allowed for the compensation of ambient,
shadowed, or specular pixels (thus capturing color data that could more
accurately be used in synthetically lit situations)
- applications of alternative rendering algorithms to the surface topology
of the model (such as the probe sphere / accessibility rendering technique,
much like rubbing a dark material into crevices and then wiping it away)
to reveal insights not easily achieved in conventional light
- high-resolution scanning of the work, St. Matthew, revealed insights
within Michelangelo's scuplting technique by giving access to fine chip
and tooth detail of the chisel that are not readily visible on the actual
sculpture
- ability to view the object from impossible angles (given its orientation
and display in the gallery) - thus realizing that the statue was cleverly
designed for two primary viewing angles (profile and quarter)
- it was also possible to ascertain that Michelangelo anticipated the
viewer's angle of view and probable light conditions - example discovered
was examination of David's brow line and its appearance under a variety
of lighting conditions
- when building the gantry, it was discovered that the statue is 17'
high (not 14' as reported in all history books)
- besides engineering issues, it was also important to ensure that collisions
with the scanned objects were avoided and survivable
Marc continued on to light field rendering. It is a form of image-based
rendering, capable of creating new views by rebinning [interpolation] of
original views. Light fields begin as an array of images. The advantages
included the lack of need of a 3D model, less computation than rendering
a model, and rendering cost is independent of scene complexity. The disadvantages
are fixed lighting, static scene geometry, and the need to stay outside
of the convex hull of the object. The plan for the project was to image
the Medici Chapel. Complications with the site (falling sections of roof)
prevented the completion of this effort.
Advantages for the use of digitized models such as these include:
- unique views of these statues
- virtual museums
- physical replicas
- permanent archives
- geometric calculations
- projection of images onto statues
The Forma Urbis Romae Project is a plaster model of anicent Rome. Some
1,163 fragments exist of this great map - only about 15% of the actual
map. The paper and website cover this project in excellent detail and were
not covered in depth in this presentation.
In the closing parts of his presentation, Marc touched upon the visualization
of cuneiform tablets. A photograph can only show one side of a tablet at
a time (since the writing continues around the object). Using various visualization
and projection techniques (displacement mapping, accessibility shading,
and a projection unwrapping algorithm), Marc showed some examples of how
tablets could be accurately viewed (all surfaces) all at once.