Participants: Dominik Auf der Maur, Alexey Zalesny, Luc Van Gool
Extended Information: Project Homepage
Objective: Development of 3D multimedia tools to measure, reconstruct and
visualize the ancient city of Sagalassos in Turkey in virtual reality.
The archaeological site at Sagalassos is one of the largest
archaeological projects in the Mediterranean dealing with a
Greco-Roman site over a period of more than a thousand years (4th
century BC-7th century AD).
This project aims at the development of 3D measurement, reconstruction and visualisation tools for use
by archeological teams.The new multimedia technologies will produce rich new ways of recording,
cataloguing, conserving, restoring and presenting archaeological artefacts,
monuments and sites. These technologies will be used to model the Sagalassos site and show
how they can be used for preserving and presenting the
cultural heritage of Europe in two important ways:
- By putting such new technologies in the hands of the archaeologists themselves
rather than creating multimedia content after the excavations. As an
important consequence, a more complete record of the finds can be created and presented to the public.
- By presenting the site not as a static entity from a long-gone past, but as a vibrant place that
underwent a lot of changes throughout its existence.
This includes the visualisation of the situation in different eras and of the excavation as they
proceeded through different time layers. Both these aspects of
the project will help to produce records and visualisations that are more complete and scientifically
precise.
ETH subgoal:
ETH aims at developing a texture synthesis procedures, which are
able to produce the images of texture looking visually similar
to the original textures, in particular, limestones, landscapes,
and vegetation. The modeling process uses currently very simple
pairwise pixel statistics gathered from the original image. To
improve the modeling quality the pixel pair types will be properly
and mutually dependent selected from the big class of the candidates.
All the selected types form the neighborhood structure of the texture
model. For enrichment of the class of textures that could be visually
similar reproduced, further modeling improvement includes the texture
presegmentation step. The complex texture or even the whole scene will
be segmented onto the subtextures having simpler pixel
interdependencies.
The so-called composite texture model includes then
three types of submodels:
- the segmentation map submodel
- the submodel of every subtexture, and
- the submodel of the
interdependencies between the subtextures.
After the composite model
design, the synthesis includes the creation of the synthetic
map of segments, and the creation of every subtexture at the
corresponding places on the map taking into account the
interdependencies near the segments' boundary (see Figure with
original and synthetic landscapes).
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