Sept. 14, 2005
Publications in Digital Archaeology & Architecture :
BibTeX references.
Guy Godin, J.-Angelo Beraldin, John Taylor, Luc Cournoyer, Marc Rioux, Sabry El-Hakim, Réjean Baribeau, François Blais, Pierre Boulanger, Jacques Domey, Michel Picard
IEEE Computer Graphics and Applications, Vol. 22, no. 5, pp. 24-36, September/October 2002.
Computer graphics holds the promise of providing virtual and enhanced access to museum collections and archaeological sites. High-resolution digital 3D models of real objects and sites can be acquired using laser range sensors and modeling algorithms, to create virtualized models that convey a faithful appearance of the object and provide information for analysis and study. In this article, the authors describe a number of demonstration projects that were performed in collaboration with museums and conservation agencies. These projects provided a unique setting to test and improve 3D imaging and modeling in the particular context of heritage.
Index Terms: Laser range sensing, heritage applications, shape and appearance modeling.
F. Leymarie, David Cooper, Martha Sharp Joukowsky,
Benjamin Kimia, David Laidlaw, David Mumford, Eileen Vote.
CAA'00 - Computer Applications in Archaeology, 28th annual
international conference.
Held in Ljubljana, Slovenia, April 18-21, 2000.
Published by Archaeopress, Oxford, U.K.,
BAR International Series, Vol. 931, pp. 79-89, 2001.
The SHAPE* Lab was recently established (1999), with a grant from
the United States National Science Foundation, by Brown University
Departments of Engineering, Applied Mathematics, Computer Science and
The Center for Old World Archaeology and Art and Department of
Anthropology. It is a significant interdisciplinary effort for
scientific research with a direct application to important problems in
the analysis of archaeological finds and artifacts. We will present the
concepts that underlie a 3D shape language, and an interactive,
mixed-initiative system, along with machine and decision-directed
Bayesian surface-estimation software for the recovery of 3D free-form
object and selected scene structure from one or more images and video.
This work will have impact by providing new practical tools. It will
also provide an effective testbed for 3D shape reconstruction and
recognition, more descriptive local and global models for working with
3D shapes, a better understanding of
human/decision-making-machine-interaction for free-form geometric
modeling and for extracting 3D geometry from one or more images and
video, as well as associated computational complexity issues. As
applied to the field of archaeology, this technology will provide,
specifically, new ways to analyze and reconstruct pottery, compare
objects from different sites and reconstruct sculpture and
architecture.
*SHAPE: SHape, Archaeology, Photogrammetry, Entropy.
M.
Pollefeys, M. Proesmans, R. Koch, M. Vergauwen and L. Van Gool
Virtual Reality in Archaeology
Proceedings of a Conference held in Barcelona, in March 1998 (part of
the CAA'98).
Published by Archaeopress, publishers of British Archaeological Reports
(BAR).
BAR International Series 843, Spring 2000,
Edited by J.A.Barcelo, M.Forte & D.H.Sanders, pp. 71-77.
More and more archaeological sites are being reconstructed in virtual reality. The problem remains the huge effort that has to be made to obtain realistic models. Besides on-site measurements, much time is often spent in manually rebuilding the whole site with a CAD package or a 3D-modelling tool. This limits the tractable complexity. In this paper two flexible automatic 3D surface acquisition systems are used to "virtualise" archaeological sites. The Roman site of Sagalassos (Southwest Turkey) is used as a test case to illustrate the potential of these new approaches. Besides the construction of a virtual site consisting of different level of details, some more applications to archaeology and conservation of heritage sites are presented.
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2000-5.
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