They are two open-source techniques, alternative to the much more expensive and problematic laser scanner. What do you need for using them?
Structure from Motion and Image-based Modeling. | Digital meets Culture
A simple digital camera and a laptop computer. Structure from Motion SfM , studied in the fields of computer vision and visual perception, refers to the process of estimating three-dimensional structures from two-dimensional image sequences wich may be coupled with local motion signals. In our case, given a number of images of a specific archaeological subject, taken from specific camera setting and orientations, we can build a synthetic image as taken from a virtual camera placed in a different point and with given settings.
To elaborate the images, she used the Python Photogrammetry Toolbox PPT , a completely open-source computer interface developed by the Arc-team , and CloudCompare CC , a dots-clouds and mesh processing software apt to define the resulting image. You must be logged in to post a comment. The conference series has featured keynote talks, special sessions, poster presentation, tutorials, workshops, and contributed papers each year.
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Low—cost 3D for Archeology Posted on: 2 September Sofia Menconero — Final result: mesh with texture. Leave a Reply Cancel reply You must be logged in to post a comment.
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It presented examples of aerial photogrammetry surveys conducted by means of drones in the Albanian Drino Valley, Valona Region, in the Hellenistic sites of Hadrianopolis, Jergucat, Frashtan and Antigonea. Cultural Heritage plus Digital Technologies? A good omen for the future Digital technologies are today increasingly used for the preservation, representation, enjoyment and promotion of our cultural heritage. What are the implications of the use of digital technologies applied to Cultural Heritage?
What are its benefits and its limitations? If you have interesting news and events to point out in the field of digital cultural heritage, we are waiting for your contribution. IBM is the process of having the user take photographs from different points of view and then using these photographs as a "starting point" in the process of using point-to-point measuring tools in an image-based modeling application. By using a typical consumer digital camera to take these photographs, it makes this technique accessible to a very wide range of users.
Although IBM is relatively new, researchers such as the renowned Paul Debevec and artist Greg Downing have made very impressive discoveries utilizing image-based techniques. Furthermore, more advanced image-based techniques have already made their way into production environments. Let's take a look at how this technique can assist your projects. There's already quite a growing list of uses for IBM in production environments; some of the more evident roles it can play are the exact recreation.
For example, architecture or archaeology sites where you can evidently immerse your viewers into a virtual 3D world with pinpoint accuracy, or the matching of camera perspectives for overlaying 3D over 2D elements for your compositing needs. In addition, some video game developers have adopted image-based solutions utilizing these techniques for fast creation of photorealistic backdrops or humanoid models.
Although IBM software has been around for quite a few years, the technology only recently matured enough to be considered production ready. This resulted in a number of prominent applications, which take a lot of the guesswork out of creating detailed models.
The user essentially loads a photograph they wish to model, assign common reference points in the given software and the software analyzes the photos and creates the model based on that image. Realviz has created a powerful IBM application that is now widely known amongst artists, photographers and architects alike. It uses special advanced algorithms that extract the 3D information using point-to-point measurements and at the same time it automatically takes the texturing info from photographs, which drastically reduces time.
PhotoModeler is another versatile application that basically uses the same approach as ImageModeler; the software uses NURBS, among other modeling tools, for object creation and does in fact support a variety of output file formats for usage in other mainstream 3D or other software. By using PhotoModeler's Point, Line and Edge tools, you are able to mark features on imported photographs, which will then be used to generate the physical 3D models.
Single-image-based Modelling Architecture from a Historical Photograph
Although its still in the prototype stages, its technology and functionality have been used as the source of inspiration for many products, including MetaCreation's product Canoma and RealViz's ImageModeler 2. Artist Greg Downing used ImageModeler 3. In addition to the above-mentioned software, an artist by the name of Greg Downing has developed a technique by creating image-based 3D models from panoramic images. This was then taken a step further to be used to "walk" around in, as if in a game. There maybe more software not listed here capable of producing similar results, but essentially they all use a similar process to achieve the final results.
Image-based Modeling and Simulation of Morphogenesis
So as you can see, these applications do have the ability to cut down significantly on the time it takes in production to create models, unwrap and texture them, but is it all as good as it sounds? While it may appear to some of you that these techniques and applications are just what youre looking for to add to your production pipeline, before you make your purchase lets dig a little deeper than the surface. While this technology can work with basically any photograph you can throw at it, not all of the aforementioned products do exactly what you may you expect them to do.
As an example, the software PhotoModeler may work divinely for your architectural projects, but its not as efficient for modeling organic objects such as people. The reason for this is because PhotoModeler and a majority of the other applications mentioned require users to manually assign reference points for areas that only can be seen from your images.
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Each of these reference points essentially forms a vertex in the final model, thus creating the object, but because of the complexity of organic subjects that require quite a few more vertices or faces, etc.