3D Heritage Online Presenter (3DHOP) is a framework for advanced web-based visual presentations of high-resolution 3D content. Developed at the Visual Computing Lab CNR ISTI, 3DHOP was designed to cope with the specific needs of cultural heritage projects, supporting web-based publishing of very high-resolution digitized results and enabling the documentation of complex restoration actions. The present paper highlights, through some case studies (Peltuinum archaeological area, AQ, and Castillo de La Muela in Consuegra), the potentials of 3DHOP’s tools for the management of data from both active (laser scanner) and passive sensors (photogrammetry and aerophotogrammetry). In addition, problems and solutions encountered during the organization and personalization of web pages will be presented. The goal of this operation is to create a three-dimensional hub that can collect and link traditional archaeological documentation to 3D geometry.
Abstract—The construction of detailed and accurate 3D mod-els is made easier by the increasing di... more Abstract—The construction of detailed and accurate 3D mod-els is made easier by the increasing diffusion of 3D scanning devices. These allow to build accurate digital models of real 3D objects in a cost-and time-effective manner. The talk will present the capabilities of this technology focusing mainly on some issues which are preventing its wider use, such as the considerable user intervention required, the usually incomplete sampling of the artifact surface and the complexity of the models produced. Another emerging issue is how to ...
Automatic shape acquisition technologies evolved rapidly in recent years, and huge mass of 3D dat... more Automatic shape acquisition technologies evolved rapidly in recent years, and huge mass of 3D data can be easily produced. The high accuracy of range scanning technology makes the Cultural Heritage domain one of the ideal fields of use of these devices. Given this particular application domain, two issues arise: how to visualize at interactive rates these complex data on commodity computers (both locally and on web), and how to improve the ease of use of the visualization tools (as potential users are often not expert with interactive graphics). We present a new visualization system designed to support easy implementation of multimedia kiosk for museums or expositions, which has also been extended to web-based usage. The system allows naive users to inspect a large complex D model at interactive frame rates on off-the-shelf PC's, presenting the D model and all the multimedia data that has been linked to selected points of its surface. A main goal in the design of the system was ...
The remote visualization and navigation of 3D data directly inside the web browser is becoming a ... more The remote visualization and navigation of 3D data directly inside the web browser is becoming a viable option, due to the recent efforts in standardizing the components for 3D rendering on the web platform. Nevertheless, handling complex models may be a challenge, especially when a more generic solution is needed to handle different cases. In particular, archeological and architectural models are usually hard to handle, since their navigation can be managed in several ways, and a completely free navigation may be misleading and not realistic. In this paper we present a solution for the remote navigation of these dataset in a WebGL component. The navigation has two possible modes: the ”bird’s eye” mode, where the user is able to see the model from above, and the ”first person” mode, where the user can move inside the structure. The two modalities are linked by a point of interest, that helps the user to control the navigation in an intuitive fashion. Since the terrain may not be fla...
Archaeology in the Digital Era, Papers from the 40th Annual Conference of Computer Applications and Quantitative Methods in Archaeology (CAA), Southampton, 26-29 March 2012 , 2013
The Swedish Pompeii Project started in 2000 as a fieldwork initiated from the Swedish Institute i... more The Swedish Pompeii Project started in 2000 as a fieldwork initiated from the Swedish Institute in Rome. The aim was to record and analyse a full Pompeian city-block, Insula V 1. Created to encompass all major disciplines promoted by the Institute, the project targets a wider contextualization of the Pompeian evidence. Pompeii revived is the title used to shelter studies in legacy, whereas the City Gate Seminar has the ambition to discuss the validity of historical analogies as guidance for interpretation of evidence concerning everyday life in the past in a broad sense.
The proposed paper presents the initial results of one of the main actions in the context of this project. The aim is to investigate, document and visualize Pompeian architecture by means of different types of 3D-models (both in “as is- and “as was”-models).
The use of acquisition techniques like 3D Scanning or Dense stereo reconstruction will increase the knowledge of the relations between the technological infrastructures of the insula i.e. water pipes system, illumination etc. and the distribution of the public and private spaces. Through the use of Virtual Reality Techniques will be possible to visit the Pompeian houses of Casa del Torello and Casa di Cecilio Giocondo understanding the relation between the actual archaeological context and their original outfit.
The connection- in the same virtual environment -of past and present will guide the users through a time travel experience. The application will be designed as a virtual infrastructure to drag users from past to present, increasing -through the use of a 3D visual language- the knowledge of the past.
In October 2011, the two Pompeian houses were acquired using 3D scanning, and the data were processed to obtain an accurate and complete model.
The collected data will be used also to design and test a new web-based access model where the entire dataset will be available for browsing, measurement and data extraction. By combining standard navigation paradigm based on plans and prospects with the natural room-based environment, it could be possible for the users to visit, room by room, the entire dataset. The features of HTML5, like WebGL, will be used to deliver realtime 3D content and interaction. The system will allow taking measurements, snapshot and ask for more complex documentation like cut-through sections or maps views which will be later on computed offline by the server on the whole dataset and delivered to the users.
This simple tool enhances the possibilities for the analysis of the documentation of the archaeological remains, proposing a starting point for additional actions like annotation, complex interaction, collaborative work.
In this and the associated article 'BioBlender: Fast and Efficient All Atom Morphing of Prote... more In this and the associated article 'BioBlender: Fast and Efficient All Atom Morphing of Proteins Using Blender Game Engine', by Zini et al., we present BioBlender, a complete instrument for the elaboration of motion (Zini et al.) and the visualization (here) of proteins and other macromolecules, using instruments of computer graphics. The availability of protein structures enables the study of their surfaces and surface properties such as electrostatic potential (EP) and hydropathy (MLP), based on atomic contribution. Recent advances in D animation and rendering software have not yet been exploited for the representation of proteins and other biological molecules in an intuitive, animated form. Taking advantage of an open-source, D animation and rendering software, Blender, we developed BioBlender, a package dedicated to biological work: elaboration of proteins' motions with the simultaneous visualization of chemical and physical features. EP and MLP are calculated using...
Offine rendering techniques have nowadays reached an astonishing level of realism but paying the ... more Offine rendering techniques have nowadays reached an astonishing level of realism but paying the cost of a long computational time. The new generation of programmable graphic hardware, on the other hand, gives the possibility to implement in realtime some of the visual effects previously available only for cinematographic production. In a collaboration between the Visual Computing Lab (ISTI-CNR) with the
Proceedings. First International Symposium on 3D Data Processing Visualization and Transmission, 2002
Abstract Given in input a 3D digital model of a real object and a set of images from different vi... more Abstract Given in input a 3D digital model of a real object and a set of images from different view points, the problem considered is how to build a single texture map which integrates the color info contained in the input images, minimizing redundancy and optimizing the color attribute representation. We improve a previous solution (which stitches the images on the geometry) by introducing a new approach for a better color matching of the different adjoining texture chunks. The new solution applies cross-correlation and interpolation of ...
3D Heritage Online Presenter (3DHOP) is a framework for advanced web-based visual presentations of high-resolution 3D content. Developed at the Visual Computing Lab CNR ISTI, 3DHOP was designed to cope with the specific needs of cultural heritage projects, supporting web-based publishing of very high-resolution digitized results and enabling the documentation of complex restoration actions. The present paper highlights, through some case studies (Peltuinum archaeological area, AQ, and Castillo de La Muela in Consuegra), the potentials of 3DHOP’s tools for the management of data from both active (laser scanner) and passive sensors (photogrammetry and aerophotogrammetry). In addition, problems and solutions encountered during the organization and personalization of web pages will be presented. The goal of this operation is to create a three-dimensional hub that can collect and link traditional archaeological documentation to 3D geometry.
Abstract—The construction of detailed and accurate 3D mod-els is made easier by the increasing di... more Abstract—The construction of detailed and accurate 3D mod-els is made easier by the increasing diffusion of 3D scanning devices. These allow to build accurate digital models of real 3D objects in a cost-and time-effective manner. The talk will present the capabilities of this technology focusing mainly on some issues which are preventing its wider use, such as the considerable user intervention required, the usually incomplete sampling of the artifact surface and the complexity of the models produced. Another emerging issue is how to ...
Automatic shape acquisition technologies evolved rapidly in recent years, and huge mass of 3D dat... more Automatic shape acquisition technologies evolved rapidly in recent years, and huge mass of 3D data can be easily produced. The high accuracy of range scanning technology makes the Cultural Heritage domain one of the ideal fields of use of these devices. Given this particular application domain, two issues arise: how to visualize at interactive rates these complex data on commodity computers (both locally and on web), and how to improve the ease of use of the visualization tools (as potential users are often not expert with interactive graphics). We present a new visualization system designed to support easy implementation of multimedia kiosk for museums or expositions, which has also been extended to web-based usage. The system allows naive users to inspect a large complex D model at interactive frame rates on off-the-shelf PC's, presenting the D model and all the multimedia data that has been linked to selected points of its surface. A main goal in the design of the system was ...
The remote visualization and navigation of 3D data directly inside the web browser is becoming a ... more The remote visualization and navigation of 3D data directly inside the web browser is becoming a viable option, due to the recent efforts in standardizing the components for 3D rendering on the web platform. Nevertheless, handling complex models may be a challenge, especially when a more generic solution is needed to handle different cases. In particular, archeological and architectural models are usually hard to handle, since their navigation can be managed in several ways, and a completely free navigation may be misleading and not realistic. In this paper we present a solution for the remote navigation of these dataset in a WebGL component. The navigation has two possible modes: the ”bird’s eye” mode, where the user is able to see the model from above, and the ”first person” mode, where the user can move inside the structure. The two modalities are linked by a point of interest, that helps the user to control the navigation in an intuitive fashion. Since the terrain may not be fla...
Archaeology in the Digital Era, Papers from the 40th Annual Conference of Computer Applications and Quantitative Methods in Archaeology (CAA), Southampton, 26-29 March 2012 , 2013
The Swedish Pompeii Project started in 2000 as a fieldwork initiated from the Swedish Institute i... more The Swedish Pompeii Project started in 2000 as a fieldwork initiated from the Swedish Institute in Rome. The aim was to record and analyse a full Pompeian city-block, Insula V 1. Created to encompass all major disciplines promoted by the Institute, the project targets a wider contextualization of the Pompeian evidence. Pompeii revived is the title used to shelter studies in legacy, whereas the City Gate Seminar has the ambition to discuss the validity of historical analogies as guidance for interpretation of evidence concerning everyday life in the past in a broad sense.
The proposed paper presents the initial results of one of the main actions in the context of this project. The aim is to investigate, document and visualize Pompeian architecture by means of different types of 3D-models (both in “as is- and “as was”-models).
The use of acquisition techniques like 3D Scanning or Dense stereo reconstruction will increase the knowledge of the relations between the technological infrastructures of the insula i.e. water pipes system, illumination etc. and the distribution of the public and private spaces. Through the use of Virtual Reality Techniques will be possible to visit the Pompeian houses of Casa del Torello and Casa di Cecilio Giocondo understanding the relation between the actual archaeological context and their original outfit.
The connection- in the same virtual environment -of past and present will guide the users through a time travel experience. The application will be designed as a virtual infrastructure to drag users from past to present, increasing -through the use of a 3D visual language- the knowledge of the past.
In October 2011, the two Pompeian houses were acquired using 3D scanning, and the data were processed to obtain an accurate and complete model.
The collected data will be used also to design and test a new web-based access model where the entire dataset will be available for browsing, measurement and data extraction. By combining standard navigation paradigm based on plans and prospects with the natural room-based environment, it could be possible for the users to visit, room by room, the entire dataset. The features of HTML5, like WebGL, will be used to deliver realtime 3D content and interaction. The system will allow taking measurements, snapshot and ask for more complex documentation like cut-through sections or maps views which will be later on computed offline by the server on the whole dataset and delivered to the users.
This simple tool enhances the possibilities for the analysis of the documentation of the archaeological remains, proposing a starting point for additional actions like annotation, complex interaction, collaborative work.
In this and the associated article 'BioBlender: Fast and Efficient All Atom Morphing of Prote... more In this and the associated article 'BioBlender: Fast and Efficient All Atom Morphing of Proteins Using Blender Game Engine', by Zini et al., we present BioBlender, a complete instrument for the elaboration of motion (Zini et al.) and the visualization (here) of proteins and other macromolecules, using instruments of computer graphics. The availability of protein structures enables the study of their surfaces and surface properties such as electrostatic potential (EP) and hydropathy (MLP), based on atomic contribution. Recent advances in D animation and rendering software have not yet been exploited for the representation of proteins and other biological molecules in an intuitive, animated form. Taking advantage of an open-source, D animation and rendering software, Blender, we developed BioBlender, a package dedicated to biological work: elaboration of proteins' motions with the simultaneous visualization of chemical and physical features. EP and MLP are calculated using...
Offine rendering techniques have nowadays reached an astonishing level of realism but paying the ... more Offine rendering techniques have nowadays reached an astonishing level of realism but paying the cost of a long computational time. The new generation of programmable graphic hardware, on the other hand, gives the possibility to implement in realtime some of the visual effects previously available only for cinematographic production. In a collaboration between the Visual Computing Lab (ISTI-CNR) with the
Proceedings. First International Symposium on 3D Data Processing Visualization and Transmission, 2002
Abstract Given in input a 3D digital model of a real object and a set of images from different vi... more Abstract Given in input a 3D digital model of a real object and a set of images from different view points, the problem considered is how to build a single texture map which integrates the color info contained in the input images, minimizing redundancy and optimizing the color attribute representation. We improve a previous solution (which stitches the images on the geometry) by introducing a new approach for a better color matching of the different adjoining texture chunks. The new solution applies cross-correlation and interpolation of ...
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Papers by Marco Callieri
3D Heritage Online Presenter (3DHOP) is a framework for advanced web-based visual
presentations of high-resolution 3D content. Developed at the Visual Computing Lab CNR ISTI,
3DHOP was designed to cope with the specific needs of cultural heritage projects, supporting
web-based publishing of very high-resolution digitized results and enabling the documentation of
complex restoration actions. The present paper highlights, through some case studies (Peltuinum
archaeological area, AQ, and Castillo de La Muela in Consuegra), the potentials of 3DHOP’s tools
for the management of data from both active (laser scanner) and passive sensors (photogrammetry
and aerophotogrammetry). In addition, problems and solutions encountered during the organization
and personalization of web pages will be presented. The goal of this operation is to create a three-dimensional
hub that can collect and link traditional archaeological documentation to 3D geometry.
The proposed paper presents the initial results of one of the main actions in the context of this project. The aim is to investigate, document and visualize Pompeian architecture by means of different types of 3D-models (both in “as is- and “as was”-models).
The use of acquisition techniques like 3D Scanning or Dense stereo reconstruction will increase the knowledge of the relations between the technological infrastructures of the insula i.e. water pipes system, illumination etc. and the distribution of the public and private spaces. Through the use of Virtual Reality Techniques will be possible to visit the Pompeian houses of Casa del Torello and Casa di Cecilio Giocondo understanding the relation between the actual archaeological context and their original outfit.
The connection- in the same virtual environment -of past and present will guide the users through a time travel experience. The application will be designed as a virtual infrastructure to drag users from past to present, increasing -through the use of a 3D visual language- the knowledge of the past.
In October 2011, the two Pompeian houses were acquired using 3D scanning, and the data were processed to obtain an accurate and complete model.
The collected data will be used also to design and test a new web-based access model where the entire dataset will be available for browsing, measurement and data extraction. By combining standard navigation paradigm based on plans and prospects with the natural room-based environment, it could be possible for the users to visit, room by room, the entire dataset. The features of HTML5, like WebGL, will be used to deliver realtime 3D content and interaction. The system will allow taking measurements, snapshot and ask for more complex documentation like cut-through sections or maps views which will be later on computed offline by the server on the whole dataset and delivered to the users.
This simple tool enhances the possibilities for the analysis of the documentation of the archaeological remains, proposing a starting point for additional actions like annotation, complex interaction, collaborative work.
3D Heritage Online Presenter (3DHOP) is a framework for advanced web-based visual
presentations of high-resolution 3D content. Developed at the Visual Computing Lab CNR ISTI,
3DHOP was designed to cope with the specific needs of cultural heritage projects, supporting
web-based publishing of very high-resolution digitized results and enabling the documentation of
complex restoration actions. The present paper highlights, through some case studies (Peltuinum
archaeological area, AQ, and Castillo de La Muela in Consuegra), the potentials of 3DHOP’s tools
for the management of data from both active (laser scanner) and passive sensors (photogrammetry
and aerophotogrammetry). In addition, problems and solutions encountered during the organization
and personalization of web pages will be presented. The goal of this operation is to create a three-dimensional
hub that can collect and link traditional archaeological documentation to 3D geometry.
The proposed paper presents the initial results of one of the main actions in the context of this project. The aim is to investigate, document and visualize Pompeian architecture by means of different types of 3D-models (both in “as is- and “as was”-models).
The use of acquisition techniques like 3D Scanning or Dense stereo reconstruction will increase the knowledge of the relations between the technological infrastructures of the insula i.e. water pipes system, illumination etc. and the distribution of the public and private spaces. Through the use of Virtual Reality Techniques will be possible to visit the Pompeian houses of Casa del Torello and Casa di Cecilio Giocondo understanding the relation between the actual archaeological context and their original outfit.
The connection- in the same virtual environment -of past and present will guide the users through a time travel experience. The application will be designed as a virtual infrastructure to drag users from past to present, increasing -through the use of a 3D visual language- the knowledge of the past.
In October 2011, the two Pompeian houses were acquired using 3D scanning, and the data were processed to obtain an accurate and complete model.
The collected data will be used also to design and test a new web-based access model where the entire dataset will be available for browsing, measurement and data extraction. By combining standard navigation paradigm based on plans and prospects with the natural room-based environment, it could be possible for the users to visit, room by room, the entire dataset. The features of HTML5, like WebGL, will be used to deliver realtime 3D content and interaction. The system will allow taking measurements, snapshot and ask for more complex documentation like cut-through sections or maps views which will be later on computed offline by the server on the whole dataset and delivered to the users.
This simple tool enhances the possibilities for the analysis of the documentation of the archaeological remains, proposing a starting point for additional actions like annotation, complex interaction, collaborative work.