welcome to the closing day of arc archeos
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Welcome to the closing day of ARC ARCHEOS. George Drettakis REVES/INRIA, Sophia-Antipolis, France. ARC ARCHEOS. National funding for inter-group research idea developed with J. Thollot and the ERGA group in Grenoble (F. Letoublon) NPR research for archeology in an immersive VE context - PowerPoint PPT PresentationTRANSCRIPT
Welcome to the closing day of ARC ARCHEOS
George DrettakisREVES/INRIA, Sophia-Antipolis, France
ARC ARCHEOS
National funding for inter-group research– idea developed with J. Thollot and the
ERGA group in Grenoble (F. Letoublon)
– NPR research for archeology in an immersive VE context
– coordinated by REVES
General Goals
Bring together archeologists, historians and graphics, VE researchers– a small number of groups/people– specific projects (NPR/Argos)
Advance CG research for archeology– emphasis on NPR approaches– general rendering/representation issues
Achievements
Meetings and discussions– interdisciplinary meetings
core ERGA/ARTIS/ENS/REVES
– several external contributors Piérart, Pariente for Argos/archeology Deussen, Ostromoukhov on the NPR side
Very productive– good contacts have been established
CG Research
Canvas paper (Cunzi et al)– Graphics Interface 03 publication
CG Research
Crowd paper (Heigias et al)– Graphicon paper
CG Research
Watercolor rendering– Pascal Barla with Joelle Thollot
DEA (Master’s) – work continues as a Ph.D.
CG/VE Research
Discussion on Realistic vs NPR representations
CG/VE Research
NPR on a semi-immersive system– 6-month internship (Roman Bayon)– ported Raskar ’s algorithm to
workbench– first port of Canvas algorithm to
workbench– Interesting issues in 3D
Archeological Forums Poster at International Congress of
Classical Archaeology 2003 – presented by Isabelle Ratinaud and
Joelle Thollot
Archeological Forums
Seminar at Fribourg– Isabelle Ratinaud
Argos symposium at the EFA in Athens– Isabelle Ratinaud and Matthieu Cunzi– presentation of the canvas crowd and
VE demo work
Demos on the Workbench
virtual reconstruction of Argos Agora– reconstruction in Hellenistic Age– two hypotheses for the Tholos
mix of rendering styles– Raskar+crease object renderings
époques– classical and geometric periods
Closing Day
Morning– presentations of research results– demos on the workbench
Afternoon– roundtable of archeologists/historians
and CG/VE researchers
Enjoy...
Expressive and Realistic Renderings on a
workbench
Roman BayonGeorge Drettakis
REVES/INRIA, Sophia-Antipolis, France
Overall Goals
expressive rendering on a workbench– chose fast and simple solution
(Raskar)– integrate with existing software tools
canvas in stereo– try and adapt the subjective canvas
impression to a stereo context
Software Engineering
handling stereo– CAVElib
software engineering choices– REVES API - lab common API– SGI Performer-based solution
XP Extensible Scenegraph
developed at EVL and FHW– wrapper scene graph for SGI Performer– message handling and input events– extensible C++ classes
easy to add a new feature/rendering type
– allowed fast adaptation to bench– complicates more sophisticated uses of
OpenGL
Solutions adopted
REVESAPI– compatibility problems– scenegraph dependencies
native performer class– raskar renderer in a separate
Performer ”channel”– find crease lines in preprocessing
pass
Canvas
what are we doing ?– subjective effect, NOT the same thing– canvas inherently a 2D solution
straightforward port– shower glass effect i.e., canvas is
stuck on the screen or some other fixed point
Canvas in Stereo
First attempts– manipulate texture coordinates– use paralax and motion cues for
stereo effect– a different effect will result
choose parameters giving satisfactory subjective result
Demos
work with Alexandre Olivier-Mangon– Argos environments built in Maya– scripting done in XP
additional functionalities added to XP– Emmanuel Gallo (multiswitch,
transparency etc).– Davd Geldreich (Gamepad interface)
Tholos Demo
Hellenistic period– 6 buildings in the Agora– added houses based on Alix – added trees
point based rendering [Stamminger Drettakis
01]
– shadows for the Tholos perspective shadow maps [Stamminger
Drettakis 02]
Tholos Demo
Expressive rendering demo
Raskar for silhouette rendering precomputed crease lines
– simple color materials– painted sky dome
mix-mode rendering– actual stones textured/realistic
Expressive rendering demo
Epoques demo
geometric period– artifacts
first helmet/armor in Hellenic history vase
– simple houses classical period
– Agora was relatively empty
Issues for Demos
frame rate and scene complexity– intensified by multi-pass solutions
(Raskar) transparency
– help archeologists place objects can be a constraint
interaction tools– many more could be imagined
Future Work
Adapt different types of expressive renderings to stereo– stereo implies problems for
silhouette-based approaches– interesting effects could result, but
only practical tests can validate them Drawing styles are a nice form of
abstraction