Friday, July 26, 2013

Amanda Sjöbeck & Franciszek Satalecki students of our courses in Digital Archaeology (ARKN10-ARKN09), Lund University



We were working on testing the possibilities of image base modelling and photoscan to capture the geometry and colour of glass pieces. The idea was to create models of shards that can be later used to make 3ds max reconstructions of the whole vessels. 
The material came from the excavations at Iron age setellment site at Uppåkra. The nature of the galss finds from the setellment sites makes them dificult to identify, as the shards are very fragmentetd and the material can be disspresed around the features, making it hard to connected the fragments belonging to one vessel. We were aware of the possible limitations, and the outcome of the first week of our work can hardly be called satisfying, but we managed to make some useful observations and developed some ideas about the possible solutions to many problems we encountered. Prelininary results can be considered as promissing, but more reaserch will be requiered.

Acquisition:
Glass is probably one of the most demanding materials when it comes to image based modelling. It is reflective and transparent at the same time. Experiments with modern examples, outside the studio enviroment, were a series of not very satisfying events, but fortunately the real artefacts display a bit different qualities, being more opaque and having more distinct features on the surface that could be captured by camera. We knew that this will be a though experience.

Unfortunately due to the holiday season and time constraints we could conduct only one campaign at the museum storehouse. We have selected initially three pieces that displayed different qualities:



A transparent claw beaker fragment. The shard has probably been a part of a rim of a beaker



A transparent claw beaker fragment. The shard has probably been a part of a rim of a beaker


A burnt shard, most likely from a Snartemo beaker.




A piece of green glass with polished ovals. This shard is about 0.9 cm thick.





backside of the polished glass bowl





We used two defused lights on the stands to illuminate the white background on which the artefact was placed. The lights were mostly directed on the walls and the celling of the photo room to provide even more diffused conditions. We were using Sony alfa300 camera with sigma 18-200 mm lens and an IPhone 4. We run some test using the tripod that was available at the storehouse. We tried to process the images at the spot to check the quality of the acquisition. Surprisingly best results were reached with IPhone used as a ´free camera’. The Sony camera was focusing too much on different spots on the glass instead of the whole pieces and that resulted in the less dense point clouds. The results were better when a simple grid made out of lined piece of paper with some symbols drawn on it was used.

Post processing in Photoscan and Photoshop.

We uploaded the photos from different cameras and different acquisitions. Initially we started processing them just straight “of the memory card”. Soon we realized that better effect could be reached if the images were first edited in Photoshop. We used it mainly to boost the contrast, reduce the brightness and change colour a bit to improve the initial point detection outcome.



The back side of the burned piece after photoshop.


The front side of the burned piece after Photshop.


Here the .raw format that was used by high quality images from Sony alfa300 offered a lot of different possibilities, unfortunately the time did not allowed us to test everything. Also altering the colour might be considered a problem, since it is an important quality in the research related to ancient glass. Other problematic fact was the scale of the shards - when confronted with small objects placed on a flat surface Photoscan creates a lot of artificial bumps on it, that t mainly occlude the edges, what is a major setback in the next step of the process.



The Photoscan model without texture, from the IPhone acquistion

The Photoscan model in a wireframe visualization
Photoscan model with texture



The output was quite satisfying. The surface was a bit bumpy, probably due to the reflective glass surface and the top and bottom halves of shards had yet to be connected.

Cleaning of the models and alignment in MeshLab
To clean and align the shards we used MeshLab. It was a difficult process since the only part that was common for both models were the edges, that usually are only couple of millimetres thick, and they get easily distorted in Photoscan. The way to solve that problem would probably be to use the rough manual glue tool, but it would be a long a difficult process. Other problem that we encountered was connected to the fact that we would lose all the textures if we merged parts of the model. The solution was to re-project the colour information from high quality textures to the vertexes and later use sampling to colour the poison filter model made out of both merged meshes. This simple process however was impossible to complete since there was a problem with mesh flattening - programed crashed each time we run it, despite the fact that most of cleaning and repairing filters were used before the process. Meshlab offers however excellent filters that can be used to smooth out the mesh, for example Laplacian smooth.



roughly cleaned photoscan model without texture

Photoscan model with texture
smoothed photoscan model without texture
smoothed photoscan model with texture

Preparing the reconstructions and placing the pieces in 3ds max
After creating models in Meshlab we needed to have some reconstructed vessels to place them on for presentation. These were made in 3ds max using drawings and photos as the source materials. We mainly use the lathe modifier to create the “body “ of the glass vessel to which additionally modelled parts - like strings made using sweep modifier or claws were added. Modelling could be difficult since it is a challenge to place the strings directly on a bend surface of the beaker.

 The hardest part was however to achieve a good effect by working with v-ray material. It is a powerful tool that offers many possibilities but the ancient glass in a very hard to model, since each vessel displays a bit different qualities. There are many levels of transparency, different colours and different scales of reflections. It is possible to spend hours on working to achieve a perfect outcome. In our case the time was however a limiting factor. We managed to produce some renderings, but to save time just the front parts of the modelled pieces were placed on reconstructions.

The recontruction was made with this drawing of a bowl with polished ovals and the Uppåkra shard, as a reference.
Drawing from Stjernquist 2004.

Reconstruction, in 3d studio max, of a bowl with polished ovals. The Uppåkra shard could have been a part of a bowl of this type.


The model of the shard attached to the reconstructed bowl.



The reconstruction of the Snartemo beaker has been made with this drawing and the Uppåkra shard, as references. Drawing from Näsman 1990

Reconstruction of a beaker of Snartemo type. These beakers can have different shapes and colours so this is one interpretation made with the shard and a drawing as reference.




Conclusion and further perspectives
There is still more reaserch needed when it comes to application of imaged based modeling to the glass reconstruction. Our results are promissing, but a more standarised method and approach must be developed. More test are needed, especially with the aquistion techniques. A bigger sample of glass pieces is needed to be processed.
Probably using a powder on pieces and scanning them by the laser scanner with the later reprojecton of color from photos might have been an easier solution. It is possible to create a model and reconstruction starting from image based modeling. We are still not sure if it can be applied to every piece, or will it only work on selected examples, displaing certain qualities, such as small transparency and high level opaquness.  It is a difficult process that probably gets much easier with experience, and more impressive results can be reached in a longer term perspective. A training in light setting and studio photography could probably influence the results, since the aquistion part is always the cruicial link in working with image based modeling.

Amanda and Franciszek

References

Näsman, U. 1990. Om fjärrhandel i sydskandinaviens yngre järnålder. Handel med glas under germansk järnålder och vikingatid. Hikuin 16, 1990, pp. 89-118.
Stjernquist, B. 2004. A glass beaker with cut decoration, found at uppåkra. Continuity for centuries. A ceremonial building and its context at Uppåkra, southern Sweden, pp. 152-66

Thursday, May 30, 2013

Archaeology and Ancient History: Digital Archaeology, Virtual Reality in Archaeology - Lund University

You can learn most of the workflows presented in this blog joining this course!
It is not required any pre-knowledge of any 3D or 2D software... and  well.. you should see the results of our students at the end of the course...



Archaeology and Ancient History: Digital Archaeology, Virtual Reality in Archaeology - Lund University



Saturday, May 11, 2013

Omnidirectionla treadmill



Some months ago, the virtual reality group at the Humanities lab went to visit a company called MSE in Älmhult. They specialize in training setups for virtual environments and they have developed an interesting product that is a sort of an omnidirectional treadmill. So the user can control moving around in a virtual world just by walking or running. There is no need for any interaction devices such as mouse, keyboard or game controller, at least not as far as moving around in the virtual worlds is concerned.
Their setup was a cylindrical projection surface around the treadmill. They also used a simple tracking device that required a small wireless transmitter attached to the user.
The obvious drawback with a device like this is of course that it can only be one user at the time, which probably means that museums won’t be that interested in it. Another drawback that became very clear once we started to try it out, was that it was really loud. MSE told us that it could be soundproofed, but there will still be considerable noise from it. 
We also tried a head mounted display that was surprisingly good. They told us that the new version of that particular head mounted display will be released in June and it will be wireless with a weight of only 350 grams. Imaging combining a head mounted display with the omnidirectional treadmill. Then you wouldn't need any other projection device and could walk around in a virtual world for quite some time.

It was a great day and we really had a lot of fun trying out their stuff. We hope to be able to collaborate with MSE a lot in the future.


Sunday, March 3, 2013

Pompeii - a 3D Revival


Pompeii - a 3D Revival is a project that aims 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 commercial, working and reception spaces in this overall domestic context. 
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 appearance.

This project is very exciting and we are planning to use the results of this research activity in several ways. Last October we finished the acquisition campaign, and in collaboration with the Visual Computing Lab , Pisa , we are now post processing the data. The results of this work will serve two different visualization platforms, one specifically designed to show the structures of the insula in high resolution through the web (the main idea is make these data available to the scientific community) , and another one to support an exhibition on the insula V 1, which will take place in Stockholm in the 2014.

During the last fall we tried to visualize part of the structures inside a CAVE system, the experiment was very successful.   As you can see from this short movie, even if the house was only partially texturized, the potentialities in such application are enormous.


I'll post new results and information soon...







Best

/nicoló





Thursday, January 31, 2013

Interesting and useful new tool


Centre for Image Analysis at Uppsala university has developed a very interesting tool that could be used for historical datasets. It is used to piece fragments of an object together and reconstruct the object. The obvius use could be for pottery or human bones, espacially sculls. The input to the system is 3d-scans of the different pieces. The software analysis the pieces and makes an rough alignment. Then with the help of a haptic device the researcher can put the pieces together and try to make them fit exactly.
This would be useful when working with very fragile objects that shouldn't be touched too much. Just 3d-scan them and then put the scans in this system and once it is there, they can be handled without risking any damage to the objects.
The Humanities lab sent them three pieces of a clay plate to test the system. Here is a video showing how the system is used.

http://www.youtube.com/watch?v=m1EcVWRiPT0

We will soon send them 15 pieces of a scull that will be very interesting to see if the system can handle as well.

/Stefan

Tuesday, January 15, 2013

Visualizations for an exhibition



The Humanities lab are involved in a really interesting project at the moment. We work together with the Historical museum in Stockholm in preparing an exhibition that will start next year. Part of it is about the battle of Visby in 1361. Visby is the largest city of Gotland, which is a big island to the east of Sweden. In 1361 it was invaded by the Danish army and in the middle of the summer there was a terrible battle just outside of Visby. The local army, consisting mainly of peasants, boys and older men, was no match for the professional and experienced Danish army and it is estimated that 50% of the male population at Gotland at the time was killed in the battle.

A skull with 11 damages from three different weapons
The exhibition will tell an exciting, but also horrible and nasty story about how people was sacrificed, died, and was buried in several mass graves outside the city wall. The skeletal remains in the graves bear witness of terrible wounds. What happened on the battlefield? How was it to be in the heat of battle, cornered between the high wall and the Danish army? The Historical museum would like to envisage some of this and we are helping out with part of the visualizations. 



A chopped off foot
First we are 3d-scanning some of the skeletal remains with clear traces of different weapons. It is three skulls, one arm, one leg and a chopped off foot. We are using a NextEngine scanner to do this job. Just to make sure, we have taken a lot of pictures as well, that could be used in PhotoScan.



The museum has hired an expert in medieval weaponry and weapon techniques and he has analyzed the wounds very carefully. Based on this analysis he could reenact the most probable movements with the most probable weapons used to inflict the different wounds. We, of course, put him in our motion capture system to record these movements so we can use them as a base for the animations that will be done to visualize what happened. 

The long axe is prepared with mocap markers
 /Stefan

Monday, December 10, 2012

4DGIS-ongoing experiments


During these days I am playing a bit with the data from Catalhoyök and Uppåkra, in both cases I am experimenting  with Image Based Modeling techniques and Arcscene 10, with the goal to have a clear idea on what the limits and potentialities.
After a long discussion with Camilla Mazzucato from Oxford University we started implementing more models and we are planning -together with a larger group of researchers- to start working on the design of a new typology of database.
So far we grouped the models in multi patch files, but I am not jet sure if this will be the best or the only solution for this project, in fact it depends a lot from the typology of visualization that we want to reach.


3D models realized during the excavation season 2012 in Catalhöyuk


Next spring's main goal,  it will be  the import of  the entire dataset of models realized during the last excavation season,  with the goal of start working  on new workflows to combine into ArcGis data of different typology (vector+3D models etc). In particular I would like for the next excavation season to explore the possibility to have a 3D distribution of findings (as points) visualized on the 3D models, let's see how far we will go..


/n