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