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Digital Preservation of Cultural Heritage through Constructive Modeling

Carl Vilbrandt (a), Alexander Pasko (b), Galina Pasko (c,a),
 Janet R. Goodwin (d), James M. Goodwin (e),
and Tosiyasu L. Kunii (c,a)

(a) University of Aizu, Computer Arts Lab, Aizu-Wakamatsu, Japan
E-mail: vilb@u-aizu.ac.jp
(b) Hosei University, Department of Digital Media, Tokyo, Japan
E-mail: {pasko,kunii}@k.hosei.ac.jp
(c) IT Institute of Kanazawa Institute of Technology, Tokyo, Japan
E-mail: gpasko@iti.kanazawa-it.ac.jp
 (d) Director of the Aizu History Project, Los Angeles (CA), USA
E-mail: jan@pollux.csustan.edu
(e) University of California Los Angeles, Department of Computer Science, Los Angeles (CA), USA
E-mail: jmg@cs.ucla.edu

Contents:
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  • Abstract
  • Introduction
  • Problems in computer modeling
  • State of computer modeling
  • Constructive Approach in Cultural Heritage  Preservation
  • Constructive Modeling of Historical Buildings
  • The Enchiji Golden Hall
  • Sazaedo
  • Digital Preservation of Crafts Heritage
  • Virturl Shikki Project
  • Implementation Issues
  • Conclusion
  • References
  • About the authors


  • .ABSTRACT

    The issues of digital preservation of shapes and internal structures of historical and cultural objects are discussed. An overview of existing approaches to computer modeling of shapes is presented and corresponding problems are considered. We propose a digital preservation paradigm quite different from the currently popular "scan and mesh" approach yielding visible surface models. Our approach is based on constructive modeling that reflects the logical structure of modeled shapes. Constructive Solid Geometry (CSG) and Function Representation (FRep) are examined and practically applied as mathematical representations, which fit the purposes of long-term digital preservation. The importance of open-source methods for digital preservation is also discussed. Examples of CSG based reconstruction of historical temples and FRep based modeling of traditional lacquer ware are given.

    KEYWORDS: constructive solid geometry, cultural heritage, digital preservation, function representation.

    INTRODUCTION

    This paper will discuss the preservation of cultural heritage objects through the use of computer techniques.  By preservation we mean not only the digital capture of existing objects and the reproduction of objects that have already been lost, but also the archiving of digital data into the foreseeable future.  This is a particularly important issue in the realm of cultural heritage, since objects may be easily demolished, as the recent destruction of the Buddha-images in Afghanistan has powerfully demonstrated.
    The preservation of cultural heritage has attracted considerable attention in computer graphics, geometric modeling, and virtual reality communities.In this paper, we demonstrate two methods of modeling cultural heritage objects.  Our first method, which we have used to model buildings from both archaeological data and on-site measurements, reveals how the actual objects were constructed, rather than yielding only the visible surface models produced by the currently popular "scan and mesh" approach. Like most current methods of modeling, however, this approach relies on hardware and on proprietary software packages that may conceivably become obsolete and unusable even before the modeled objects themselves are destroyed. Accordingly, we next propose and demonstrate a new mathematically based paradigm that avoids such pitfalls. Our paradigm is based on constructive modeling, which reflects the logical structure of the shapes reproduced. We illustrate this new method with models of traditional Japanese lacquer ware.

    Scientific and other academic study demands rigorous proof concerning the accuracy of data gathering methods, research procedures, and digital processes that are used in a given project.  These methods and procedures must be open to inspection and inquiry, and verifiable independent evaluation of the results of a given study should be performed if possible.  Moreover, information must be disseminated and archived using an open and understandable data format and a stable storage medium that provides secure storage and retrieval, at a reasonable cost, for the near and distant future.  Most digital information technology presently used in scientific and other academic studies does not meet these basic requirements.  This paper presents several views of this problem and suggests possible solutions.  The body of the paper focuses on computer modeling issues of pivotal importance to the development and establishment of secure digital archives for cultural heritage preservation.

    PROBLEMS IN COMPUTER MODELING

    The following problems occur in some current computer modeling methods:

    •  Violation of well-established norms, such as the right hand rule with Z-axis up, is in conflict with scientific and engineering procedures.
    •  Data is not accurate enough to make models which are
    consistent at every level of detail.
    •  Proprietary data formats embedded in operating systems and hardware platforms make it difficult and illegal to access the data directly, thus making it impossible to verify the application's operations independently and difficult to translate or provide interoperability or migration across platforms. This snarled and secretive situation limits the life of the data.
    •  Proprietary methods and processes make it impossible to know how a given process works, what is accomplished, and whether or  not the results are reproducible. It is self evident that  unknowable and unverifiable procedures  are unacceptable for archiving  data.
    •  Data structures resulting from mathematical procedures used in most modeling software today are not only proprietary, but also inaccurate and poorly-defined.  Therefore, the data structure  prevents  migration to future hardware and software upgrades.
    Problems with traditional methods are not limited to the five
    described above.  The first two problems concerning procedural norms and accuracy are minor and are easily remedied in comparison to the others.  Issues of proprietary and embedded procedures, mono-directional processing, loss of originating source data, loss of constructive primitives, and loss of the order of construction procedures are serious barriers to the creation of archival quality digital data.  Digital migration problems that occur when core processes are embedded in a given computer platform are being addressed by the abstraction of the core digital process to the level of a virtual machine, such as in the Java Virtual Machine (JVM).  The proprietary problems that are key to archival issues concerning data processing and storage are also understood and well defined; they are being addressed by nonprofit groups such as GNU.org and sourceforge.org.  Development of the Linux OS has also addressed these issues.

    On the other hand, geometric digital modeling procedures and the fundamental mathematical base for shape modeling, volume rendering, and the mathematical modeling of multiple dimensions embedded in 3D modeling procedures are not well known or understood in the digital archiving community.  These are core issues in the development and establishment of digital archives.  Basic geometric modeling procedures, the retention of originating
    data attached to these procedures, and the retention of the order of constructive events and the modeling and embedding of physical dynamic attributes of 3D models for the creation of synthetic processes and simulations will change the way we look at digital data.

    STATE OF COMPUTER MODELING

    Most of the digital computer modeling tools used for historical and archaeological research and visualization produce data sets based on closed and proprietary source processes and data formats that have extremely short lifetimes for reasons cited above, thus making them unsuitable for archival purposes. The de facto standard commercial CAD and animation products should be rejected by their proprietary nature alone as procedurally acceptable for scientific use.  These de facto standard commercial products are restricted to the resources of a single computer using modeling procedures based on polygonal meshes and other boundary representations (see below) that have proven inadequate and inconsistent over the last twenty years.  We are all intellectually impoverished, when commercial proprietary products and data formats are accepted and used in academic circles as de facto standard tools with little other choice.  Below, we propose some methods to remedy this problem.

    Boundary Representation and Constructive Solid Geometry

    There are several different ways to represent solids digitally. Each representation has to provide determination of point membership: given any point it must be possible to determine whether it is inside, outside, or on the surface of a solid. In this section, we describe basic representational schemes: boundary representation and Constructive Solid Geometry. Formal definitions and more details on solids and solid representations can be found in [7, 10].

    Boundary Representation.  A solid can be represented by its boundary. To define a boundary surface one can introduce points (vertices), curves (edges), and surface patches (faces), and stitch them together (Fig. 1 upper). This boundary representation (or BRep) has two parts (Fig. 1 lower): topological information of the connectivity of vertices, edges, and faces, and geometric information embedding these boundary elements in three-dimensional space. Topological information specifies incidences and adjacencies of boundary elements. Geometric information specifies coordinates of vertices or the equations of the surfaces containing the faces. The boundary of the solid is a two-dimensional manifold. Each point of the boundary has a neighborhood with one-to-one correspondence to a disk in the plane.
     
     

    Figure 1: Boundary representation of a cube is based on surface faces (triangles and/or quadrangles),  edges, and vertices.

    A polyhedral solid is bounded by a set of planar polygons such that each edge connects two vertices and is shared by exactly two faces, at least three edges meet at each vertex, and faces do not interpenetrate. A simple polygon can be deformed into a sphere. The BRep of a simple polyhedron satisfies Euler's formula:

     V – E + F = 2,

    where V is a number of vertices, E is a number of edges, and F is a number of faces. The BRep including faces with holes satisfies the generalized Euler's formula:

    V – E + F – H = 2(C – G),

    where H is a number of holes in the faces, C is a number of solid disjoint components, and G is a surface genus (for sphere G = 0, for torus G = 1).  These rules can be used to verify validity of the obtained BRep models.

    Local modifications of the boundary are performed using tweaking operations such as moving the vertex, edge, or face. Topological modifications are performed using Euler operators, which include adding and removing vertices, edges, and faces. These operators satisfy Euler's formula and thus ensure topological validity of the resulting solids.

    From the practical modeling point of view, wire frame or BRep is used for visualization of CSG or FRep defined objects.  Currently, most commercial modeling programs use BRep not only for visualization but also for mathematical definition of objects. Systems based on this approach are exceedingly complex and prone to error. The objects made in this manner may be aptly described as polygons with holes and should not be considered archival quality digital objects.  In the practice of modeling with these systems, wire frame is convenient for finding the center of arcs and circles and thus indispensable to the creation and editing of entities, and BRep is helpful during the creation and editing of entities and necessary for rendering the entities. Hybrid systems using BRep based interaction and visualization together with mathematically rigorous representation are needed for quintessential digital modeling of objects.
     

    Constructive Solid Geometry
     
     

    Figure 2: Set operations between two 2D disks: union (È), intersection (Ç), and subtraction (\). The result of each operation is shown as a hatched area.

     

    Using the modeling paradigm called Constructive Solid Geometry or CSG, one can begin by selecting simple shapes (primitives), specifying their parameters and positions in space, and then using them to construct more complex shapes by applying union, intersection, or subtraction set operations (Fig. 2). Traditional CSG primitives are the block, the cylinder, the cone, the sphere, and the torus. Linear transformations (translation and rotation) can be used together with regularized set operations. A regularized set operation includes removing lower dimensional parts of the standard set operation result such as dangling surfaces, curves or points.

    A CSG object is represented as a binary tree (or CSG tree) with operations at the internal nodes and primitives at the leaves (Fig. 3). The point membership classification algorithm defines whether a given point is inside, outside, or on the boundary of the solid. This algorithm recursively traverses the CSG tree starting from the root. In the nodes with linear transformations, the inverse of the transformation is applied to the current point coordinates. When the recursion reaches the leaves, the point is tested against the corresponding primitives.  Then, the classification results are combined in the internal nodes with set-theoretic operations.



     
     
    Figure 3:  Example of a CSG tree.  Operations: R (rotation), \ (subtraction), È (union).</