Cultural
Heritage Preservation Using
Constructive
Shape Modeling
C. Vilbrandt (a), G. Pasko (b), A. Pasko (c,b), J. R. Goodwin (d), J. M. Goodwin (e) and T. L. Kunii(c,b)
(a)University of Aizu, Computer Arts Lab, Aizu-Wakamatsu,
Japan
E-mail: vilb@u-aizu.ac.jp
(b) IT Institute of Kanazawa Institute of Technology,
Tokyo, Japan
E-mail:
gpasko@iti.kanazawa-it.ac.jp
(c)Hosei University, Department of Digital
Media, Tokyo, Japan
E-mail:{pasko-,kunii}@k.hosei.ac.jp
(d)Director of the Aizu History Project, Los Angeles (CA),
USA
E-mail: jan@pollux.csustan.edu
The issues of digital preservation of
cultural heritage are discussed. An overview of existing approaches to
computer modeling of historical objects of cultural significance is presented
and corresponding problems are considered. We propose a digital preservation
paradigm yielding more than visible surface models. Our approach is based
on constructive modeling that reflects the shapes and logical structure
of the objects that are to be digitally preserved. Constructive Solid Geometry
(CSG) and Function Representation (FRep) are examined and practically applied
as mathematical representations providing for the independent robust data
structures necessary for the digital archiving of cultural heritage objects
and sites. Examples of CSG based reconstruction of historical temples
and FRep based modeling of traditional lacquer ware are given. The
construction of FRep model of a sake pot from a cloud of points is
reviewed and shown. We discuss the critical importance of holding all of
the source code used in the digital preservation processes open to public
inspection modification and verification. We will argue that rigorous
proof of complex digital manipulations that are entrusted with the long
term digital preservation of cultural heritage is an essential key element
to the development and implementation of the digital preservation system
proposed in this paper.
Introduction
In
this paper,
This
approach could be used to parametrically augment the current "scan and
mesh" approach that typically yields only visible surface models. 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 paradigm for cultural heritage preservation
that avoids such pitfalls. This paradigm is based on constructive modeling,
which reflects the logical structure of the shapes reproduced. We illustrate
this method with models of ancient Japanese temples and traditional Japanese
lacquer ware. Let us discuss and compare
different approaches to computer-aided preservation of the shapes of culturally
valuable objects. In the general case, a shape can be considered a point
set in a multi-dimensional space. Thus, not only external boundaries, but
also internal structures of objects as well as their time and other parametric
dependencies can be subjects of digital preservation.
Measurements and drafting Measurements and modeling
This approach is especially valuable if the real object
has been lost, destroyed or damaged, and is documented only by previous
measurements and drawings. The goals are to create a 3D model of the object
that is as complete as possible, and to represent its internal structure,
design logic (showing how components are interconnected or layered), and
history of the shape construction, as well as time-dependent aspects and
other parametric dependencies.
Scanning
There exist several well-developed technologies
for automatic non-contact acquisition of 3D point coordinates on the visible
surfaces of objects. These technologies are based on lasers, structured
light, sound, and stereo imagery. Archiving of the raw data (the measured
point locations) is preferable in any case to archiving shapes inferred
from this data. Moreover, the raw data itself can be the best way of actually
representing the surface, as was shown in the Digital Michelangelo project.2
The authors’ dataset of range images obtained with laser rangefinders
provided 18:1 storage savings with no loss in information, if compared
with the equivalent polygonal mesh. A special viewer based on range images
was developed. The project authors claim that “if one only wants
to view a 3D model, and not perform geometric operations on it, then it
need not be represented polygonally.”
Scanning and meshing
Traditionally
a polygonal mesh is generated on the basis of the rough data. This can
be necessary especially if the measurement equipment does not provide point
coordinates directly. For example, in the Pietà Project3
the scanner consisted of six black-and-white cameras capturing images of
a striped pattern projected on an object. Accompanying software computed
a triangle mesh from the captured images using principles of stereo computer
vision.
Scanning and modeling
Scanning can provide a set of reference
control points for manual modeling or the full point cloud can be used
for (semi-)automatic model generation. An example of the latter case is
voxel model generation from a set of range images.4 The potential
of an automatic search of a simple model structure and parameters fitting
of an implicit surface model on the base of range data was illustrated
in the work of S. Muraki.5 In the case of unknown initial estimation
of the model structure, evolution of shapes using techniques such as genetic
algorithms can be applied, in the manner of the reported experiments with
CSG 6 and analytically defined implicit surfaces.7
Here, the overall distance from the shape surface to the scanned points
can serve as an optimization criterion. In this work, we use measurements
and constructive modeling of parameterized shapes oriented towards automatic
optimization of shape parameters and further genetic evolution of shape
structures.
2.2 Problems of cultural
heritage preservation
Most current methods of modeling,
including the first approach demonstrated in this paper, rely on proprietary
software packages using data formats embedded in operating systems and
hardware platforms. Since it is difficult, and in many cases illegal, to
access the data directly, it is impossible to verify the application's
operations independently and difficult to translate or provide interoperability
or migration across platforms. Thus, proprietary software violates basic
scientific requirements for rigorous proof of the accuracy of data gathering
methods, research procedures, and digital processes. These methods
and procedures must be open to inspection and inquiry in order to assure
that cultural artifacts have been accurately modeled, and it should be
possible to perform independent verifiable evaluation of the results of
a given study. 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 in use fails to meet these basic
requirements. Proprietary methods and processes make it impossible to know
how a given process works, what it accomplishes, and whether or not the
results are reproducible. This snarled and secretive situation limits the
life of the data, often to a period shorter than the life of the artifact
itself. It should be self-evident that concealed and unverifiable procedures
are unacceptable for archiving data. Academic exchange and research are
diminished, when commercial proprietary products and data formats are accepted
and used in academic circles as de facto standard tools with little
other choice.
Computer
models of cultural heritage sites and artifacts are made with the specific
purpose of preserving these objects for future generations. Thus it makes
little sense to create models using software and data formats that may
become obsolete, unusable, or unavailable. Accordingly, a crucial feature
of our second approach discussed in this paper is its development and utilization
of open-source software. This approach should contribute to the production
of secure and long-lasting digital archives for cultural heritage preservation.
Problems with current shape modeling systems are not limited to
the issues of proprietary data formats, methods, and processes. In addition:
Data
is not accurate enough to make models that are consistent at every level
of detail. On the other hand, geometric
modeling procedures and the fundamental mathematical base for 3D shape
modeling, volume rendering, and multidimensional modeling are not well
known or understood in the digital archiving community. These are core
issues in the development of digital archives. Basic geometric modeling
procedures, the retention of originating data attached to these procedures,
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.
3.
Shape Representations
3.1
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 elsewhere.8,9
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 on 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.
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 (?),
intersection (?),
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),
?
(union).
From
the practical modeling point of view, CSG inherently provides a constructive
history, which allows interactive editing of sub-elements. If a complex
object is created with CSG, its constructive primitives
and the order in which they were processed can be accessed; CSG modeling
can be called bi-directional. Furthermore, CSG allows for surface calculations
of area and mass calculations of weight, volume, and centricity. The disadvantage
of CSG is its limitation in geometrical representation; it is not suitable
for producing organic shapes. Thus, though it performs well in its representation
of most architecture, it would not do for sculpture.
IGES
(Initial Graphics Exchange Standard) is the U. S. national standard for
exchange of data between dissimilar CAD systems. Over the last twenty years,
IGES has failed to include in its standards support for the translation
and exchange of CSG 3D data, whose primitives and procedures are well defined
and understood. On the other hand, STEP protocol (International Standard
for the Exchange of Product Model Data, ISO 10303 standard) supports CSG,
but this part of the protocol is quite rarely used nowadays. A suitable
protocol should, at least, support CSG.
3.2
Function representation and the HyperFun modeling language
The
basic mathematical representation in digital preservation should serve
several purposes. It should reflect the logic of
the object's construction, support modeling of parametric families
of shapes, support specific and extensible modeling operations, generate
polygonal and other surface models, as well as voxelization, for visualization,
animation and virtual objects presentation on the Web, and serve for direct
control of rapid prototyping machines with the precision needed to reproduce
the modeled objects. We propose to use so-called function representation
(FRep) as our basic mathematical model.10 FRep is a generalization
of traditional implicit surfaces 11 and CSG. It represents an
object by a continuous function of three variables as F(x,y,z) ?
0. A point belongs to the
object if the function is positive at the point. The function is zero on
the entire surface (called usually an implicit surface) of the object
and is negative at any point outside the object.The
function can be easily parameterized to support modeling of a parametric
family.
In
FRep, an object is represented by a tree structure (similar to one used
in CSG, see Fig. 3) reflecting the logical structure of the object construction,
where leaves are arbitrary "black box" primitives and nodes are arbitrary
operations. Function evaluation procedures traverse the tree and evaluate
the function value in any given point. Algebraic surfaces, skeleton-based
implicit surfaces, convolution surfaces, procedural objects (such as solid
noise), swept objects, and volumetric (voxel) objects can be used as primitives
(leaves of the construction tree).
Many
modeling operations are closed on the representation, i.e., generate as
a result another continuous function defining the transformed object. These
modeling operations include set-theoretic operations, blending, offsetting,
non-linear deformations, metamorphosis,
and projection. A new operation can be included in the modeling system
without changing its integrity by providing a corresponding function evaluation
or space mapping procedure.
In
FRep, there is no difference in processing soft objects, CSG solids, or
volumetric objects. This allowed researchers to solve such long standing
problems as metamorphosis between objects of different topology, sweeping
by a moving solid, controlled blending for all types of set-theoretic operations,
collision detection and hypertexturing for arbitrary solids, and direct
modeling of space-time and multidimensional objects.
The
HyperFun language 12,13 was introduced for teaching and practical
use of FRep modeling. It is a minimalist programming language supporting
all notions of FRep. The following tools are available for processing HyperFun
models: a polygonizer that generates a polygonal mesh on the surface of
the object and exports it in the VRML format; and a plug-in for the POV-Ray
ray-tracer that helps to generate high-quality photorealistic images. Application
software deals with HyperFun models through an interpreter, which evaluates
the defining function at any given point.
FRep
also naturally supports 4D (space-time) and multidimensional modeling using
functions of several variables. We are investigating approaches
and tools for further utilization of multidimensional models. The main
idea is to provide a mapping of such objects to a multimedia space with
such coordinates as 2D/3D world space coordinates, time, color, textures
and other photometric coordinates, and sounds. Deeper connections between
multimedia space and geometric multidimensional spaces should be investigated
in the context of computer animation, computer art, and cultural heritage
preservation applications.
HyperFun
was also designed to serve as a lightweight protocol for exchanging FRep
models among people, software systems, and networked computers. The average
size of HyperFun files is 5K. This allows for efficient implementation
of a client-server modeling system in which a client can run simple interface
tasks and generate HyperFun protocols to be sent to the server. The server
site can be a powerful parallel computer or a computer cluster that performs
time-consuming tasks such as ray-tracing, polygonization, or voxelization.
It is quite easy to learn
and use HyperFun on the beginner's level. It does not require deep mathematical
knowledge. High-school level geometry and common sense in constructing
and using building blocks are enough to start modeling. The authors have
had the experience of teaching HyperFun to first year university, high
school and even junior high school students.
The
open and simple textual format of HyperFun, its clearly defined mathematical
basis, its support of constructive, parameterized and multidimensional
models, its support by free modeling and visualization software, and its
ease of use make it a good candidate as a tool for the digital preservation
of cultural heritage objects.
4.
Constructive Modeling in Cultural Heritage Preservation
4.1 Constructive
modeling approach
We
propose the use of FRep and CSG as its subclass as the basis of constructive
shape modeling procedures in cultural heritage preservation. The ultimate
goal of this work is to create a synthetic CAD modeling system based on
constructive modeling principles and to apply it to cultural heritage preservation
purposes. The system could have a hybrid character including CSG and FRep
as primary representations and BRep and voxels as auxiliary ones. The multidimensional
modeling system would allow not only for the three-dimensional coordinates,
but for additional variables such as time, and other physical properties
of an object. The proposed system would have a FRep construction tree and
be capable of accurately modeling not only the shape or volume of a given
object and its physical attributes, but also the dynamic relationships
between objects and object processes.
Recently
FRep has been applied to represent not only point set geometry, but also
material distribution and other properties of arbitrary nature (optical,
physical, statistical, etc.).14 The proposed synthetic CAD system
defining a volume and describing mixed materials within that volume will
allow for the support of 3D printing processes, which require a great deal
of volumetric data that polygonal mesh systems cannot provide.
The
synthetic CAD modeling system that uses HyperFun will be a completely free
and open source software package, just as is HyperFun itself. The proposed
system will meet the basic tenets of the rigorous proof of operations required
by scientific study. The proposed system's data will be abstracted
and the constructive processes and procedures will be embedded within the
digital data structure. These constructive processes will be bi-directional
and verifiable and uniquely based on material-based procedural textures.
Using this approach, the logic of hidden structural elements and the uniqueness
of a historical object can be captured. The data resulting from the proposed
system will have a lifetime suitable for long term archiving.
The
proposed CSG and FRep based system is computationally intensive and will
need to use clusters of networked computers. By comparison, present-day
systems based on polygonal meshed data structures would be viewed much
the same as paper data of the past. The proposed system for archiving applications
steps beyond the indexing of simple and fragile paper based data structures
of the past toward complex robust and active data structures of the future.
In
the following, we illustrate our experience with application of CSG and
FRep to practical problems of cultural heritage preservation.
4.2
Constructive modeling of historical buildings
Considering
the experience of data loss, the authors specified CSG as the most likely
data format for modeling historical architecture with any possibility of
archival quality for the Aizu History Project.15 All parts of
the two historical buildings, the Golden Hall at Enchiji and Sazaedô,
featured in this paper were created whenever possible with only CSG based
entities. However, because CSG is limited in its range of shape representation
and the overall size of the models was extremely large, the thatch roof
of the Golden Hall and the double helix ramp inside Sazaedô had to
be represented unsatisfactorily by a polygonal mesh.
In
using CSG, computational requirements dictated that sections of the model
be developed in many separate files on four different PC based systems.
There were significant problems in data creation and manipulation of sections
of the buildings across separate files on different computers as the coordination
was all manually done. When combining the files into one file, it is needless
to say that this data overwhelmed even the fastest single system on several
different platforms. Even now, the entire model of Sazaedô cannot
be handled easily at one time in present day animation and rendering systems.
The efforts the authors experienced using CSG in commercial products on
single computer systems with the hope of creating digital archival data
seems wasted. It is doubtful that even this CSG constructed data will live
through the next several decades because of the proprietary nature of the
commercial software and the unknown quality of the CSG database. It may
take as much or more effort to extract the CSG data structure embedded
in these proprietary programs as it would to reconstruct the buildings
from original data.
The
benefits of using three-dimensional graphics techniques in constructing
models are obvious. First of all, models can be manipulated to provide
multiple viewpoints. Rotating a model can provide a better understanding
of the physical relationships of the components of the actual structure,
as well as the construction techniques involved. Moreover, three-dimensional
models can replicate the actual construction of the building itself, including
features normally hidden to the eye, such as interior bracketing, and the
model can be deconstructed to reveal such hidden features. Our work on
two Buddhist temple buildings in the Aizu region of Japan illustrates these
benefits.
Golden
Hall at Enichiji
The
first structure that we modeled using the CSG system was the Golden Hall
at Enichiji, a temple located at the foot of Mt. Bandai. Although Enichiji
was the religious center of the region throughout much of the Heian period
(794-1185), no buildings or images from that period are extant today. In
order to produce a model of the Heian Golden Hall, the structure that housed
the temple's most important Buddha-images, the authors relied on data introduced
in archaeological site reports.16
Figure
4: Structural
view
The
construction of the Golden Hall model was a difficult task. At present
the only solid information is the existence of seven foundation stones
for pillars, demarking the north and part of the east walls. A base of
piled stones also stretches along the north and east walls, and remains
of a retaining wall abut the (surmised) southwest corner. This information
has led archaeologists at the site to conclude that the building measured
five bays from east to west and four or five from north to south. We have
constructed the Golden Hall model as a five by four building (Figs. 4 and
5).
Figure
5: Normal
view
In
addition to archaeological data, the model was based on standard temple-building
practices of the eighth and ninth centuries.17 We also took
into consideration the snowy climate of the Aizu region, which dictated
a steeper roof slope than is common in other areas of Japan. In addition,
we consulted Yamagishi Seiji, a master miya daiku (shrine carpenter)
and the scion of an 800-year carpentry tradition in this region.
Sazaedô
Pagoda
Recently
declared a National Important Cultural Property, Sazaedô, a pagoda
built in 1796 in Aizu-Wakamatsu, is noted for its unique architectural
feature, a double-helical interior walkway that takes visitors from the
front entrance to the top of the structure, then over and down to the back
entrance. The double helical walkway is part of an interior tower (Figs.
6a, b and c). (For more details on the Sazaedô construction, including
black and white reproductions of these figures and some others, see Vilbrandt,
Goodwin, and Goodwin, 1999.18 The drawings in Figs. 6c, 7c,
8c and 9a were adapted from engineering blueprints done in 1965 by Kobayashi
Bunji.)
The 3D CAD model
can be used to display such components separately, so that the construction
may be seen and understood. Even an actual visit to the site does not enable
such views.
The interior tower
is housed in an exterior tower, with a separate support structure (Figs.
7a, b and c).
The
tower exterior shows helical overhangs protecting the windows from direct
sunlight (Figs. 8a, b and c).
Fig.
9a is an engineering drawing of the roof shown from below. By using measurements
from this drawing, and supplementing them with measurements taken on site,
a 3D CAD model was constructed, and is displayed in the wire frame view
(Fig. 9b) and the rendered views (Figs. 9c and 9d).
The entrance and its
canopy are structures which can be better understood from the model (Figs.
10b, 10c, and 10d) than from a photograph (Fig. 10a) or even from a visit
to the actual site, since they are complex objects and access and sightlines
are restricted.
It is possible to
select only one section from the single CAD model of the entire structure,
and display it from multiple viewpoints and with various levels of detail
(Figs. 11a, b and c).
Because of the constructive
approach, any part may be rendered without displaying the other components,
as shown in (Fig. 11d), and an external shell may be fully rendered (Fig.
11e).
The
models illustrated above are virtual constructions using virtual lumber
cut, positioned and joined according to the specifications of the miya
daiku. This empirically shows the value of digital preservation of
cultural heritage using constructive modeling. The 3D model has recently
been used to produce high quality renderings of the interior of Sazaedô,
as would be seen by a person walking through the structure,19
and to produce QuickTime and AVI movies of the journey through the temple.
We plan to enhance the current model by including 3D reproductions of the
images formerly enshrined in the building. We also intend to develop VR
facilities to allow the examination of these images independently, and
to allow the viewing of parts of the structure that cannot be accessed
in the actual building.
4.3
Constructive modeling of Japanese lacquer ware
Digital preservation of crafts heritage
As
subjects of computer-based preservation efforts, traditional crafts such
as pottery, embroidery or lacquer ware require special treatment. First
of all, any craft is a living tradition, not a fixed set of inherited items.
At the center of the tradition are masters with knowledge of essential
craft technology, which is often not presented in written form. While computers
may be used to preserve this technology or even to enhance it, computer-based
technology is sometimes considered not to support, but rather to rival
traditional crafts, giving rise to psychological and economic conflicts.
However, the decreasing number of masters, fading technologies, and economic
difficulties for crafts and their practitioners validate the necessity
of computer-based preservation. The production of traditional Japanese
lacquer ware or shikki suffers from the problems mentioned above,
as well as from additional economic pressure due to cheap production of
plastic look-alikes. In this section, we demonstrate how computers can
help to preserve traditional crafts such as shikki manufacture,
using a practical example of FRep modeling, conversion to polygonal BRep,
and Web presentation of shikki items.
Virtual
Shikki
The
“Virtual Shikki” project includes the following
research and development activities:
Some
additional specific operations--for example,bounded
blending--were required for adequate modeling of shikki shapes.
A blending operation generates a smooth transition between two given surfaces.
Blending operations for FRep were formulated by Pasko et al.10
for all set operations (union, intersection, difference) between two solids.
However, this formulation of blending suffers from the resulting surfaces
being offset (expanded or contracted) everywhere in the space. This is
not acceptable in modeling lacquer ware shapes, because blending should
not affect original surfaces outside the specified area of influence. To
satisfy this requirement, we proposed and implemented bounded blending
operations,20 illustrated in Fig. 12. A sake pot is shown in
Fig. 12a with the circle showing the region of bounded blending. Fig. 12b
shows the union of the initial pot spout and the ellipsoidal shape (the
left bottom part of the pot body) which are to be blended. The cylindrical
bounding solid is shown in Fig. 12c. The blended shape resulting from the
bounded blending operation should completely reside inside this solid.
The resulting blend satisfying this requirement is shown in Fig. 12d.
The implementation
of the three first stages of the project, namely modeling shapes, digitizing
textures, and presentation of virtual objects, includes the following:
We
found that VRML files are too memory expensive, especially in the case
of complex shapes and sets. Other and more compact Web3D formats should
be considered in the future. A more radical solution would be to transfer
small HyperFun models to the user’s computer and provide
a browser able to unfold a polygonal or other
representation suitable for interactive visualization.
Modeling specific shapes required a large amount
of routine labor in measuring control points and fitting model parameters.
Semi-automatic methods should be introduced based on 3D scanning of real
objects for acquisition of control points and non-linear optimization for
automatic fitting of parameters.
5. Conclusion While
the approach proposed here seems labor-intensive, it has several distinct
advantages over methods based on automatic surface scanning and almost-automatic
polygonal mesh generation. The purpose of a particular project should determine
which method to use. If only a visualization animation from a distant viewpoint
is needed, then polygonal mesh or other BRep models can be satisfactory.
However, even a virtual walkthrough allowing close inspection of the object
requires more accurate and detailed modeling. Constructive modeling helps
to reveal knowledge about a shape's logical macrostructure. The representation
of three-dimensional surface microstructure (bumps, cracks, roughness)
is also out of the range of BRep abilities, but it is possible to model
it using FRep.
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2001.
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.
2. Digital
Preservation of Cultural Heritage
De facto standard industrial
modeling tools are usually based on the so-called boundary representation
(BRep) of 3D objects. In particular, BRep can be based on a polygonal mesh
approximation of the object surface. This modeling scheme is only partly
appropriate for achieving the modeling goals described above. BRep data
structures do not reflect the object's internal structures (e.g., material
distribution) or design logic. Parameterization of BRep models is quite
limited. Only simple time-dependent parameterization of BRep is allowed,
which does not change the object topology. A constructive modeling
approach can be an alternative. It is based on the construction of complex
objects using simple primitive elements and combining and transformation
operations. This approach is supported by the Constructive Solid Geometry
(CSG) and the Function Representation (FRep) methods discussed in the following
sections.
In the following section, we describe two
major shape representations and discuss them from the practical modeling
point of view. Then, the function representation is discussed as a new
promising direction.
the
location of the interior tower .
Figure
10a: Entrance
canopy photograph
Figure
10b: Entrance
canopy – wire frame
CAD
model
Figure
10c: Entrance canopy rendered
Figure
10d: Entrance canopy – alternate view
Figure
11a: Wire
frame of the base
Figure
11b: Colorized CAD model of the base
Figure
11c: Base – details of the supports
When
making actual shikki, parts of an item are produced manually using
thin pieces of wood, which are then assembled, painted in different colors,
and covered by natural lacquer or urushi. There is a great variety
of shikki items: boxes, small drawers, stands, cups, bowls, sake
pots, chopsticks, notebooks, and even ball pens and pencils. These items
are quite different from one another in their topology, geometry, and texture.
Implementation Issues
The
process of modeling shikki shapes included the selection of representative
items, the measurement of the coordinates of control points, the introduction
of the basic logical structure of the model (primitives and operations),
the description of the parameterized constructive model using the HyperFun
language (see above), visualization using ray-tracing and polygonization,
comparison of the obtained shape and control points with those of the original,
modification of the construction, and selection of parameters of the model.
The
average size of a VRML file is 100-500 Kb. However, the size of the sake
set file (Fig. 14) is 4.5 Mb (uncompressed ASCII version). On the other
hand, no HyperFun models for any lacquer ware item exceeded 5 Kb. Thus
we can conclude that HyperFun provides a high level of compression and
should be considered as a lightweight network protocol in the future.
References
G.
Pasko, A. Pasko, M. Ikeda, T. Kunii, Bounded blending operations, Shape
Modeling International 2002, Banff (Canada, May 17-22), IEEE Computer Society,
pp. 95-103.Virtual Shikki, URL:
a b c d
Figure
12: Bounded
blending operation: a) sake pot with the region of blending circled; b)
initial pot shape without blending; c) pot and cylindrical bounding solid;
d) resulting pot shape with bounded blending.
Figure 13: Snapshots of the “Virtual Shikki” Web site with images hyperlinked to the HyperFun and VRML models of corresponding lacquer ware items.
Figure 14: VRML model of the sake set examined using the CosmoPlayer software.