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We present a simple technique to improve the perception of shape of an object. Bump mapping is well-known in the computer graphics community for providing the impression of small-scale geometrical features (which actually are not there).... more
We present a simple technique to improve the perception of shape of an object. Bump mapping is well-known in the computer graphics community for providing the impression of small-scale geometrical features (which actually are not there). Here, we propose a similar approach (variation of normals) for the purpose of enhancing perception of the given geometry. Our approach is based on a simple modification of the surface normals in order to enhance the geometric features of the object during the rendering. The enhanced normals produced by this approach can be used in any rendering technique. The technique presented is particularly well suited to improve the rendering of mechanical parts where common cheap shading techniques can often generate shading ambiguities.
Multi-view stereo reconstruction methods can provide impressive results in a number of applications. Nevertheless, when trying to apply the state-of-the-art methods in the case of a more structured 3D acquisition, the lack of feedback on... more
Multi-view stereo reconstruction methods can provide impressive results in a number of applications. Nevertheless, when trying to apply the state-of-the-art methods in the case of a more structured 3D acquisition, the lack of feedback on the quality of the reconstruction during the photo shooting can be problematic. In this poster we present a framework for the assisted reconstruction from images of real objects. In particular, the framework is able to separate the object of interest from the background and suggests missing points of view to the user, without any previous knowledge of the shape of the scene and the acquisition path. This is obtained by analyzing the sparse reconstruction and the connection between the reconstructed points and the input images. The framework has been tested on a variety of practical cases, and it has proved to be effective not only to obtain more complete reconstructions, but also to reduce the number of images needed and the processing time for dens...
These tutorial notes provide an introduction, review, and discussion of the state-of-the-art on simplification methods, Level Of Detail, and multiresolution models for surface meshes, and of their applications. The problem of... more
These tutorial notes provide an introduction, review, and discussion of the state-of-the-art on simplification methods, Level Of Detail, and multiresolution models for surface meshes, and of their applications. The problem of approximating a surface with a triangular mesh is formally introduced, and major simplification techniques are classified, reviewed, and compared. A general framework is introduced next, which encompasses all multiresolution surface models based on decomposition, and major multiresolution meshes are classified, reviewed, and compared in the context of such a framework. Applications of simplification methods, LOD, and multiresolution to computer graphics, virtual reality, geographical information systems, flight simulation, and volume visualization are also reviewed.
Research Interests:
In this paper, we present an interactive system for visualization of three-dimensional scalar fields. The system has been designed in order to overcome some of the problems posed by very large volume data sets. The adopted solution... more
In this paper, we present an interactive system for visualization of three-dimensional scalar fields. The system has been designed in order to overcome some of the problems posed by very large volume data sets. The adopted solution exploits an efficient multiresolution data structure based on a tetrahedral domain decomposition. The mesh to be rendered can be selectively refined over areas that the user considers more critical, on the basis of either field values or domain locations. The system supports different rendering ...
In this paper, we present TAn2 (Tetrahedra Analyzer), an interactive system for visualization of three-dimensional scalar fields. The system has been designed in order to overcome some of the problems posed by very large volumetric data... more
In this paper, we present TAn2 (Tetrahedra Analyzer), an interactive system for visualization of three-dimensional scalar fields. The system has been designed in order to overcome some of the problems posed by very large volumetric data sets, because of limitations in memory and in the performance of rendering algorithms and devices. The adopted solution exploits a multiresolution representation based on a tetrahedral domain decomposition. We have developed a new compact data structure for efficiently encoding ...
The paper deals with Delaunay triangulations in Ed space; this classic computational geometry problem is studied here from the point of view of the e ciency and easy parallelization of the algorithms. The application eld is processing and... more
The paper deals with Delaunay triangulations in Ed space; this classic computational geometry problem is studied here from the point of view of the e ciency and easy parallelization of the algorithms. The application eld is processing and visualization of large scattered datasets. In this eld, real time processing of time-varying phenomena is a typical requirement. An extension in Ed of an incremental construction algorithm and two simple and e ective speedup techniques are rst proposed. An evolution of the previous ...
Valuable 3D graphical models, such as high-resolution digital scans of cultural heritage objects, may require protection to prevent piracy or misuse, while still allowing for interactive display and manipulation by a widespread audience.... more
Valuable 3D graphical models, such as high-resolution digital scans of cultural heritage objects, may require protection to prevent piracy or misuse, while still allowing for interactive display and manipulation by a widespread audience. We have investigated techniques for protecting 3D graphics content, and we have developed a remote rendering system suitable for sharing archives of 3D models while protecting the 3D geometry from unauthorized extraction. The system consists of a 3D viewer client that includes low-resolution versions of the 3D models, and a rendering server that renders and returns images of high-resolution models according to client requests. The server implements a number of defenses to guard against 3D reconstruction attacks, such as monitoring and limiting request streams, and slightly perturbing and distorting the rendered images. We consider several possible types of reconstruction attacks on such a rendering server, and we examine how these attacks can be def...

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by Marco Callieri, Paolo Pingi, Marco Potenziani, Matteo Dellepiane, Gaia Pavoni, Aurelia Lureau et Roberto Scopigno (Visual-Computing Lab ISTI CNR Pisa et Université Paris1 Panthéon-Sorbonne CNRS UMR 8215 Trajectoires) received one of... more
by Marco Callieri, Paolo Pingi, Marco Potenziani, Matteo Dellepiane, Gaia Pavoni, Aurelia Lureau et Roberto Scopigno (Visual-Computing Lab ISTI CNR Pisa et Université Paris1 Panthéon-Sorbonne CNRS UMR 8215 Trajectoires)

received one of the award for "Best Paper" at the international congress Digital Heritage 2015 in Granada, Spain.
In this paper, we report a multidisciplinary approach for the analytic study and the reconstruction of the ancient colour used for Roman sarcophagi. For this purpose, we adopted the three-dimensional (3D) digital technology and found it... more
In this paper, we report a multidisciplinary approach for the analytic study and the reconstruction of the ancient colour used for Roman sarcophagi. For this purpose, we adopted the three-dimensional (3D) digital technology and found it to be a valuable tool for the identification, documentation and reconstruction of the ancient colour. This technology proved to be an excellent link between archaeological knowledge and scientific analyses. Therefore, 3D digital technologies would effectively facilitate the exchange of information and collaboration between experts in various disciplines. This is extremely important in order to obtain demonstrable results in a new area of study, such as polychrome Roman sarcophagi (and the ancient polychromy and gilding on the marble). In this study, the digital 3D model of Ulpia Domnina's sarcophagus (National Roman Museum in Rome, inv. no. 125891) has been used to identify both the pigments and the techniques of application used, and to explore the potential of emerging technologies in the reconstruction and visualization of the ancient colour. The aim of this work is to show the results of a practical application of 3D digital technology as a linking bridge between archaeological and scientific data, in order to provide a better knowledge of the original polychromy via the production of virtual reconstructions. This use of computer-based technologies with consolidated scientific analyses could succeed in obtaining a common work platform for a better knowledge of ancient colour (and gilding), and the dissemination of the results.
Research Interests:
Digital reconstruction of ancient polychromy is a relatively recent phenomenon in the history of archaeological and architectural heritage documentation. It has emerged as a result of new interest in the experimental archaeology and the... more
Digital reconstruction of ancient polychromy is a relatively recent phenomenon in the history of archaeological and architectural heritage documentation. It has emerged as a result of new interest in the experimental archaeology and the technological development of computer graphic tools. Therefore, this article presents a project aimed at the scientific reconstruction of the original polychromy and the realistic rendering of an ancient sarcophagus, obtained with the use of some open source tools. In particular, starting from the accurate study of a polychrome Roman sarcophagus (National Roman Museum in Rome, inv. no. 125891), we show how the MeshLab tool was used to support the polychrome reconstruction stage and how Blender (or, rather, a combination of MeshLab and Blender) was used to achieve a more sophisticated visual presentation of the current and reconstruction ancient colour. A central role has been given to the rendering of different and overlapped layers of paint.

ACM Reference Format: Eliana Siotto, Marco Callieri, Matteo Dellepiane, and Roberto Scopigno. 2015. Ancient polychromy: Study and virtual reconstruction using open source tools.
This volume brings together all the successful peer-reviewed papers that have been submitted for the proceedings of the 43rd conference on Computer Applications and Quantitative Methods in Archaeology that took place in Siena (Italy) from... more
This volume brings together all the successful peer-reviewed
papers that have been submitted for the proceedings of the
43rd conference on Computer Applications and Quantitative
Methods in Archaeology that took place in Siena (Italy) from
March 31st to April 2nd 2015.
The number of people who signed on for CAA 2015 really took
us by surprise: 550 delegates registered for the conference,
from many more places than we would ever have anticipated.
Altogether, within the four days of the conference 280 papers
were presented in 48 sections divided into ten macro topics,
113 posters, 7 roundtables and 12 workshops.
That number, in itself, has prompted a thought or two. Above
all it says to us that CAA is very much alive and kicking,
that it is in robust good health, and that it remains a wholly
relevant force in the scientific community, fully engaged with
the questions of the day, and a continuing focal point for the
profession. All of that speaks well for the motto of CAA 2015:
KEEP THE REVOLUTION GOING
Although the significance of our motto is obvious, we think
it is worth some thoughts. Few would deny that in the past 30
years or so, digital technologies have profoundly revolutionised
archaeology – in the office and laboratory, in the field and
in the classroom. The progressive introduction of digital
techniques in the archaeological process has of course led to
a general increase in efficiency. But perhaps more importantly
it has provided a spur to the discussion of methodology and
through that has strongly influenced not only the way we go
about things but also the outcomes that we have been able to
achieve.
The pioneering phase in the application of digital techniques
in archaeological research has clearly been fruitful and
today computer applications such as GIS, databases, remote
sensing and spatial analysis as well as virtual and cyber
archaeology are deeply embedded within our universities.
This is all good, of course, but we must not assume that the
task has been completed. An intrinsic revolutionary instinct
towards technological development has been awakened.
But it will only survive by virtue of the results that it brings
about. Or using the words of our Chairman Prof Gary Lock:
‘Computers not only change the way we do things, but more
importantly they change the way we think about what we
do and why we do it’. The general thrust of this statement
can be summed up and reinforced by recalling a quote from
the philosopher Don Ihde, who has argued we should never
forget that all technologies should be regarded as ‘cultural
instruments’, which as well as strategies and methodologies
implemented in our researches are also ‘non-neutral’.
So KEEP THE REVOLUTION GOING is a motto that lays
stress on the need to maintain innovation in archaeology
through technological advances. But innovation must have
at its root the fostering of critical thought and the framing of
new archaeological questions. So there is much work still to be
done, and fresh challenges to be faced in the months, years and
decades ahead.
One final thought. The date of this conference, and most of all
the opening ceremony, has not come about by chance. The 30th
of March, for the University of Siena and in particular for the
human sciences and archaeology, represents a sad but enduring
anniversary. Eight years ago on this day we lost a key figure
in the Italian archaeological community of the last 50 years;
a man who had an extraordinary influence on many aspects
of medieval and archaeological studies. Not least we call to
mind his role in the promotion and development of digital
archaeology. Our thoughts and memories go therefore to our
friend and mentor Professor Riccardo Francovich. He always
inspired us to seek new horizons and without him we doubt that
this conference would have found its way to Siena.
Research Interests:
Online publishing of almost every type of 3D data has become a quasi-standard routine. Nevertheless, the integration in a web page of a single 3D model, or of a predefined restricted set of models, raises different issues compared to an... more
Online publishing of almost every type of 3D data has become a quasi-standard routine. Nevertheless, the integration in a web page of a single 3D model, or of a predefined restricted set of models, raises different issues compared to an efficient and effective integration of thousands of them in an online repository. In this case it is mandatory to have an automatized pipeline to prepare and homogenize the dataset. The pipeline should be able to automatically wrap 3D data in all conditions, and display every single model with the best scene setup without any (or with a minimal) interaction by the database maintainers. This paper, retracing the steps of a recent real application case, aims at showing all the faced issues (and the adopted solutions) to publish a large and heterogeneous three-dimensional dataset in a web specialized repository. We want to introduce a valid and reusable strategy, starting from the description of the pipeline adopted for data pre-processing and moving to the choices made in the 3D viewer implementation. The paper concludes with a discussion on the actual state of the integration of 3D data with the other multimedia informative layers.
Research Interests:
Three-dimensional content is becoming an important component of the World Wide Web environment. From the advent of WebGL to the present, a wide number of solutions have been developed (including libraries, middleware, and applications),... more
Three-dimensional content is becoming an important component of the World Wide Web environment. From the advent of WebGL to the present, a wide number of solutions have been developed (including libraries, middleware, and applications), encouraging the establishment of 3D data as online media of practical use. The fast development of 3D technologies and related web-based resources makes it difficult to identify and properly understand the current trends and open issues. Starting from these premises, this survey analyzes the state of the art of 3D web publishing, reviews the possibilities provided by the major current approaches, proposes a categorization of the features supported by existing solutions, and cross-maps these with the requirements of a few main application domains. The results of this analysis should help in defining the technical characteristics needed to build efficient and effective 3D data presentation, taking into account the application contexts.
3DHOP è una soluzione tecnologica innovativa per la presentazione di contenuti 3D ad alta risoluzione sul Web. Il design di questo strumento è stata focalizzato verso il campo dei Beni Culturali , anche se la sua versatilità lo rende uno... more
3DHOP è una soluzione tecnologica innovativa per la presentazione di contenuti 3D ad alta risoluzione sul Web. Il design di questo strumento è stata focalizzato verso il campo dei Beni Culturali , anche se la sua versatilità lo rende uno strumento di uso generale. 3dhop una piattaforMa fleSSiBile per la puBBliCazione e viSualizzazione Su WeB dei riSultati di diGitalizzazioni 3d G razie ai recenti progressi tecnologici l'integrazione di contenuti 3D su Web sta diventando sempre più accessibile. Infatti, la possibilità di visualizzare modelli 3D online seguendo uno specifico standard ha fatto in modo che l'uso di tali contenuti avvenga oggi in maniera totalmente trasparente all'utente finale , che non è più obbligato ad installare e utilizzare specifici plugin. Tutto ciò ha portato enorme beneficio dell'adozione diffusa della piattaforma Web per la disseminazione e fruizione di contenuti tridimensionali. La necessità di pubblicare e condividere contenuti 3D su Web caratterizza anche il settore dei Beni Culturali. Ac-canto agli usi più comuni di tipo tecnico dei modelli 3D (documentazione e catalogazione, supporto al restauro, studio dell'opera), tali modelli stanno diventando preziosi nel campo dei Cultural Heritage (CH) anche per il sup-porto di applicazioni di divulgazione, didattica e presentazione al pubblico. Per questi scopi è innegabile che la qualità dei modelli 3D utilizzati sia un criterio importante per la corretta valu-tazione dell'utilità e dell'impatto dei risultati delle azioni di digitalizzazione. La possibilità di condividere rappre-sentazioni ad alta risoluzione, possibilmente identiche al modello master creato in digitalizzazione, diviene in tal modo un requisito molto importante in fase di fruizione. Azioni di semplificazione dei dati sono possibili (abbiamo ampia letteratura su questo tema e le tecnologie necessarie sono disponibili su tutte le più comuni piattaforme di elaborazione dei dati 3D), ma in genere queste ultime riducono la qualità descrittiva e documentale dei modelli.
Digital technologies are now mature for producing high quality digital replicas of Cultural Heritage (CH) assets. The research results produced in the last decade ignited an impressive evolution and consolidation of the technologies for... more
Digital technologies are now mature for producing high quality digital replicas of Cultural Heritage (CH) assets. The research results produced in the last decade ignited an impressive evolution and consolidation of the technologies for acquiring high-quality digital three-dimensional (3D) models, encompassing both geometry and color. What remains still an open problem is how to deliver those data and related knowledge to our society. The web is nowadays the main channel for the dissemination of knowledge. Emerging commercial solutions for web-publishing of 3D data are consolidating and becoming a de-facto standard for many applications (e-commerce, industrial products, education, etc.). In this framework, CH is a very specific domain, requiring highly flexible solutions. Some recent experiences are presented, aimed at providing a support to the archival of archaeological 3D data, supporting web-based publishing of very high-resolution digitization results and finally enabling the documentation of complex restoration actions. All those examples have been recently implemented on the open-source 3D Heritage Online Presenter (3DHOP) platform, developed at CNR-ISTI.
3DHOP (3D Heritage On-line Presenter) has been released 4 years ago, as an open-source framework for the creation of interactive visualization of 3D content on the web, aimed at the CH field. Transforming a research tool into a software... more
3DHOP (3D Heritage On-line Presenter) has been released 4 years ago, as an open-source framework for the creation of interactive visualization of 3D content on the web, aimed at the CH field. Transforming a research tool into a software "product" usable by the heterogeneous CH community is not a simple task and requires a significant amount of resources plus a specific design. This work presents the evolution of the 3DHOP system, and the complex relationship with its community of users, made of content creators, CH experts and general public. We will discuss the new features introduced, as well as the design and implementation strategy employed to maintain the software and make it usable by developers. We will evaluate the effectiveness of the platform by illustrating some of the applications built with 3DHOP either internally or by external users, as well as by presenting the results of a survey aimed at gathering the opinions and suggestions of the user community.
The consistent amount of sectilia fragments from the late Roman Villa of Aiano (4th-5th century AD) provides important insights on the study of the diffusion of opus sectile during the Late Roman period. The extent of the corpus of glass... more
The consistent amount of sectilia fragments from the late Roman Villa of Aiano (4th-5th century AD) provides important insights on the study of the diffusion of opus sectile during the Late Roman period.
The extent of the corpus of glass slabs, in particular, immediately suggests interesting perspectives on both the archaeological and technological issues. Thanks to a cooperation between archaeologist, conservators, IT and scientists, an in-depth study of the repertory is in progress to provide important information about the technologies and the raw materials used to produce a number of selected samples.
High resolution images have been obtained via Reflectance Transformation Imaging (RTI) to better understand all the different phases characterizing the manufacture of the more complex slabs. Due to their flexibility and low analytical costs, portable and non-invasive analytical techniques provided a fast and quite accurate definition of the chemical and mineralogical properties of each sample and a first classification of the large number of slabs in compositional clusters. Portable X-Ray Fluorescence (p-XRF) and Fiber Optics Reflectance Spectroscopy (FORS) allowed a first definition of the chemical variability within the repertory and provided indications about both manufacturing and coloring techniques.