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