welcome to the closing day of arc archeos george drettakis reves/inria, sophia-antipolis, france
TRANSCRIPT
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Welcome to the closing day of ARC ARCHEOS
George DrettakisREVES/INRIA, Sophia-Antipolis, France
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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
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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
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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
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CG Research
Canvas paper (Cunzi et al)– Graphics Interface 03 publication
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CG Research
Crowd paper (Heigias et al)– Graphicon paper
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CG Research
Watercolor rendering– Pascal Barla with Joelle Thollot
DEA (Master’s) – work continues as a Ph.D.
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CG/VE Research
Discussion on Realistic vs NPR representations
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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
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Archeological Forums Poster at International Congress of
Classical Archaeology 2003 – presented by Isabelle Ratinaud and
Joelle Thollot
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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
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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
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Closing Day
Morning– presentations of research results– demos on the workbench
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 BayonGeorge Drettakis
REVES/INRIA, Sophia-Antipolis, France
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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
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Software Engineering
handling stereo– CAVElib
software engineering choices– REVES API - lab common API– SGI Performer-based solution
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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
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Solutions adopted
REVESAPI– compatibility problems– scenegraph dependencies
native performer class– raskar renderer in a separate
Performer ”channel”– find crease lines in preprocessing
pass
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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
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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
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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)
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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]
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Tholos Demo
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Expressive rendering demo
Raskar for silhouette rendering precomputed crease lines
– simple color materials– painted sky dome
mix-mode rendering– actual stones textured/realistic
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Expressive rendering demo
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Epoques demo
geometric period– artifacts
first helmet/armor in Hellenic history vase
– simple houses classical period
– Agora was relatively empty
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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
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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