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  • Tom Goskar 11:23 am on 31 July, 2009 Permalink | Reply
    Tags: , 3D laser scanning, , , , point clouds   

    Building Rome in a Day 

    The billions of photos taken in cities across the world and uploaded to places like Flickr, Photobucket et al might suddenly have a very interesting use. The University of Washington are experimenting with the creation of 3D “point clouds” similar to those created by terrestrial laser scanners, from downloaded images.

    By sourcing images and applying the principles of photogrammetry and distributed computing, the results are very impressive. They aren’t going to rival laser scanners just yet, but the animations on the Building Rome in a Day project website are impressive, and show the huge potential of this approach.

    Entering the search term Rome on Flickr returns more than two million photographs. This collection represents an increasingly complete photographic record of the city, capturing every popular site, facade, interior, fountain, sculpture, painting, cafe, and so forth. It also offers us an unprecedented opportunity to richly capture, explore and study the three dimensional shape of the city.

    This particular project aims to create “sparse point clouds” to give a 3D overview of the layout of a city, and has interesting potential for interacting with and exploring a place virtually. They are running a parallel project investigating dense point clouds which looks promising, but probably won’t see any popular use for a long time due to the massive amount of processing and data storage involved (dense 3D point clouds and meshes are huge datasets).

    The University of Washington project is similar to Microsoft’s Photosynth project. But the difference is that with Photosynth, users have to manually create “synths” by uploading photos of a particular place. Photosynth does not allow users to tap into the millions of other images out there, which moves me to my next point.

    What about the copyright implications of crowd-sourced photos? Even if just using Creative Commons licensed images, imagine what the “attribution” page would look like if hundreds of thousands of images have been used from potentially tens of thousands of photographers. I’ll be interested to see how they deal with that side of things.

    But overall, this is an exciting development. There is huge potential for cultural heritage applications, especially in the areas of survey and interpretation. I will be following this project very closely.

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    • Bill Hume 11:27 am on 28 September, 2009 Permalink

      Cool…undoubtedly and no doubt usefull in a global recording sense. It does however remind me of Photosynth in that the point clouds are unobtainable to us mere mortals. I had hoped for a system like ’synth where I could input photographs and have a point cloud constructed from them. Yes I know ’synth does that, but there is no mechanism for obtaining the point cloud data. It’s so frustrating.
      See
      http://photosynth.net/view.aspx?cid=40f024dd-d24e-4d97-a530-501faefc639f
      It’s a synth of a standing stone I made last year. I love the point cloud, I can see it, but can’t obtain it as a data set. Let’s hope someone at Microsoft sees the real value of Photosynth soon.
      Bill Hume.

    • patrick 4:12 pm on 6 November, 2009 Permalink

      Hello:
      I am a 3d illustrator who specializes in renderings of events historical in nature.When I read your post with the subject “3d” it natural got my attention. Reading your post regarding “Building Rome in a day” I couldn’t help but think of the Google Earth project “Ancient Rome in 3d” and thought that may be something you would be interested in. I like your blog, some of the information I find quite interesting.

    • Bill Hume 11:58 pm on 7 March, 2010 Permalink

      There is now a free prog. which allows the simple extraction of point cloud data from Photosynth.

      http://pspcexporter.codeplex.com/

      Works an absolute treat. Only problem I have now is that I’m unable to get Meshlab to convert the point cloud to a mesh. Having never worked with 3D (in a computing sense), I forsee a steep and painful learning curve ahead.
      Worth trying it out. Just paste the url of my synth of the standing stone (above), into the appropriate box and hit go…….it really is that simple.
      Point cloud may be viewed in meshlab……I was surprised how much of the field boundaries were there, you need to zoom in on the stone itself.
      Hope this of interest to you,
      Bill Hume.

    • Tom Goskar 1:59 pm on 8 March, 2010 Permalink

      Thanks for the update, Bill. I will certainly try it out – the ‘old’ way of intercepting the data and converting the binary file was a lot of hassle.

      Unfortunately the examples I tried (mainly Stonehenge related) had terrible point clouds, so at least trying different ones will now be less painful (especially if the resultant point cloud is poor too!).

      Cheers,

      Tom

  • Tom Goskar 9:52 am on 4 February, 2009 Permalink | Reply
    Tags: documentary, ,   

    Bringing President Lincoln “back to life” 

    Combining laser scans of casts of Lincoln’s ‘life mask’, with photogrammetric techniques, specialists in the USA have created a highly accurate-looking computer generated model of President Lincoln for a documentary entitled “Stealing Lincoln’s Body”. Using photographs, they have created highly detailed texture maps to make his face look as natural as possible.

    The documentary explores plots by a Chicago gang to steal his body in 1876. The clip below gives you a taste of how they have achieved this ambitious project.

    Read more on History’s (“History ™” is the new name for The History Channel…) Lincoln website.

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  • Tom Goskar 8:34 am on 10 October, 2008 Permalink | Reply
    Tags: , Amesbury Archer, , ,   


    Lasers and Light from Wessex Archaeology on Vimeo.

    This is an animation that I put together at Wessex Archaeology for the Society of AntiquariesMaking History exhibition at Salisbury and South Wiltshire Museum.

    I posted some more information about the animation over at the Wessex Archaeology Computing Blog, so I won’t repeat myself here!

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    • Elena 8:23 am on 11 November, 2008 Permalink

      Wow, a really intresting animation! I have too look more closely at it when I get to my own computer at home…

    • Stu Eve 10:14 am on 27 May, 2009 Permalink

      Tom, this looks really great – I love the LiDAR. How did you put the animation together? What software did you use?

    • Tom Goskar 1:07 pm on 27 May, 2009 Permalink

      Hi Stu,

      I used GlobalMapper, ArcGIS, and Vue 6 Infinite to produce it. I had to do some cunning things to make Vue accept the full (<1m) resolution DEM – involving a fractal-based terrain. I wanted to avoid interpolation/smoothing as much as possible. I also had to introduce primitives into the scene to mark out the key features in the landscape to aid the animation, but tell the camera not to render them. This is because the OpenGL system in Vue (and my video card) can’t display the whole scene in the viewport – only a simplified version (way too many polys). There was a bit of trial and error, but overall I’m pleased with the results. Had I more time, I’d make a far more impressive version using the filtered LiDAR dataset, and generating trees in the right places…

      Cheers,

      Tom

  • Tom Goskar 10:22 am on 16 November, 2007 Permalink | Reply  

    A Virtual Stonehenge Landscape 

    Over the past few months I’ve been hard at work producing an animation of the Environment Agency LIDAR survey of the Stonehenge World Heritage site. The resulting video is currently playing on an HD plasma screen in the “Making History: Antiquaries In Britain, 1707–2007” exhibition at the Royal Academy in London.

    Read more about the Stonehenge landscape animation over a the Wessex Archaeology Computing blog.


    A Virtual Stonehenge Landscape from Wessex Archaeology on Vimeo.

    For the more technical minded people, the underlying DEM (Digital Elevation Model) is 8000×8000 at a resolution of 1m. You can view the video in HD over at Vimeo.

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    • Alun 12:11 pm on 16 November, 2007 Permalink

      Stunning.

  • Tom Goskar 12:35 pm on 10 July, 2007 Permalink | Reply  

    Simulating the light of the past 

    Some years ago, when I was doing my MSc in archaeological computing, I heard about a curious project led by Alan Chalmers, then at the University of Bristol, that aimed to digitally recreate accurate simulations of different light sources. These would then be used to “light” 3D models to show more accurately they may have looked under certain conditions, such as goose fat tallow candlelight. The light absorption and reflectance properties of objects and walls etc was also taken into consideration.

    It seems that Alan’s research is progressing well at Warwick University, and is currently featured on the BBC Technology website. Light is often forgotten when interpreting life in the past, along with the fact that it wasn’t always daylight in days of yore. I’m please to see this get some popular publicity!

    At the time, Alan was using software called Radiance, but from looking at the site, I’m not sure if it’s still being developed, but it might be worth a look if you want to get started.

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  • Tom Goskar 2:07 pm on 18 April, 2007 Permalink | Reply  

    Realtime Photorealistic 3D Environments 

    As computer hardware gets ever faster, and as 3D software gets ever more powerful, new opportunities always present themselves. Crucially, as the ‘average’ home computer reaches a certain stage (where they generally have a 3D accelerated graphics card and a broadband connection) using 3D to explore and interpret the past – interactively – is ever more possible.

    Rendering vs Realtime

    Most images of the past generated by 3D software packages are pre-rendered. That is, they are static images or movies that you cannot interact with. The reason that you can’t wander about these virtual pasts on your computer, like you can in a game, is that more often than not, it takes a very long time for a computer to ‘render’ the image from the 3D geometry that it is constructed from. Many of the images that I have produced often take hours (even days) to render, having taken days to research and create.

    That is set to change, however. Computer games have been exhibiting more and more sophisticated “engines” that produce the in-game graphics. They use the graphics processing unit (GPU) present on modern video cards to the maximum extent. The latest video cards are almost computers in their own right, dedicated to producing ever more photo-real results.

    A game called Crysis recently came to my attention. It is (as usual) a “first person shooter” where you roam around a fictitious landscape killing things and performing missions. They don’t usually grab my attention, but this one did for one reason: the graphics engine (CryEngine2) and level editor. The graphics in this game are nothing short of astonishing. What the game does in realtime, 30 times a second or more, would take some software that I use several hours to render. This video shows what can be achieved in realtime, on a computer with the latest video card:

    What is even better, is that you can use the same engine not just to play the game, but to create new content (or levels) for it.

    Maybe soon, we will be able to use these tools to interpret the past. This kind of technology, if affordable, would certainly speed up the process of creating landscapes and scenes, ultimately allowing archaeologists to experiment with their interpretations in 3D without being detrimental to budgets in terms of money and time. It could allow still images to be generated very quickly, as well as animations, and free-form interactive worlds to wander about in and explore.

    Let’s hope that we don’t have to wait too long.

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    • Andre Malan 12:07 am on 21 May, 2007 Permalink

      That’s amazing – the options opened by this technology are endless…particularly for film & tv… Nice Post!

  • Tom Goskar 4:42 pm on 8 January, 2007 Permalink | Reply  

    Arun Visualisation image featured by E-On Software 

    One of the stills I produced as part of the Arun Visualisation has been used by E-On Software to showcase their excellent EcoSystems Generation II instancing feature. Vue was used extensively for the animation, as well as 3ds Max, AutoCAD, XFrog, and numerous GIS and imaging packages.

    Screenshot of the E-On Software page for EcoSystems

    It’s one of my favourite images, and I couldn’t quite believe the quality of it when the render finally finished. It’s nice to see it being used for more than just archaeology!

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  • Tom Goskar 9:18 pm on 1 December, 2006 Permalink | Reply  

    Visualising the past 

    One of the 3D animations I’ve been working on at Wessex Archaeology is now available online with an introduction to the project. It’s been along time in the making, and like any archaeological reconstruction/visualisation, it’ll never be perfect.

    So click the movie above (hosted on the rather excellent blip.tv) and delve back in time 8000 years ago into a Mesolithic landscape that’s now 8 miles off the southern coast of the UK, and up to 30 metres under the sea.

    Link: Visualising the past in 3D: The River Arun (Wessex Archaeology)

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    • Kelvin Wilson 8:10 pm on 17 December, 2006 Permalink

      I saw a preview over a year ago, at a conference in Amsterdam I helped organise, and then- already- knew this was the one, well, ’step forward’ to watch out for…
      It is not mean feat, I can tell, how you have made this, Tom- and no mean feat, I’ll tell you, to have impressed mé so much.

      Very, very good indeed :-)

      Best wishes– Kelvin Wilson, archaeological reconstruction artist working in the Netherlands

    • Tom 9:49 pm on 17 December, 2006 Permalink

      Thankyou Kelvin! It’s an accolade indeed coming from a reconstruction artist of your caliber :-)

      If you would like to know any precise details, please do email me.

      Cheers,

      Tom

    • Henrik 10:53 am on 5 January, 2007 Permalink

      Hi Tom
      Lot’s of nice ‘hidden’ details there, the fowl, berries; a furry pig and most notably the different kinds of plants. It is nice for once to see that someone has actually taken the pain to get the trees and plants right. Bet it’s been a lot of hours modelling the woods, eh? I like the way the commentary makes the thing come alive and I very much enjoyed the film!

  • Tom Goskar 10:35 am on 9 May, 2006 Permalink | Reply
    Tags: , , , Software   

    Google Sketchup: Free 3D modelling tool 

    I’ve been using Sketchup for a while now (demo version), initially seeing it at the MacExpo in London last year. It’s a brilliant tool, taking (in my opinion) a whole new approach to 3D modelling. It couldn’t be easier to use.

    Sketchup introduced a tool to export models straight into Google Earth, and the rest is history. The company was bought by Google, who now offer a free version of the software, which is limited in what you can import or export. You will still need the ‘pro’ version if you want to use the software in conjuntion with (i.e. exporting to) CAD or 3D visualisation software.

    Archaeologists – it’s very easy indeed to import an AutoCAD DWG into Sketchup (or aerial photos, DEMs or a combination), and have fun trying out different interpretations. You can then export them to Google Earth.

    It’s a lot of fun, and dare I say it, rather useful.

    Get more info at the Google Sketchup website.

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  • Tom Goskar 11:05 am on 7 November, 2005 Permalink | Reply  

    Surveying Knowlton Church and Henge using 3D Laser Scanning 

    By A. Carty (Archaeoptics Ltd) and Thomas A. Goskar (Wessex Archaeology)
    [UPDATE] If you would like a PDF of this article, hop on over to Archaeoptics to download a copy.
    Abstract

    The use of terrestrial 3D laser scanning devices is increasing in all surveying areas including topographic surveys and building recording. However, a dichotomy exists in that the deliverables produced by such surface-rich acquisition devices generally tend to be surface-less clouds of points.
    This article discusses the use of a Callidus 3D laser scanner on a multi-phase site at Knowlton, Dorset. This site originally featured a Neolithic henge earthwork (circular bank and ditch) with two causeways crossing the ditch. Later, in mediaeval times, a church was built in the centre of the henge to effectively Christianise the pagan monument.

    The purpose of the exercise was to acquire not only a complete dataset of the earthwork for topographical analysis, but also a high-resolution scan of the church fabric itself.

    Knowlton-Church
    Figure 1: Knowlton Church and Henge. The Callidus 3D laser scanner can be seen to the left edge of the photograph
    (More …)

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