Polynomial Texture Mapping for Archaeologists
This month sees the publication of an article written by myself and Dr Graeme Earl from the University of Southampton’s Archaeological Computing Research Group entitled “Polynomial Texture Mapping for Archaeologists” in the March/April edition of British Archaeology magazine.
Polynomial Texture Mapping (PTM) is a technique that uses ordinary digital photography equipment alongside directional lighting. It produces images that can be lit from any direction, as if you had the real object in front of you. It is an excellent technique for analysing fine details on surfaces, something that has particular utility in archaeology.
The full text will be available online after the next edition of BA comes out.
The photo above is of the PTM illumination dome which I designed and built at Wessex Archaeology. You can see more details about the dome in my building a PTM illumination dome Flickr set. I have much more to say about PTM, so stay tuned.
Find out more about the Wessex Archaeology PTM rig and see interactive examples.






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