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Item 3D Scene Comparison using Topological Graphs(The Eurographics Association, 2007) Paraboschi, L.; Biasotti, S.; Falcidieno, B.; Raffaele De Amicis and Giuseppe ContiNew technologies for shape acquisition and rendering of digital shapes have simplified the process of creating virtual scenes; nonetheless, shape annotation, recognition and manipulation of both the complete virtual scenes and even of subparts of them are still open problems. In this paper we deal with the problem of comparing two (or more) object sets, where each model is represented by an attributed graph. We will define a new distance to estimate the possible similarities among the sets of graphs and will validate our work using the shape graph [BGSF06].Item Multiple Uses of 3D Scanning for the Valorization of an Artistic Site: the Case of Luni(The Eurographics Association, 2008) Dellepiane, Matteo; Callieri, Marco; Paribeni, Emanuela; Sorge, Elena; Sulfaro, Nino; Marianelli, Veronica; Scopigno, Roberto; Vittorio Scarano and Rosario De Chiara and Ugo ErraThe heritage site of Luni is a very interesting location, which tells the story of an ancient roman colony, and of an area where different cultures left their heritage. In particular, the remains of the pediments of an ancient temple represent a very interesting case and an open field of study for art historians. The scanning of a group of statue belonging to the pediments showed that the produced 3D models could be used in several ways, not only for archival and presentation purposes but also to provide interactive support for the work of the restorers and the scholars. In particular, the use of 3D models to propose and validate hypothesis about the original position of the fragments in the context of the fronton could be an alternative solution to the direct manipulation of them. Moreover, the analysis of the original color of the statues, and the representation different hypothesis about the ancient appearance can be produced through the interactive editing of the 3D models of the statues. In this paper we present the scanning campaign which resulted in the acquisition of five statues,the preliminary results of some of the uses of the models produced with acquired data, and a brief description of other possible future applications of them. This shows how 3D scanning can be considered by now a mature technology for the support of restoration and preservation of Cultural Heritage.Item Bringing the Semantics into Digital Shapes: the AIM@SHAPE Approach(The Eurographics Association, 2007) Falcidieno, Bianca; Raffaele De Amicis and Giuseppe ContiThis presentation describes the main objectives and achievements of the European Network of Excellence AIM@SHAPE. This NoE is aimed to advance research in the direction of semantic-based shape representations and tools able to acquire, build, transmit and process shapes with their associated knowledge. Acting on a multi-disciplinary research field, AIM@SHAPE deeply integrates geometry processing, computer graphics and vision with knowledge technologies. The core of the integration resides in the homogenisation of the approach to modelling shapes and their associated semantics using knowledge formalisation mechanisms: metadata and ontology. A main objective is also to develop an innovative e-science platform for modelling, processing and sharing digital shapes, called the Digital Shape Workbench (DSW). Through the definition of general and specific shape ontologies, the DSW is a framework able to store shapes, tools, and publications along with the knowledge related to them.Item An Immersive Granular Material Visualization System with Haptic Feedback(The Eurographics Association, 2007) Dorjgotov, Enkhtuvshin; Benes, Bedrich; Madhavan, Krishna; Ik Soo Lim and David DuceRecent advances in distributed virtual reality systems and haptic technologies provide new opportunities to augment human sense of touch into highly complex and immersive visual simulations. Haptic feedback further enhances human immersion into virtual environments. We present techniques for portable and distributed rendering of real-time active and passive stereo views of virtual granular material that allow real-time haptic interaction and visualization. The main goal of the research was to develop highly portable and immersive virtual reality system that provides intuitive haptic interactions between a user and the granular material in several VR configurations. We developed real-time haptic enabled virtual sand rendering system for high-end VR systems, a FLEX (CAVETM-like display from Fakespace Systems), a high resolution tiled-wall display, comparatively low cost portable VR system that consists of two projectors with two horizontally and vertically polarizing filters, and the Disney projection screen. Our system has a distributed rendering architecture where a server computer is dedicated to haptic interaction force rendering and client computers are dedicated to a visual rendering of granular surface. Interconnection between the haptic and visual rendering programs is realized through a stream based TCP/IP communication. We report the architecture and implementation details of this highly portable and haptic force feedback enabled virtual reality system for interactive granular surface manipulation in this paper.Item MeshLab: an Open-Source Mesh Processing Tool(The Eurographics Association, 2008) Cignoni, Paolo; Callieri, Marco; Corsini, Massimiliano; Dellepiane, Matteo; Ganovelli, Fabio; Ranzuglia, Guido; Vittorio Scarano and Rosario De Chiara and Ugo ErraThe paper presents MeshLab, an open source, extensible, mesh processing system that has been developed at the Visual Computing Lab of the ISTI-CNR with the helps of tens of students. We will describe the MeshLab architecture, its main features and design objectives discussing what strategies have been used to support its development. Various examples of the practical uses of MeshLab in research and professional frameworks are reported to show the various capabilities of the presented system.