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Now showing 1 - 9 of 9
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    Multi-modal Digitalization of Cultural Heritage Artifacts
    (The Eurographics Association, 2014) Stanco, Filippo; Gallo, Giovanni; Cannata, Giovanna; Lombardo, Marcella; Andrea Giachetti
    Objects made of different media, paintings, marbles, clay and wooden objects, textiles etc., form the historical collections of most of the middle to medium sized Museums in Italy. This variety poses difficult challenges to these institutions when they face the digitalization of part of their patrimony. This paper provides a report of an ongoing inter-disciplinary experimental program for a digitalization effort to be carried out by one of such institution. Through the discussion of the digitalization of different objects obtained with the use and integration of different techniques we illustrate some of the lessons learned in transferring to the final intended users the graphical tools and the know-how previously acquired in a research laboratory.
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    Smart Tools and Applications in computer Graphics - Eurographics Italian Chapter Conference 2017: Frontmatter
    (Eurographics Association, 2017) Giachetti, Andrea; Pingi, Paolo; Stanco, Filippo; Andrea Giachetti and Paolo Pingi and Filippo Stanco
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    3D Digital Imaging for Knowledge Dissemination of Greek Archaic Statuary
    (The Eurographics Association, 2016) Stanco, Filippo; Tanasi, Davide; Allegra, Dario; Milotta, Filippo L. M.; Giovanni Pintore and Filippo Stanco
    This paper aims, using a research exercise, to verify the association between two Greek sculptures collected at different times: the head of a boy collected in the Chalcidian colony of Leontinoi in southeastern Sicily, acquired in the 18th century and later kept in the collection of the Museum of Castello Ursino in Catania, and a torso, retrieved in 1904 and since then displayed in the Archaeological Museum of Sicily. The two pieces share similar stylistic features and represent the most significant example of Greek sculpture in Sicily at the end of the 6th century BC. Their association is an open problem still debated by scholars, who have based their studies on comparisons between pictures as a reassembly of two artefacts was never attempted. This critical issue has conditioned curators of the two museums, who could not develop a proper communication policy for the two objects, resulting in a limited cognitive accessibility for the public. By means of 3D scanning techniques, this contribution showcases how virtual restoration can not only improve interpretations of the scholars, but also boost the communication plans of museums, giving back to the public via a web platform a masterpiece of Greek sculpture known just by specialists.
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    Curve Design Studio: Bézier Curve Integrated Tool for Video Game Development
    (The Eurographics Association, 2020) Viagrande, Luigi Claudio; Allegra, Dario; Stanco, Filippo; Biasotti, Silvia and Pintus, Ruggero and Berretti, Stefano
    Bézier curve is a useful tool for computer graphic applications. A curved road, a car, a roller coaster are just few examples of objects that could be described by a Bézier curve. The video game industry already used this kind of curves in their products around the late 90', but modern game engines suffer from a lack of integrated plugin capable of manipulating and exploiting the full potential of a curve. Usually, modern game engines rely on external tools for addressing curves manipulation or they just solve some specific problems related to curves, such as animation control. In this paper we propose Curve Design Studio, a novel tool embedded in Unity3D Game Engine for assisting users to solve the main problems related to the use of curves, that may arise during the making process of a video game or any other application made with that game engine. This tool, gives the opportunity to create Bézier curves easily and adapt them to many tasks, by avoiding the use of multiple external tools which solve just one specific problem. Consequently, it guarantees time-saving and lower-complexity in projects development.
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    The Archeomatica Project: Towards a New Application of the Computer Graphics in Archaeology
    (The Eurographics Association, 2008) Sangregorio, Emanuele; Stanco, Filippo; Tanasi, Davide; Vittorio Scarano and Rosario De Chiara and Ugo Erra
    In this paper the project Archeomatica of Catania University dedicated to Minoan civilization and Cretan culture is presented. The project carried out by experts of information technology and archaeological research provides the creation of realistic 3D models based on the data recorded during excavations that are digital upgradeable archives to add to the traditional graphic and photographic documentations. In particular two case-studies of 3D reconstructions of monuments of prehistoric and proto-historic archaeology, realized by a "philological approach", are presented.
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    A Digital Approach for the Study of Roman Signacula From Syracuse, Sicily
    (The Eurographics Association, 2017) Tanasi, Davide; Milotta, Filippo L. M.; Gradante, Ilenia; Stanco, Filippo; Kaplan, Howard; Andrea Giachetti and Paolo Pingi and Filippo Stanco
    In the last decade the epigraphists have grown a new interest in signacula, a class of artifacts for a long time neglected. This has brought numerous contributions devoted to the different regional contexts, along with reflections on methodological questions, not to mention the momentum towards the digitizing of a corpus which counts at least 3,500 pieces, confirming the great potential of these artifacts in providing information related not only to the economy and to the administration of the ''res'', both in public and private sphere, but also about the profile of the signacula holders. In this scenario, a specific research question has been inspired by the Sicilian seals - about 60 signacula and a dozen impressions left by seals on mortar in burial contexts: it is possible to identify unequivocally a signaculum through its impression? Given for granted that the use of 3D documentation will bring along effective results in terms of improved readability of signacula and seals, the aim of this contribute is to establish a protocol for a semi-automatic matching between 3D models of seals and 3D models of impressions. As part of a preliminary scanning campaign of Late Roman impressions on mortars and metal seals from the catacombs of Syracuse, two bronze metal seals were digitized with a NextEngine 3D triangulation laser scanner and subsequently 3D printed with liquid resin with a Formlabs Form 2 SLA high resolution printer. The casts obtained, were experimentally used to create a set of impressions on mortar using different degrees and angles of pressure, in order to create similar but still different stamps. During the next step, the impressions were 3D scanned and used as ground truth for the outlined semi-automatic procedure of matching with the seals. In MeshLab environment, the 3d models of seals and impressions were manually aligned and then the distance between two sets of 3D points was measured using the filter Hausdorff distance in order to validate a matching. This successful exercise could open the way to the proposal of creating a virtual edition of signacula with 3D models metadata. Furthermore, a research agenda may include the design of a machine learning algorithm for matching of 3D meshes.
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    Low Cost Handheld 3D Scanning for Architectural Elements Acquisition
    (The Eurographics Association, 2016) Allegra, Dario; Gallo, Giovanni; Inzerillo, Laura; Lombardo, Marcella; Milotta, Filippo L. M.; Santagati, Cettina; Stanco, Filippo; Giovanni Pintore and Filippo Stanco
    3D scanning has gone a long way since its first appearance in cultural heritage digitization and modeling. In the recent years some new low cost, fast, accurate emerging technologies are flooding the market. Envisioning the massive use of these cheap and easy to use devices in the next years, it is crucial to explore the possible fields of application and to test their effectiveness in terms of easiness of 3D data collection, processing, mesh resolution and metric accuracy against the size and features of the objects. In this study we focus the attention on one emerging technology, the Structure Sensor device, in order to verify a 3D pipeline acquisition on an architectural element and its details. The methodological approach is thought to define a pipeline of 3D acquisition exploiting low cost and open source technologies and foresees the assessment of this procedure in comparison with data obtained by a Time of Flight device.
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    Point to Culture: a Point to Click Framework for Serious Games in Cultural Heritage
    (The Eurographics Association, 2020) Viagrande, Luigi Claudio; Allegra, Dario; Stanco, Filippo; Biasotti, Silvia and Pintus, Ruggero and Berretti, Stefano
    In this paper we propose Point to Culture, a novel plugin for Unity3D game engine which allows the realisation of simple yet beautiful and historically rich Serious Games in the form of point-to-click adventures, a type of game that is well suited for Cultural Heritage dissemination and promotion. Given the ever growing demand for technologies which enhance Cultural Heritage Serious Games, we provided a complete and modular plugin for one of the most common game engine which allows the development of a game, like an escape room, with almost no line of code needed. Additionally, in order to test the proposed tool, we present a case-study game set in the Benedictine Monastery of Catania.
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    A Semi-automatic Algorithm for Applying the Ken Burns Effect
    (The Eurographics Association, 2015) Allegra, Dario; Stanco, Filippo; Valenti, Grigori; Andrea Giachetti and Silvia Biasotti and Marco Tarini
    In historical documentaries, video material often is not available. For this reason they are mainly made by using static material such as old photographs. To make this material more endearing and dynamic an effect known as ''Ken Burns Effect'' can be applied to the static images. It consists in a mix of panning and zooming effect applied to different objects which belong to an image. Hence, considerable user experience with photo and video editing software is required to successfully separate the objects from the background and to animate them to produce a high quality result. In this paper, we present an algorithm to apply Ken Burns effect with a minimal user interaction. The proposed solution exploits Statistical Region Merging segmentation algorithm to support the user in the process of separation of the objects from the background. Moreover, Inpainting algorithms are employed to fill the empty regions which becomes visible when an object is moved from its original position. Finally a random video can be produced from different ''animated'' images.