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The 'Rubble of the North'
-a solution for modelling the irregular
architecture of Ireland's historic monuments
Rob Shaw & Patrick Griffin
ISPRS Technical Commission V Symposium 2014
Riva del Garda, 23-25 June, 2014
www.discoveryprogramme.ie
Today’s Presentation
1. Digitisation overview
2. The Challenge
– making data accessible
3. Our proposed Solution
4. Deliverables
www.discoveryprogramme.ie
Digitisation - Different Scales
ArtefactsBuildings MonumentsLandscapes
www.discoveryprogramme.ie
Digitisation – Landscape: Airborne Laser Scanning
www.discoveryprogramme.ie
Digitisation – Buildings: Terrestrial Laser Scanning
www.discoveryprogramme.ie
Digitisation – Monuments: Structured light scanner
www.discoveryprogramme.ie
The challenge: accessing the information
• Digitisation results in massive data volumes!
• Scientific data sets of value in their own right, but
need to be adapted to be made accessible
• Raw data is often points not surfaces – difficult for
inexperienced user to interpret.
• Interaction requires access to proprietary
software, often at significant cost
• In many cases highly irregular shape and
structure, procedural modelling not a satisfactory
approach.
• More sophisticated approach required .........
www.discoveryprogramme.ie
Today’s presentation
1. Digitisation overview
2. The Challenge – making data accessible
3. Our proposed Solution
- Processing the pointcloud
- Creating a mesh
- Texture application
- Final model
4. Deliverables
Case Study:
St Kevin’s Church,
Glendalough
www.discoveryprogramme.ie
Processing the pointcloud
Case Study: St Kevin’s Church, Glendalough
Faro Focus laser scan survey: 212,000,000 pts
Original Faro Data: 1.48 GB
Pointools: 1.77 GB
XYZ export file: 7.5 GB
Note:
212 million points = 400 million+ polygons
Estimated OBJ file: 30 GB
Poor texture quality from Faro scan data
www.discoveryprogramme.ie
Case Study: St Kevin’s Church, Glendalough
Pointcloud is decimated to 1cm resolution:
8,600,000 pts (4%)
XYZ export file: 330MB
Note:
Decimation to 1cm was selected after
experimentation
Appears to retain all relevant detail
while being a more manageable file size.
Uniform point spacing
Processing the pointcloud
www.discoveryprogramme.ie
Creating the mesh
Case Study: St Kevin’s Church, Glendalough
Meshed and ‘cleaned up ‘ in Geomagic
Cleaned up by removing: Outliers
Non-Manifold Edges
Self-Intersections
Small Tunnels
Small Holes
Highly Creased Edges
Spikes
Small Components
OBJ export: 17,600,000 polygons
1.34 GB
Hi-resolution mesh
Note:
OBJ file type is industry standard and one of
the most cross platform extensions.
www.discoveryprogramme.ie
Retopology
Retopology
The topology, or edge flow, is not ideal
on the original mesh. This is certainly te
case in scan data. It is usually very dense
and very “messy”, with no order. This is
not efficient for texturing, shading or
animation and can cause issues with
game engines, such as Unity. The
purpose of retopologising is to create a
clean mesh with desired edge flow that
matches the form of the original mesh
where the detail can be transferred
from the original mesh.
Decimated mesh Retopologised mesh
Same polygon count
Mesh is sent to Mudbox for Retopology
www.discoveryprogramme.ie
Optimising the mesh
OBJ imported into Autodesk Mudbox for Retopologising
Imported mesh (high resolution)
17,600,000 polygons
Retopologised mesh (low resolution)
200,000 polygons (1.13%)
www.discoveryprogramme.ie
UV unwrapping
UV mapping is the 3D modelling process of making a
2D image representation of a 3D model. This process
projects a texture map onto a 3D object. “U” and “V”
denote the axis.
Unwrella 3rd party plug-in that automatically
unwraps the mesh in a few clicks. Supports
multi tile UV’s
Retopologised mesh is “UV unwrapped” in 3DS Max
Checkerboard pattern added to examine texture stretching
www.discoveryprogramme.ie
Extracting normal map
Case Study: St Kevin’s Church, Glendalough
Normal Map extracted from hi-res mesh in Autodesk Mudbox
The detail from the high resolution mesh is extracted and applied to the low resolution mesh
that now has it’s UV coordinates. Note the detail is retained except the silhouette.
www.discoveryprogramme.ie
Normal maps
Normal Maps
A Normal Map is usually used to fake high-res
geometry detail when it's mapped onto a low-
res mesh. When a normal map is applied to a
low-poly mesh, the texture pixels control the
direction each of the pixels on the low-poly
mesh will be facing in 3D space, creating the
illusion of more surface detail or better
curvature. However, the silhouette of the
model doesn't change.
Normal map extracted from hi-res mesh
www.discoveryprogramme.ie
Texture ready mesh
1. Low-resolution mesh with a clean topology
and UV coordinates for applying maps.
1
+
2
2. Normal map simulating detail from hi-
resolution mesh
=
3
3. Texture ready mesh
www.discoveryprogramme.ie
Texture creation - panoramic image capture
Internal chamber was very dark with bright light coming through so
HDR images were captured at 3 exposures. 84 images in total
- Canon 5D Mk 2
- Gigapan Epic Pro
- PtGui Software
www.discoveryprogramme.ie
7 Panoramic set up positions
5 External
2 Internal
Objective is to get good
coverage of the building
with an adequate overlap
Texture creation - Mapping
www.discoveryprogramme.ie
Texture creation - stitching
Equirectangular Projections
FOV of 360 ° x 180°
www.discoveryprogramme.ie
In Mari the Sphere Map Projector function used and unwanted data is masked out
Panoramas are projected from the same locations within the scene
Texture creation - Mapping
2. Texture projected on the
side of the building is skewed
due to the angle of the
surface to the camera
1. Location of Sphere Map Projector in scene
3. These areas are then
masked out and textured
from another projection
www.discoveryprogramme.ie
Texture creation - Mapping
-A high quality texture is applied to the whole mesh
-Areas that the panoramas missed are textured from individual images
-To increase the quality of the texture multiple UV tiles can be created.
- Instead of a single texture map up to 100 maps can be applied to a single mesh
4 UV tiles:
Diffuse and
Normal Map
www.discoveryprogramme.ie
Texture creation – Final Model
Final model with normal and diffuse (texture) map
www.discoveryprogramme.ie
Final model
www.discoveryprogramme.ie
Final model
www.discoveryprogramme.ie
ORIGINAL SCAN DATA
212,000,000 Points
400,000,000+ Polygons
7500 MB pointcloud
HIGH RES MESH
8,550,000 Points
17,600,000 Polygons
1350 MB obj
LOW RES MESH
104,000 Points
200,000 Polygons
10.4 MB obj
TEXTURED MODEL
10.4 MB
+ Diffuse 3.5 MB
+ Normal 2.5 MB
= 17 MB total (.22%)
Workflow summary
www.discoveryprogramme.ie
Workflow - monuments
Original Scan Data
7.35m polys / 2130 MB
Diffuse Texture
Normal Map
Ambient Occlusion
Retopologised Mesh
7700 polys / 558 KB
Texture/Normal/AO Mapped
7700 polys / 558 KB
3 MB Total
Case Study: Market Cross, Glendalough
Note: For Artec scanner the scan texture can be transferred to new mesh
www.discoveryprogramme.ie
3D PDF
•Some browsers don’t support
•Some pdf viewers don’t open
•Can require download
•Doesn’t support Normal Maps
•Can be RAM heavy
Potential Deliverables
Autodesk FBX Review
•Free mesh inspection software
•Requires download and
installation
•Works on Apple products
•Works ‘offline’
Autodesk X 3D
•Online in-browser viewer
•Variety of functions:
Measure/Cross-section/Move
light source/Turn off texture
•Not available until 2015
Sketchfab
•Online in-browser viewer
•Less functions than X 3D
(currently)
•Ready available
•Tablet and Mobile support
(fixed rotation)
www.discoveryprogramme.ie
Deliverables - demo
www.discoveryprogramme.ie
Questions?
Thank You
www.sketchfab.com/discoveryprogramme
patrick@discoveryprogramme.ie

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The 'Rubble of the North' -a solution for modelling the irregular architecture of Ireland's historic monuments - Rob Shaw, Discovery Programme, Ireland

  • 1. The 'Rubble of the North' -a solution for modelling the irregular architecture of Ireland's historic monuments Rob Shaw & Patrick Griffin ISPRS Technical Commission V Symposium 2014 Riva del Garda, 23-25 June, 2014
  • 2. www.discoveryprogramme.ie Today’s Presentation 1. Digitisation overview 2. The Challenge – making data accessible 3. Our proposed Solution 4. Deliverables
  • 3. www.discoveryprogramme.ie Digitisation - Different Scales ArtefactsBuildings MonumentsLandscapes
  • 7. www.discoveryprogramme.ie The challenge: accessing the information • Digitisation results in massive data volumes! • Scientific data sets of value in their own right, but need to be adapted to be made accessible • Raw data is often points not surfaces – difficult for inexperienced user to interpret. • Interaction requires access to proprietary software, often at significant cost • In many cases highly irregular shape and structure, procedural modelling not a satisfactory approach. • More sophisticated approach required .........
  • 8. www.discoveryprogramme.ie Today’s presentation 1. Digitisation overview 2. The Challenge – making data accessible 3. Our proposed Solution - Processing the pointcloud - Creating a mesh - Texture application - Final model 4. Deliverables Case Study: St Kevin’s Church, Glendalough
  • 9. www.discoveryprogramme.ie Processing the pointcloud Case Study: St Kevin’s Church, Glendalough Faro Focus laser scan survey: 212,000,000 pts Original Faro Data: 1.48 GB Pointools: 1.77 GB XYZ export file: 7.5 GB Note: 212 million points = 400 million+ polygons Estimated OBJ file: 30 GB Poor texture quality from Faro scan data
  • 10. www.discoveryprogramme.ie Case Study: St Kevin’s Church, Glendalough Pointcloud is decimated to 1cm resolution: 8,600,000 pts (4%) XYZ export file: 330MB Note: Decimation to 1cm was selected after experimentation Appears to retain all relevant detail while being a more manageable file size. Uniform point spacing Processing the pointcloud
  • 11. www.discoveryprogramme.ie Creating the mesh Case Study: St Kevin’s Church, Glendalough Meshed and ‘cleaned up ‘ in Geomagic Cleaned up by removing: Outliers Non-Manifold Edges Self-Intersections Small Tunnels Small Holes Highly Creased Edges Spikes Small Components OBJ export: 17,600,000 polygons 1.34 GB Hi-resolution mesh Note: OBJ file type is industry standard and one of the most cross platform extensions.
  • 12. www.discoveryprogramme.ie Retopology Retopology The topology, or edge flow, is not ideal on the original mesh. This is certainly te case in scan data. It is usually very dense and very “messy”, with no order. This is not efficient for texturing, shading or animation and can cause issues with game engines, such as Unity. The purpose of retopologising is to create a clean mesh with desired edge flow that matches the form of the original mesh where the detail can be transferred from the original mesh. Decimated mesh Retopologised mesh Same polygon count Mesh is sent to Mudbox for Retopology
  • 13. www.discoveryprogramme.ie Optimising the mesh OBJ imported into Autodesk Mudbox for Retopologising Imported mesh (high resolution) 17,600,000 polygons Retopologised mesh (low resolution) 200,000 polygons (1.13%)
  • 14. www.discoveryprogramme.ie UV unwrapping UV mapping is the 3D modelling process of making a 2D image representation of a 3D model. This process projects a texture map onto a 3D object. “U” and “V” denote the axis. Unwrella 3rd party plug-in that automatically unwraps the mesh in a few clicks. Supports multi tile UV’s Retopologised mesh is “UV unwrapped” in 3DS Max Checkerboard pattern added to examine texture stretching
  • 15. www.discoveryprogramme.ie Extracting normal map Case Study: St Kevin’s Church, Glendalough Normal Map extracted from hi-res mesh in Autodesk Mudbox The detail from the high resolution mesh is extracted and applied to the low resolution mesh that now has it’s UV coordinates. Note the detail is retained except the silhouette.
  • 16. www.discoveryprogramme.ie Normal maps Normal Maps A Normal Map is usually used to fake high-res geometry detail when it's mapped onto a low- res mesh. When a normal map is applied to a low-poly mesh, the texture pixels control the direction each of the pixels on the low-poly mesh will be facing in 3D space, creating the illusion of more surface detail or better curvature. However, the silhouette of the model doesn't change. Normal map extracted from hi-res mesh
  • 17. www.discoveryprogramme.ie Texture ready mesh 1. Low-resolution mesh with a clean topology and UV coordinates for applying maps. 1 + 2 2. Normal map simulating detail from hi- resolution mesh = 3 3. Texture ready mesh
  • 18. www.discoveryprogramme.ie Texture creation - panoramic image capture Internal chamber was very dark with bright light coming through so HDR images were captured at 3 exposures. 84 images in total - Canon 5D Mk 2 - Gigapan Epic Pro - PtGui Software
  • 19. www.discoveryprogramme.ie 7 Panoramic set up positions 5 External 2 Internal Objective is to get good coverage of the building with an adequate overlap Texture creation - Mapping
  • 20. www.discoveryprogramme.ie Texture creation - stitching Equirectangular Projections FOV of 360 ° x 180°
  • 21. www.discoveryprogramme.ie In Mari the Sphere Map Projector function used and unwanted data is masked out Panoramas are projected from the same locations within the scene Texture creation - Mapping 2. Texture projected on the side of the building is skewed due to the angle of the surface to the camera 1. Location of Sphere Map Projector in scene 3. These areas are then masked out and textured from another projection
  • 22. www.discoveryprogramme.ie Texture creation - Mapping -A high quality texture is applied to the whole mesh -Areas that the panoramas missed are textured from individual images -To increase the quality of the texture multiple UV tiles can be created. - Instead of a single texture map up to 100 maps can be applied to a single mesh 4 UV tiles: Diffuse and Normal Map
  • 23. www.discoveryprogramme.ie Texture creation – Final Model Final model with normal and diffuse (texture) map
  • 26. www.discoveryprogramme.ie ORIGINAL SCAN DATA 212,000,000 Points 400,000,000+ Polygons 7500 MB pointcloud HIGH RES MESH 8,550,000 Points 17,600,000 Polygons 1350 MB obj LOW RES MESH 104,000 Points 200,000 Polygons 10.4 MB obj TEXTURED MODEL 10.4 MB + Diffuse 3.5 MB + Normal 2.5 MB = 17 MB total (.22%) Workflow summary
  • 27. www.discoveryprogramme.ie Workflow - monuments Original Scan Data 7.35m polys / 2130 MB Diffuse Texture Normal Map Ambient Occlusion Retopologised Mesh 7700 polys / 558 KB Texture/Normal/AO Mapped 7700 polys / 558 KB 3 MB Total Case Study: Market Cross, Glendalough Note: For Artec scanner the scan texture can be transferred to new mesh
  • 28. www.discoveryprogramme.ie 3D PDF •Some browsers don’t support •Some pdf viewers don’t open •Can require download •Doesn’t support Normal Maps •Can be RAM heavy Potential Deliverables Autodesk FBX Review •Free mesh inspection software •Requires download and installation •Works on Apple products •Works ‘offline’ Autodesk X 3D •Online in-browser viewer •Variety of functions: Measure/Cross-section/Move light source/Turn off texture •Not available until 2015 Sketchfab •Online in-browser viewer •Less functions than X 3D (currently) •Ready available •Tablet and Mobile support (fixed rotation)