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COST Madrid
 

COST Madrid

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Stereo 3D

Stereo 3D

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    COST Madrid COST Madrid Presentation Transcript

    • STEREO 3D APPLICATIONS POTENTIAL FOR HERITAGE DISASTER MANAGEMENT Maria BOSTENARU DAN
    • Introduction  Human viewing in 3D through stereo images  Pairs of images / colours  3D photography  Disaster management  Heritage conservation – 3D images (incl. Puzzles)  Reconstruction of antique sites superposed to real photo  In this paper: Adobe (Macromedia) Director application  Potential for augmented reality (superpose 3D model and photograph)
    • Historical and now Research on stereo photography
    • 3D photography  historic  Canadian Centre for Architecture  1866 fire in Portland, Maine – J. Soule  Giorgio Sommer  Evora  DDR  Now  Castles in Hungary
    • Canadian Centre for Architecture
    • Canadian Centre for Architecture
    • Photographer Siever CCA Fire Boston 1873
    • Photographer Soule John CCA Fire Portland (Maine) 1866
    • wikipedia Giorgio Sommer Vesuvius 26 April 1872
    • wikipedia Giorgio Sommer Vesuvius
    • wikipedia Giorgio Sommer Pompei
    • Evora disaparecida
    • http://www.varak3d.hu/ Várak 3D
    • Photo.net Projection of stereo in an installation
    • Rediscovered space
    • Rediscovered space
    • Rediscovered space
    • Satellite imagery  2001 Gujarat earthquake – M. Markus (comparison with eye view)  L‘Aquila (our research)  2010 Haiti – stereo pairs (Langenbach)
    • Foto 2003, 2010 Plan: Protecţia Civilă Italiană L‘Aquila
    • Stereo pairs 2010 http://www.conservationtech.com/ Pictometry images
    • 3D application programming
    • Programming  Lingo script, openGL basis  Of a geometric model which we also built in paper (rhombicuboctaedron)
    • member(1).newCamera("axonometrie") (member 1 of castLib 1).Camera(2).translate(0, 0, 100, #world) member(1).camera(2).rotate(45, 0, -135, #world) member(1).newCamera("camera2") (member 1 of castLib 1).Camera(3).translate(0, 0, 100, #world) member(1).camera(3).rotate(45, 0, -135, #world) member(1).camera(3).translate(20, 0, 0, #world)
    • on enterFrame global l member(1).resetWorld() member(1).bgcolor=rgb(0,0,255) l=20 mymeshgeometry = member(1).newMesh("rhombicuboctaedron", 44, 24, 0, 4) tmpvertlist=[] tmpvertlist.add( vector(l/2,l/2,(l/2+l*cos(PI/4))) ) tmpvertlist.add( vector(-l/2,l/2,(l/2+l*cos(PI/4))) ) tmpvertlist.add( vector(l/2,-l/2,(l/2+l*cos(PI/4))) ) tmpvertlist.add( vector(-l/2,-l/2,(l/2+l*cos(PI/4))) ) tmpvertlist.add( vector(l/2,l/2,-(l/2+l*cos(PI/4))) ) tmpvertlist.add( vector(-l/2,l/2,-(l/2+l*cos(PI/4))) ) tmpvertlist.add( vector(l/2,-l/2,-(l/2+l*cos(PI/4))) ) tmpvertlist.add( vector(-l/2,-l/2,-(l/2+l*cos(PI/4))) )
    • mymeshgeometry.vertexlist=tmpvertlist mymeshgeometry.colorList=[ rgb(255,255,255), rgb(0,255,255) , rgb(255,0,0), rgb(0,0,255)] mymeshgeometry.face[1].vertices=[1,3,2] mymeshgeometry.face[1].colors=[1,1,1] mymeshgeometry.face[2].vertices=[4,2,3] mymeshgeometry.face[2].colors=[1,1,1] mymeshgeometry.face[3].vertices=[2,4,17] mymeshgeometry.face[42].colors=[1,1,1] mymeshgeometry.face[43].vertices=[6,8,5] mymeshgeometry.face[43].colors=[1,1,1] mymeshgeometry.face[44].vertices=[5,8,7] mymeshgeometry.face[44].colors=[1,1,1] mymeshgeometry.generateNormals(#flat) mymeshgeometry.build() mymeshl = member(1).newModel("meshlinks", mymeshgeometry) (member 1 of castLib 1).Model[1].visibility = #both mymeshgeometryx = member(1).newMesh("tetraedru", 4, 4, 0, 1, 1)
    • myboxgeometry = member(1).newModelResource("cub", #box) myboxgeometry.width = l myboxgeometry.length = l myboxgeometry.height = l mybox = member(1).newModel("cube", myboxgeometry) myboxtexture = member(1).newTexture("cubetexture", #fromCastMember, member("bitmap")) (member 1 of castLib 1).newShader("rot",#standard) (member 1 of castLib 1).Shader[2].textureList[1] = (member 1 of castLib 1).texture[3] (member 1 of castLib 1).Model[3].shaderList = (member 1 of castLib 1).shader[2] member(1).model[3].translate(0, 0, (2*(l+l*cos(PI/4))) , #world) mymeshgeometryz = member(1).newMesh("tetraedruz", 4, 4, 0, 1, 1) mymeshgeometryz.vertexList=[vector(-((l/2)*cos(PI/4)),-((l/2)*cos(PI/4)),-((l/2)*cos(PI/4))), vector(-((l/2)*cos(PI/4)),((l/2)*cos(PI/4)),((l/2)*cos(PI/4))),vector(((l/2)*cos(PI/4)),-((l/2)*cos ((l/2)*cos(PI/4))),vector(((l/2)*cos(PI/4)),((l/2)*cos(PI/4)),-((l/2)*cos(PI/4)))] mymeshgeometryz.colorList=[rgb(255,0,0)] mymeshgeometryz.face[1].vertices=[1,3,2] mymeshgeometryz.face[2].vertices=[2,3,4] mymeshgeometryz.face[3].vertices=[1,2,4] mymeshgeometryz.face[4].vertices=[1,4,3] mymeshgeometryz.face[1].colors=[1,1,1] mymeshgeometryz.face[2].colors=[1,1,1] mymeshgeometryz.face[3].colors=[1,1,1] mymeshgeometryz.face[4].colors=[1,1,1] mymeshgeometryz.generateNormals(#flat) mymeshgeometryz.build() mymeshx = member(1).newModel("tetraederz", mymeshgeometryz) (member 1 of castLib 1).Model[4].visibility = #both member(1).model[4].translate(0, 0, (3*(l+l*cos(PI/4))), #world)
    • mymeshgeometryx.vertexList=[vector(((l/2)*cos(PI/4)),((l/2)*cos(PI ((l/2)*cos(PI/4))),vector(((l/2)*cos(PI/4)),-((l/2)*cos(PI/4)),-(( vector(-((l/2)*cos(PI/4)),((l/2)*cos(PI/4)),-((l/2)*cos(PI/4))), vector(-((l/2)*cos(PI/4)),-((l/2)*cos(PI/4)),((l/2)*cos(PI/4)))] mymeshgeometryx.colorList=[rgb(255,0,0)] mymeshgeometryx.face[1].vertices=[1,3,2] mymeshgeometryx.face[2].vertices=[2,3,4] mymeshgeometryx.face[3].vertices=[1,2,4] mymeshgeometryx.face[4].vertices=[1,4,3] mymeshgeometryx.face[1].colors=[1,1,1] mymeshgeometryx.face[2].colors=[1,1,1] mymeshgeometryx.face[3].colors=[1,1,1] mymeshgeometryx.face[4].colors=[1,1,1] mymeshgeometryx.generateNormals(#flat) mymeshgeometryx.build() mymeshx = member(1).newModel("tetraeder", mymeshgeometryx) (member 1 of castLib 1).Model[2].visibility = #both member(1).model[2].translate(0, 0, (l+l*cos(PI/4)), #world)
    • particleresource=member(1).newModelResource("particles",#particle) particleresource.emitter.minSpeed = 40 particleresource.emitter.maxSpeed = 50 particleresource.emitter.numParticles = 350 particleresource.emitter.tweenMode = #age particleresource.emitter.angle = 90 particleresource.emitter.direction = vector(0.000, -150.000, 0.000 ) particleresource.emitter.region = [vector(-50.000, 0.000, -50.000 ), vector(50.000, 0.000, -50.000 ), vector(50.000, 0.000, 50.000 ), vector(-50.000, 0.000, 50.000 ) particleresource.wind = vector(1.000, -50.000, 50.000 ) particleresource.lifeTime = 5000 particleresource.colorRange.start = rgb(0, 255, 255) particleresource.colorRange.end = rgb(255, 255, 255) particleresource.sizeRange.start = 12 particleresource.sizeRange.end = 6 particleresource.blendRange.start = 25 particleresource.blendRange.end = 100 t = member(1).newTexture("tparticle", #fromCastMember, member "particle") t.quality =#low t.renderFormat = #rgba4444 particleresource.texture = t member(1).camera(1).addChild(member(1).newModel("particles1", particleresource)) member(1).camera(1).addChild(member(1).newModel("particles2", particleresource)) member(1).model("particles2").rotate(0,0,180,#parent) end create world
    • sprite(1).camera=member(1).camera("axonomet rie") sprite(2).camera=member(1).camera("camera2" ) member(1).model[3].rotate(0, 90, 0, member(1).model[1]) end
    • Outlook  Stereo images – illusion of 3D  Potential not fully used  Like in reconstruction on CD in the last decade, translation from paper into computer application of augmented reality
    • Rediscovered space
    • Rediscovered space
    • Rediscovered space
    • Rediscovered space
    • Rediscovered space
    • Rediscovered space
    • Rediscovered space
    • Rediscovered space
    • Rediscovered space
    • Student exercise site
    • Augmented reality
    • Leebmann 2002 Augmented reality – photo & modell superposition
    • Leebmann 2004 Superposition of video, laser-scanning and CAD simulation
    • Potential application
    • Archeologic reconstruction  Granada 3D  Troia 3D  Director
    • Now and then photography  Rezistenta.net  Langenbach (Piranesi)  San Francisco 1906 (Arnold Genthe)  Indian Mutiny (Felice Beato)
    • Thank you!