3D TECHNIQUES TO CREATE INTERACTIVE VIRTUAL
MUSEUMS: THE STATE OF THE ART IN THE EPOCH NOE
Denis Pitzalis, Christian Lahanier, Genevieve Aitken and Ruven Pillay
Centre de Recherche et de Restauration des Mus
´
ees de France,
14 quai Franc¸ois Mitterrand, Palais du Louvre, Porte des Lions, 75001 Paris, France
Karina Rodriguez-Echavarria and David B. Arnold
University of Brighton
234 Watts Building, Moulseccomb, Brighton, United Kingdom
Keywords:
Interactive Environments, Real-time Graphics, Graphics Application Pipeline, Technology in Museums.
Abstract:
Information and multimedia, such as images or 3D models, stored in databases are very important to preserve
the information about historical artefacts and works of art. Nevertheless, the potential of digital content in
databases is not fully exploited until it is used to create interactive ways to communicate to non CH specialist
the significance that these objects have. 3D virtual environments are a suitable mechanism for giving context
to, otherwise isolated, pieces of information. To achieve this, different techniques for 3D acquisition, inte-
gration and visualisation must work together in order to create 3D interactive virtual environments which are
engaging and accessible for the visitors of a muse um. In this paper we will describe the state of the art of the
techniques for achieving this type of environments within the partners of the EPOCH Network of Excellence.
1 INTRODUCTION: WHY
BUILDING VIRTUAL
MUSEUMS?
The role of museums is shifting from that of an insti-
tution which mainly collects and stores artefacts and
works of art towards a more accessible place where
visitors can experience heritage in more engaging and
interactive ways. As such, information and commu-
nication technologies have great potential for assist-
ing not only in the documentation and preservation of
information, such as images or 3D models about his-
torical artefacts and works of art; but also for creating
interactive ways to communicate to non CH special-
ists the significance that these objects have.
The concept of technology as another medium for
representing heritage extends to all digital technolo-
gies in museums. For example: audiovisual guides,
interactive multimedia screens and 3D interactive vir-
tual environments. These mediums potentially pro-
vide a better understanding by contextualising arte-
facts in the museum in time and space and comple-
ment other forms of more traditional media, such as
books, artist reconstructions, or photography, deal-
ing with representations of the past (Thornton and
Rodriguez-Echavarria, 2006). In particular, 3D in-
teractive virtual environments are a unique medium
for representing heritage as they are able to provide
a semi-realistic representation of 3 dimensional ob-
jects/spaces. This makes them a suitable mechanism
for giving context to, otherwise isolated, pieces of in-
formation or physical objects which, at the moment,
are displayed in glass cabinets or on museum walls.
Hence, they enable visitors to interact virtually with
historical objects, which will not be otherwise acces-
sible due to their nature and fragility (Lahanier et al.,
2002).
It has to be recognised, however, that the creation
of Virtual Museums based on existing digital data-
bases is more viable for larger Cultural Heritage in-
stitutions, who have more resources for the digitisa-
tion process, digital databases and the types of in-
stallation that virtual environments require. Medium
and smaller institutes might find that the use of
other mechanisms for representation are more suit-
able, such as audio-video story telling or much sim-
pler multimedia applications. Nevertheless, it is ex-
pected that as the price of digitisation drops, and the
cost of acquisition and maintenance of hardware and
software becomes more accessible, more museums
will increasingly be able to experiment with this type
197
Pitzalis D., Lahanier C., Aitken G., Pillay R., Rodriguez-Echavarria K. and B. Arnold D. (2007).
3D TECHNIQUES TO CREATE INTERACTIVE VIRTUAL MUSEUMS: THE STATE OF THE ART IN THE EPOCH NOE.
In Proceedings of the Second International Conference on Computer Graphics Theory and Applications - AS/IE, pages 197-203
DOI: 10.5220/0002085201970203
Copyright
c
SciTePress
of environment.
The process of building a 3D virtual museum
draws on many different technologies and digital
sources. From the perspective of the Computer
Graphics professional, technologies such as pho-
togrammetry, scanning, modelling, visualisation, user
interfaces, run-time engines and interaction tech-
niques need to all work together. Additionally, the
data exchange formats become essential to ensure that
the digital sources are seamlessly integrated in the fi-
nal experience. These domains need to interoperate
efficiently and transparently in order to create engag-
ing ways of presenting information.
This paper will present the state of the art of such
techniques for creating 3D virtual museums within
the partners of the EPOCH Network of Excellence
(EPOCH, 2002). In addition, it will report on some
concerns with, and propose some solutions for, the
integration of the technologies previously mentioned.
A case study proposed by the Centre de Recherche et
de Restauration des Muses de France (C2RMF) will
be presented to illustrate the integration of real tools
for digitising and creating a 3D virtual environment,
which takes advantage of the 3D documentation of
works of art.
2 DIGITISATION PROCESS
Museum artefacts can vary greatly. They can be, for
example, books, documents, statues, paintings and
works of arts. As such, they are all made of dif-
ferent materials, with different shapes and sizes. It
is also necessary to consider other types of 3D Cul-
tural Heritage content, such as terrain data, archi-
tectural sites, virtual avatars, flora, fauna, as well as
other types of content (i.e. video and sound), in or-
der to portray more effectively the historical context
of an object. Hence, different techniques for digiti-
sation are required. The following subsection will
describe three techniques, different in terms of cost,
time and methodology, which are, at the moment, the
most widely used means of capturing digitally the ob-
jects of a museum: photogrammetry, 3D laser scan-
ning and modelling.
2.1 Photogrammetry
The goal of this system is to reconstruct a 3D ob-
ject from a sequence of geometrical and colour cal-
ibrated images. The method used at the C2RMF
is called shape from silhouettes (Hernandez-Esteban
and Schmitt, 2003). The 3D digital photography
capture system, developed in 2000 for the ACOHIR
project (Martinez et al., 2000) consists of an accu-
rate turntable to support the object, a simple digital
camera, a professional lighting system and a PC to
synchronise the acquisition. The computer controls
the step by step rotation of the turntable, the lighting,
the digital capture and the transfer of the files to the
hard disk. At each step a digital image of the object is
saved in sRGB in high definition (4000x5000 pixels)
(Figure 1). The number of angular steps per rotation
(usually 24 or 36 steps) can be changed. For complex
objects several sequences can be acquired at various
inclination angles of the camera to get a more com-
plete panoramic view. A colour chart image is then
used to calibrate the camera and to correct the colour
of images.
Figure 1: Glass vase, Buballo Lucio (Venice), Mus
´
ee de
S
`
evres, inv. MNC27731. 3D model obtained by pho-
togrammetry process.
When the set-up is complete for a given set of ob-
jects with similar shape and size (camera positioning
for distance and inclination, zooming and focus, light-
ing) we proceed to a geometric calibration of the ac-
quisition system before the object capture. The cali-
bration can be performed in two ways: the first one,
more secure but slower, is by acquiring several digital
images of a black geometric target containing bright
circular patches and by placing it in different posi-
tions and orientations on the turntable; the second one
is entirely based on the silhouettes extracted from the
image.
The use of silhouettes requires an accurate extrac-
tion of the object from the background, which is not
always an easy task. The calibration allows us to ob-
tain high resolution image sequences with a strictly
controlled geometry. From the calibrated sequence of
an object we can reconstruct a 3D model of the object
with its colour texture. To do so, we use several types
of information contained in the images. We first ex-
tract from each original colour image the silhouette of
GRAPP 2007 - International Conference on Computer Graphics Theory and Applications
198
the object. Then we build in the 3D space a volume
called the visual hull which is an upper-boundary of
the real object volume. The visual hull is then carved
in order to recover the missing concavities of the ob-
ject surface. At the end of the process we are able to
recover the apparent contours of the model. Finally, a
texture map is computed from the original images for
the reconstructed 3D model (Lahanier et al., 2004).
Another tool available for photogrammetric re-
construction is the EPOCH 3Dmodel web service
(Vergauwen and Gool, 2006). This tool allows users
to upload digital images to a service where a partial
3D model of the scene is reconstructed using shadow-
based photogrammetry techniques.
2.2 3D Laser Scanning
A more expensive way to digitise an object is by ac-
tive 3D laser scanning. The fast capture time of a
view (from 150,000 to 300,000 triangles with a Mi-
nolta VI900) allow the user to take many digital shots
to cover all parts of the object. If the object is small,
we can use a normal turntable to change it’s orien-
tation more quickly. The resolution of the MINOLTA
camera is 100µ for x and y and 50µ in depth (Lahanier
et al., 2005). The texture is acquired simultaneously
by means of an internal video camera without colour
calibration. The reconstruction of the object can be
performed using MeshLab (MeshLab, 2006). Mesh-
Lab is an open source system for editing, cleaning,
healing, inspecting, rendering and converting unstruc-
tured 3D triangular meshes.
Recently a new system has been tested at the
C2RMF to scan paintings (Figure 2). This technique,
developed by the Canadian National Research Coun-
cil is based on the direct acquisition by multiple low-
power lasers (Taylor et al., 2002). The system scans a
small (less than 100µ diameter) white laser spot from
three (RGB) laser sources over the complete surface
of an artefact, for example a painting. A triangula-
tion based detection system simultaneously records
the spatial measurements (x,y,z) and the colour re-
flectance (RGB) from the spot. The maximum lateral
resolution is of 50µ with a depth resolution of 10µ.
A unique feature of this technology is the ability
to examine the surfaces and roughness of paintings as
well as the overall shape of canvas and panel paint-
ings. The shape data recorded by the scanner origi-
nates from the immediate surface of the paint layer,
under the varnish, rather than from the varnish sur-
face. This results in a detailed high-resolution record-
ing of the surface relief or 3D structure of the paint
layer from brush stroke details as well as from craque-
lure formations due to ageing.
Figure 2: Naked woman, detail, Renoir Pierre Auguste, Mu-
seum of l’Orangerie, inv. RF 1963-13. 3D model obtained
by color laser scan.
2.3 Modelling
Modelling is another technique where 3D polygo-
nal representations of object are constructed either
by hand or algorithmically, which includes genera-
tive and procedural modeling. Techniques for algo-
rithmic modelling include: generative (Berndt et al.,
2005a; Berndt et al., 2005b), procedural and rule
based (Wonka et al., 2003; Mueller et al., 2006;
Mueller et al., 2005). Other techniques are (Plat-
ings and Day, 2004) for landscape and (Ciechomsky
et al., 2005; Ryder et al., 2005; Thalmann et al., 2005;
Wilkinson et al., 2004) for avatars modelling (Figure
3).
Figure 3: Animating Virtual Humans Modelling example.
3D TECHNIQUES TO CREATE INTERACTIVE VIRTUAL MUSEUMS: THE STATE OF THE ART IN THE EPOCH
NOE
199
3 INTEGRATION OF THE 3D
DIGITISED CONTENT
Once the artefacts have been digitalised, it is neces-
sary to integrate them with other CH content and add
interactivity. To do this different techniques are avail-
able and this is the stage where the integration of the
different technologies is most critical.
The decision of which objects, content and inter-
activity to include is tightly coupled with the target
public and the requirements of the application. One
of the critical aspects of this stage is to ensure con-
tent reusability. This is especially the case as the role
of technology in museums shifts towards achieving
a “flexhibit” configuration approach (Tolva, 2006).
In this approach, content is used in reconfigurable
spaces, such as immersive virtual environments, mul-
timedia, on the web, or on mobiles, by using different
types of presentation technologies. Hence, reusability
is essential as it will provide maximum flexibility and
will avoid repeating the work for use within differ-
ent contexts. To automate this, previous approaches
include the use of presentation domains (Patel et al.,
2003), which correspond to different environments in
which the digital artefacts can be used.
Cultural Heritage 3D interactive environments
have normally been handcrafted (Calori et al., 2003;
Gaitatzes et al., 2004; Ch’ng et al., 2004) using
device-independent graphics libraries (e.g. OpenGL
(OpenGL, 2006)), scene graph based libraries (e.g.
OpenSG (OpenSG, 2006), OpenScenegraph (Open-
SceneGraph, 2006), Performer (Performer, 2006)),
game engines for integrating content (e.g. Un-
real Tournament (UT, 2006), Aurora toolkit (NWN,
2006)) or 3D authoring tools (Rodriguez-Echavarria
et al., 2005; Laycock and Day, 2003). Although this
affords a great degree of freedom, it also requires ex-
perienced graphics professionals as developers (Fig-
ure 4). As a consequence museum curators or other
CH professionals who may not have this experience,
are unable to participate fully and the development
focus can be diverted from creativity to technology.
For this reason, it is important to involve curators and
museums designers at this critical stage of the devel-
opment process.
Integration also requires the translation of con-
tent data formats from the original applications to a
format that can be used to stitch content together.
Almost all applications for creating content rely on
proprietary data formats that can only be reused by
making translations which require inefficient modifi-
cations to the files. Although a lot of work has been
done in this area, since the first attempts to define ISO
standards for computer graphics (Arnold and Bono,
Figure 4: Authoring tool example.
1988), there is still a lack of international commonly
accepted standards for exchanging 3D data, such as
generalised scene topology, individual models and be-
havioural mechanisms, as well as offering flexibility
for custom components. This is specially important
for Cultural Heritage artefacts in museums, where the
conservation of the data well beyond the lifetime of
current systems is essential. Currently, X3D (suc-
ceeding the earlier VRML) and COLLADA (COL-
LAborative Design Activity) are two popular stan-
dards for encoding 3D objects into common formats
for sharing between applications. COLLADA is in-
creasingly used in 3D content creation whilst X3D
has particular legacy value and familiarity in the field.
Both formats can encode a scene using an XML syn-
tax. Some of their main differences are:
X3D (Web3D Consortium 2006) is an ISO stan-
dard, while COLLADA was originally established
by Sony and then adopted by other main players
in the gaming industry. These will have an effect
on which applications will take advantage of these
formats as they are being directly supported by the
tool vendors.
COLLADA is designed as an interchange format,
while X3D is designed as a content deployment
format, targeting web type applications.
4 VISUALISATION OF 3D
INTERACTIVE VIRTUAL
MUSEUMS
Technologies for visualisation are constantly being
developed and at the moment no single technology
can fulfil all applications. Such technologies vary in
size, shape, stereo capability, cost, type of view (di-
rect view vs. projection) and their usage depends
on the specific characteristics of the installation. Re-
cently, popular visualisation installations in museums
GRAPP 2007 - International Conference on Computer Graphics Theory and Applications
200
have focused on single or multiple projection archi-
tectures, including CAVE based environment (Rapp
and Weber, 2005; Christopoulos et al., 2001). These
environments usually consist of projection screen in-
stallations, stereo surround sound and other devices
for users to interact with the environment. Another
type of installation consisting of a video wall using
direct view screen technologies instead of projection
systems is starting to emerge and is also gaining pop-
ularity. The visualisation of 3D interactive virtual mu-
seums provides a set of unique challenges for visual-
isation technology, as this types of environments:
Integrates content from a mixture of acquisition
techniques and thus may contain a mixture of
large meshes.
Require interactive frame rates for the visitors to
engage with the application.
Require different rendering techniques in case dif-
ferent modelling approaches had been used.
Techniques such as cluster based visualisation
might be a solution for this need. This technique in-
volves a cluster of standard PC’s driving an array of
projectors or screens, where each PC is responsible
for rendering a predefined part of the display. The
reason for its suitability are mainly:
the low hardware and software acquisition and
maintenance costs
the power of modern graphics cards, driven by
the computer video games industry, now rival the
more powerful graphics engines.
By using this technique, a layer of software is still
necessary above the operating system and below the
application level to provide synchronisation of input
devices and the 3D environment. For this, the mecha-
nisms that are available include: OpenSG, Chromium
(Chromium, 2006) and Equalizer (Equalizer, 2006).
5 A CASE STUDY:
GALLO-ROMAN WHITE CLAY
FIGURINES
During the Gallo-Roman period (from 40 to 300 AD),
numerous workshops in the Centre of Gaul produced
white clay figurines made of kaolin. More than 5,800
figurines are registered in the EROS database at the
C2RMF(Aitken et al., 2005). The knowledge ac-
quired on the production of these artefacts and the ex-
tension of its diffusion confirms the role of the ancient
commercial routes of the Roman Empire and the reli-
gious influence between civilisations from the North-
ern and Southern French countries.
Figure 5: A “Venus Anadyomene” and it signed mould.
Anne de Beaujeu Museum, Moulins, France.
The figurines production starts by the modelling
of a “genotype” or “archetype” made by the “coro-
plathe”. Then, by casting the genotype, its shape was
extracted using prints to make moulds; the number of
which depended of the complexity of its shape (3 for
a Venus comprising the two pieces for the front, the
back and the base; 13 pieces for a Spinario). The sev-
eral moulds extracted from a genotype are generally
signed on their outer part to identify the name of the
producer or that of the moulder. Then, after drying
the moulds, a great number of copies can be stamped.
The different pieces are joined and glued with diluted
clay called “barbotine” to rebuilt the empty figurines
similar to the genotype. In order to prevent the model
from exploding during the firing process, a small hole
is made in the back of the fresh ceramic to evacu-
ate the pressure of the vapour. During the drying
and the baking process the objects shrink. When the
genotype and the moulds are worn, new castings are
made using the existing figurines. This process pro-
duces generations of artefacts which are progressively
smaller (approximately 10% reduction each time). To
study the production and the spread of these artefacts
throughout Gaul and in the Roman Empire, archaeol-
ogists have built a typology of the different kinds of
God, Goddess, figures, animals, fruits, aliments and
toys, etc. As the objects were dispersed and broken,
the classification consisted of designing and describ-
ing the incomplete models. It was a single historian
that had to perform this classification in order for it
to be coherent due of the subjective visual aspect of
this method without 3D measurement. To automate
this process, an electronic inventory and 3D mod-
elling were coupled with the chemical analysis of the
3D TECHNIQUES TO CREATE INTERACTIVE VIRTUAL MUSEUMS: THE STATE OF THE ART IN THE EPOCH
NOE
201
clay made at the C2RMF on few thousands of the fig-
urines.
One of the focal points of the French national
project “Metamorphose” was to present C2RMF re-
sults to the public in an exhibition. The use of a Vir-
tual Museum was a suitable solution to this need, as
most of the figurines were already digitised and clas-
sified in a database. The digitisation involved laser
scanning techniques for the artefacts and modelling
techniques for the virtual environment (Figure 6). The
application was rendered using OpenGL and visu-
alised by the users using a single PC display. The
main objective of the application was to contextualise
the reconstructed 3D figurines in a virtual environ-
ment representing the original workshop. The reason
for this, was to show the visitors not only the figurines
but also, their history and characteristics as well as the
processes used for their production. This allowed vis-
itors to experience how the past might have been for
that particular society, and understand the production
techniques as well as gain new knowledge of the era.
Figure 6: Animating Virtual Humans Modelling and Au-
thoring tool example.
6 CONCLUSIONS
Within the Cultural Heritage domain access is so lim-
ited that the opportunity to create digital representa-
tions is precious. For this reason, it is crucial that con-
tent already existent should be fully integrated into ef-
fective means of presentation. This paper highlighted
the importance of using information and communi-
cation technology as a more effective media for rep-
resenting heritage. Although, it was recognised that
museums which already have databases with digital
artefacts might take better advantages of creating this
type of environments for visitors to better appreciate
the artefacts’ value. The paper presented an overview
of the techniques which are available for creating a
3D interactive virtual museum. The different tech-
niques for digitisation, integration and visualisation
were described. In addition, several issues with the
current development cycles of interactive experiences
were identified. These issues might not only apply to
the Cultural Heritage application area, but for many
others; hence, its consideration is important. The pa-
per highlighted the importance of the content integra-
tion stage of the process and the need for common
guidelines as well as the adaptation of general pur-
pose standards, which are necessary for all different
techniques to work together efficiently. Finally, the
potential of using content in existing databases, such
as the C2RMF EROS database, was used as an exam-
ple of how virtual environments is an area which is
still to have a greater impact on the way that visitors
experience museums today.
ACKNOWLEDGEMENTS
Part of this work has been conducted as part of the
EPOCH Network of Excellence (IST-2002-507382)
within the IST (Information Society Technologies)
section of the Sixth Framework Programme of the Eu-
ropean Commission.
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