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b)
Figure 9. A section of the Crypt, a) synthetic shading replaces
one of the colour images, b) the proper colour image mapped
with the technique proposed in this paper.
The second method , which we ultimately adopted, simply uses
the manually assigned pairings between subsets of 3D triangles
and individual 2D images. The only software component
required here is a simple mapping program that assigns the
texture coordinates to each vertex of the 3D model by solving
the collinearity equations used in the photogrammetric module.
Because the triangles are relatively small, no perspective
correction was applied to the mapped texture triangles. With
this method, the original high-resolution 2D images (Figure 8a)
are always available for processing. Once modified for a given
task, e.g., like virtual restoration, a simple reload of the VRML
file in the viewer updates the model. There is no need to re
compute the projection. The realistic looking nature of the
model comes from the fact that a calibration of the 2D camera
guarantees the geometric quality of the mapping; the mapping
uses all the texture data present in the 2D image, without re
mapping like in Figure 8b, and a dense 3D model. Therefore a
user can select the level of resolution for an application and
then map the texture on a high-resolution 3D model. A section
of the Crypt is shown in Figure 9a using synthetic shading after
removal of one colour image and in Figure 9b, the
corresponding colour image is mapped back onto the surface
with the technique proposed above. The matching between 2D
and 3D data is performed interactively. We could include in the
features detection part of the solution a module that does
segmentation and matching between 2D and 3D imagery
(Neugebauer and Klein, 1999). We also do not rely on
automatic best view computations. If 3D points are occluded
then at this point we don’t remove the texture mapping around
that point. Presently we rely on the ability of the user to take
the 2D snapshots and to pick the best point of views when
segmenting the 3D model. Another shortcoming is that method
does not model reflectance. However some of these features
will be added in the near future. Nevertheless, the results are
very good especially in a VR room.
Figure 10. View of the texture mapped model of the Crypt from
a vantage point that is not physically possible.
b)
Figure 11 Example of a virtual restoration, a) current state of
some of the writings, b) enhanced version with some
modifications brought to the texture image. Text taken from
reference (Fonseca, 1979).
A Byzantine Crypt (rupestrian site - 9th century c.e.), was
selected as a way to demonstrate the proposed modeling
method. It is characterized by two entrances one leading to the
area that served as a cemetery and the other as the church. The
church portion is divided into two naves according to a
structure that is typical of the period. The Crypt is characterized