CI PA 2003 XIX th International Symposium, 30 September - 04 October, 2003, Antalva, Turkey
509
teaks are very
ficant parts of
and a virtual
). The whole
meshing and
and software
er artifact.
fact
point density
necessary to
nd/or regular
)ly, however,
ATOS soft-
gic Studio or
th qslim, for
' about 50%,
le model. Of
e structure of
le results the
by most 3D
ult is stored,
. 4). For this
) result. With
:eware in its
inge viewing
el can easily
way as the
) an attempt
>n the object.
:complished,
own texture
m developed
computes the differences between a triangle’s normal and the
angles of the normals of neighboring triangles and uses it to
classify the local curvature. The intensity of the triangle’s
texture is then created depending on the class of the local curva
ture. Since concave and convex curvatures are encountered, two
different colors are used. As color printing was not possible for
this paper, figure 6 cannot really show the fine results achiev
able with this method. The curvature shaded object is still a 3D
object and can be examined in a 3D viewer. When selected 2D
views are generated, these can replace the hand drawn figures
usually produced by archaeologists for publications. The out
lines, as described in the following section (4.3) may be added.
Fig. 5: Same object as in fig. 4,
here shaded depending on local curvature
(two different colors are used for convex and concave parts
which cannot be distinguished in this gray tone printing).
4.3 Object outlines in 2D visualizations
Since manually capturing outlines for a 2D view is very tedious,
an automatic procedure was developed at i3mainz. It detects all
lines on a digital 3D model where the observation vector and
the object normals are perpendicular. For a convex body they
can also be called silhouette or contour.
Fig. 6: Automatically generated contour (silhoutte) lines
As 3D objects based upon triangular meshes are used, outlines
are made up from all triangle edges belonging to front-facing as
well as back-facing triangles. If only front-facing triangles are
considered, outlines correspond to the outer edges of the tri
angular mesh. Thus, finding contour lines consists of the
following steps:
• Choosing the desired 2D (parallel) projection.
• Reading front-facing triangles.
• Finding edges, belonging to one single triangle only.
Since occlusions have to be considered, a visibility test for all
(potential) outlines has to be performed, eliminating those lines
that are hidden behind object parts closer to the observer.
4.4 3D viewer for interactive inspection in the Internet
Since users at distant locations may want to inspect the virtual
collection, the data should be available in the Internet, too. For
this purpose an interactive visualization tool was developed.
Various alternatives were considered for the technology. Plug-in
technologies (mostly proprietary tools) provide quick rendering
solutions, optimized for the Internet usage. Alternatively, an
approach based on Java3D was considered and finally chosen.
This provided the necessary options for the integration of
database access. In addition, the tool can be used as a stand
alone application as well as an applet running in the Internet.
Since further investigations for optimizing the visualization are
required, the Java3D interface provides the appropriate means.
Fig. 7: Java3D visualization tool for the Internet
using a flat shading approach.
Presently available shading algorithms, for instance Gouraud-
Shading (Foley et. al., 1990), provide a good basis for 3D
visualization including an intuitive depth perception. Those
standard algorithms are supported by Java3D and also by most
graphics hardware products. The shading calculations of those
algorithms depend on the normal vectors of the surfaces. In the
case of the Gouraud shading, the normal vector of the surfaces
and the normal vectors at each point are used. This leads to
smooth transitions between the polygons. In the case of visua
lizing stone artifacts, this would eventually eliminate important
edge information of the stone. This, of course, depends on the
resolution of the data set as well. In order to avoid the
elimination of this information, our first approach was to use a
flat shading model instead, which uses only the normal vectors
of the surfaces. This, of course, sharpened the edges but the
overall appearance of the artifact deteriorated (see fig. 7, which