The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences. Vol. XXXVII. Part B5. Beijing 2008
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longer ranges. Image-based modelling (IBM) techniques can
produce accurate and realistic-looking models using low cost
portable digital cameras. But they are highly interactive which
limit the amount of details a model can have. Fully automated
IBM methods are still unproven in real applications and require
large number of closely spaced images, which is impractical for
large monuments. Also occlusions and lack of textures are
persistent problems for 3D from imaging methods. Due to all of
the above, we decided to use a combination of technologies in
this project:
1. A high accuracy mid-range laser scanner for most parts
2. A long-range laser scanner for sections on top unreachable
by first scanner
3. Image-based methods to fill gaps in hard to access areas
4. Images from a balloon to model the landscape and upper
parts not captured by the above techniques
Figure 3 outlines the data acquisition and 3D reconstruction
steps designed for this project. The most time consuming
operations for large complex site, are:
1. Deciding on the next best view
2. Registration of the multiple scans
3. Registration of texture images with the geometric model
4. Editing and filling holes to create a watertight model
Developing procedures to facilitate or fully automate these
operations is a necessity and remains an active research area.
Terrestrial Images
Range Sensors
Geometric Modelling
Integration and meshing
Mesh simplification
Editing & hole filling
Detailed Textured Model
Reference system
Aerial Images
Tops & Landscape
vSfyfrl Rendering / Visualisation
Interactive Animation / Movie
Non-immersive / desktop Pre-set walkthrough
immersive (V£) j Ughtk>B
Figure 3. 3D imaging, modelling, and visualisation steps
This paper deals with 3D modelling from range sensors only.
Image based modelling is covered in Remondino et al., 2008.
1.3 Previous Work
There is a large body of work on using laser scanners for
heritage applications. Here we focus on work related to the
Acropolis and similar large-scale monuments. Models of some
Acropolis structures have been created in the past few years. A
computer animation “The Parthenon” virtually reunited this
main Acropolis structure with its sculptures, which have been in
various museums for over two centuries (Stumpfel et al., 2003,
Debevec, 2005). The models were created using 3D laser
scanning, structured light, Photogrammetry, and photometric
stereo. The movie also used image-based rendering and inverse
global illumination. A project on digitising the Parthenon with a
time of flight (TOF) laser scanner at 12mm spatial resolution
(Lundgren, 2004) was reported. Managing the resulting huge
datasets, starting with about 7 billion raw 3D points, was
attempted by using a volumetric approach that divide the data
into voxels of different sizes. The highest-resolution model
contained 87 million polygons. Extensive study of changes to
the Erechtheion from the 16 th century to 2004, including an
AutoCAD-based 4D model was carried out (Blomerus & Lesk,
2007). The model was based on paintings, drawings, and photos
from those periods. Also pertinent to our project, issues with
detailed scanning of large marble statues were addressed
(Levoy et al., 2000). Difficulties to digitally reconstruct large
complex sites, particularly due to the considerable manual work,
were identified (Beraldin et al., 2006). Thus, automating some
steps such as registering multiple scans and texture mapping is
highly desirable (Allen et al., 2005). Interactive visualisation
with huge models remains a very active research area. Luebke
et al., 2002 and Dietrich et al., 2007 cover many aspects. Aliaga
et al., 1999 presented a system for rendering very complex 3D
models at interactive rates. It selects a subset of the model as
preferred viewpoints and partition the space into virtual cells.
Each cell contains near geometry rendered using LOD and
visibility culling, and far geometry rendered as a textured depth
mesh. GigaWalk (Baxter et al., 2002) is a system for interactive
walkthrough of huge environments. It combines occlusion
culling and LOD and uses two graphics pipelines with one or
more processors. Geo-morphing of LOD (GoLD) is a view-
dependent real-time technique for multi-resolution models
(Borgeat et al., 2007). It uses geo-morphing to smoothly
interpolate between both geometric and texture patches
composing a hierarchical LOD structure to maintain seamless
continuity between adjacent patches.
2. THE MAIN CHALLENGES
In this project, several challenges were encountered. Data
acquisition, processing, and visualisation, all had problems
related to the size, complexity, and material of the monument.
2.1 Data Acquisition:
The size, setting, and the monument surface created several
problems. The height made coverage from ground level difficult
on top parts. Some problems due to obstructions and terrain
(figure 4) caused delays and resulted in missed areas. Some
parts shape complexity caused self-occlusions, and
impediments from plants/trees created holes in the coverage.
Figure 4. Examples of difficult on-site scanner setting
Due to many restorations, the monument marbles varied in age
and amount of dirt deposits on surface. Laser spot scattering
from marble crystals causes increase in noise while apparent