ADVANCED TOPICS IN SCIENCE AND TECHNOLOGY IN CHINA ADVANCED TOPICS IN SCIENCE AND TECHNOLOGY IN CHINA Zhejiang University is one of the leading universities in China. In Advanced Topics in Science and Technology in China, Zhejiang University Press and Springer jointly publish monographs by Chinese scholars and professors, as well as invited authors and editors from abroad who are outstanding experts and scholars in their fields. This series will be of interest to researchers, lec- turers, and graduate students alike. Advanced Topics in Science and Technology in China aims to present the latest and most cutting-edge theories, techniques, and methodologies in var- ious research areas in China. It covers all disciplines in the fields of natural science and technology, including but not limited to, computer science, mate- rials science, life sciences, engineering, environmental sciences, mathematics, and physics. DongmingLu Yunhe Pan
Digital Preservation for Heritages Technologies and Applications
With 121 figures Authors Prof. Dongming Lu Prof. Yunhe Pan College of Computer Science and College of Computer Science and TechnologyTechnology Zhejiang University, Hangzhou Zhejiang University, Hangzhou 310027, China 310027, China E-mail: [email protected] E-mail: [email protected]
ISSN 1995-6819 e-ISSN 1995-6827 Advanced Topics in Science and TechnologyinChina
ISBN 978-7-308-06599-3 Zhejiang University Press, Hangzhou
ISBN 978-3-642-04861-6 e-ISBN 978-3-642-04862-3 Springer Heidelberg Dordrecht London New York
Library of Congress Control Number: 2009935706 c Zhejiang University Press, Hangzhou and Springer-Verlag Berlin Heidelberg 2010 This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilm or in any other way, and storage in data banks. Duplication of this publication or parts thereof is permitted only under the provisions of the German Copyright Law ofSeptember 9, 1965, in its current version, and permission for use must always be obtained from Springer-Verlag. Violations are liable to prosecution under the German Copyright Law. The use of general descriptive names, registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use.
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Springer is a part of Springer Science+Business Media (www.springer.com) Preface
Cultural heritages include rich information related to social, historical and cultural values. Affected by climate, environmental and other factors, some valuable heritage information is threatened through destruction or disappear- ance, and some is still not utilized sufficiently. How to investigate and utilize such information effectively is a significant scientific and technological issue. Archaeologists, museologists and conservators are working on issues such as the excavation of precious heritage items, the exhibiting of this valuable in- formation and the strengthening of their outline structure, which aims to conserve and utilize the heritage items as well as their values. The development of information technology has shown its significant role inlargeandfast digitalization, personalization and so on. Information tech- nology is more and more important in heritage preservation, including, but not limited to, digitalization, digitally-aided research, conservation, exhibi- tion and utilization. First introduced in the 1980s, information technology was initially used to store information about relics, and then some digital- ization and exhibition applications were implemented. Currently, information technologyisappliedinmanydifferent aspects in heritageinformation preser- vation. Digitalization can store the heritageinformation in digital format therefore prolonging the “life” of the heritage items. Digitally-aided research technologies can help to improve the effect and efficiency of the archaeological research.Digitally-aided conservation technologies can simulate the conser- vation effect and monitor the heritage items in real-time, hence avoiding unpredictedlosses. Digital exhibition technologies can remove thetimeand space limitations of traditional exhibitions, and can also exhibit the implicit values more vividly. Digital utilization can synthetically utilize the historical, cultural and scientific values of cultural heritage items by applying modern science and technology The digital heritage research group of Zhejiang University has been de- voting significant time in this area since 1997, initially taking the Dunhuang Mogao Grottoes as an example and opening up a new area of mural restora- VIPreface tion, cave exploration and Dunhuang style pattern design. During thepast tenyearswehavefound many new and valuable topics related to heritage preservation, and the research was further extended to heritage information acquisition, digitally-aided research, digital conservation anddigital exhibi- tion and utilization. In addition, these technologies are applied to more Chi- nese heritages, such as the Jinsha Site in Sichuan Province, the Liangzhu Site and the Hemudu Site in Zhejiang Province. The research was financially supported by Key Projects of the National Natural Science Foundation of China (No. 69733030), the National Basis Research Program of China (No. 2002CB312106), the National High-Tech Research and Development Program of China (Nos. 2003AA119020 and No. 2006AA01Z305), the National Re- search and Development Program of China (No. 2004BA810B04), the Pro- gram for New Century Excellent Talents at University (No. NCET-04-0535), the Program for “151 Talents” in Zhejiang Province, and the Program for Changjiang Scholars and Innovative Research Team (No. IRT0652). Motivated by the systematic introduction of our work as well as recent developments in the area, we aim to provideacomprehensive and up-to-date coverage of digital technologies in cultural heritages preservation, including digitalization, digitally-aided research, conservation, digital exhibition and digital utilization. Processes, technical frameworks, key technologies, as well as typical systems and applications are discussed in the book. Chapter 1 introduces the significance and the goal of digital heritage preservation. In addition, some technical requirements for heritagepreser- vation are also discussed. Chapter 2 covers some basic knowledgeaboutdigital preservation tech- nologies, including the basis of information acquisition and perception, in- formation analysis and recognition, digital exhibition and interaction. These are fundamental to the following chapters. Chapter 3 describes the digital acquisition technologies needed for various typical heritage items, including the archaeological excavation field, museum preserved sculptures and artifacts, the large site scene and large paintings and murals. Chapter 4 discusses some digitally-aided research techniques during the process of archaeological research, among which computer aided investigation of archaeological sites, excavation and computer aided quantitative analysis and research aredetailed. Chapter 5 presents various digitally-aided conservation technologies, in- cluding digitally-aided investigation, dynamic environmental monitoring of cultural heritages and digitally-aided restoration of cultural heritages. Chapter 6 proposes various technologies for digital exhibition and inter- action. Distinguishedbytheir objectives, theonline heritage exhibition, the reconstructed archaeological sites exhibition and interactive experience in the exhibition hall are introduced. Preface VII
Chapter 7 brings forward the framework of heritage utilization by tak- ing Dunhuang style pattern re-creation and semantic modelingfor ancient Chinese buildings as an example. Chapter 8 gives some systematic examples based on the technologies in- troduced in Chapters 3 to 7, including digital preservation for the Mogao Grottoes, digital preservation for the Jinsha Site, digital reconstruction of the Hemudu site and digital exhibition of the Liangzhu relics. Chapter 9 summarizes the current status and the prospects for future development. The book is intended for researchers and students in the fields of computer science and technology, museology, and archaeology. We hope it can be a ref- erence book for computer science researchers and students, especially within the areas of virtual reality, computer graphics, computer animation, image processing, and so on. The book can also be used as a reference book for museologyand archaeology researchers, whoareworking on digitalheritage preservation applications or projects. We would like to express our gratitude to Dr. Qingshu Yuan, who has helped with collecting materials for this book. We also deeply appreciate the contribution to this book by our colleagues and the PhD candidates. Our thanks would go to Dr. Changyu Diao for collecting part of the materials for Chapter 1, 2, and 3, Mr. Xifan Shi for collecting part of the materials for Chapter 1, 2, and 4, Mr. Jianming Liu for collecting part of the materials for Chapter 5, 7, 8, and 9, as well as Dr. Yabo Dong and Mr. Ming Xia for collecting part of the materials for Chapter 5. We would like to extend our heartfelt gratitude to Caiping Huang for her helpful work on material checking. We also owe a special debt of gratitude to Dunhuang Academy, Chengdu Relics Archaeological Institute, Liangzhu Museum, and Hemudu Site Mu- seum, for their cooperative research work.
Dongming Lu, Yunhe Pan Hangzhou, China August, 2009 Contents
1 Introduction ...... 1 1.1 Cultural Heritage, the Crystallization of History ...... 1 1.2 Cultural Heritage Preservation and Its Objectives ...... 3 1.3 New Requirements of Digital Technologies for Heritage Preservation ...... 5 References...... 6
2 The Basis of Digital Technologies for Cultural Heritage Preservation ...... 9 2.1 Basis of Information AcquisitionandPerception...... 9 2.1.1 Digital Photography and Processing ...... 10 2.1.2 3D Scanning and Processing ...... 12 2.1.3 3S Technology ...... 14 2.1.4 Sensing andWirelessTransmission ...... 16 2.2 Basis of Information AnalysisandRecognition...... 18 2.2.1 Image Processing ...... 18 2.2.2 Intelligent Information Processing ...... 22 2.3 Basis of DigitalExhibitionandInteraction...... 25 2.3.1 Animation...... 25 2.3.2 Real-time Rendering...... 27 2.3.3 Stereo Display ...... 29 2.3.4 NaturalInteraction...... 31 2.4 Summary...... 32 References...... 32
3 Digitalization of Cultural Heritage ...... 35 3.1 Information Acquisition from Archaeological Excavation Sites 36 3.1.1 Preventing Loss of Information from Archaeological Sites...... 36 3.1.2 Process and Technical Framework of Information Acquisition from Archaeological Excavation Sites . . . . . 37 X Contents
3.1.3 Key Technologies for Information Acquisition from ArchaeologicalExcavationSites...... 41 3.1.4 Typical System for Information Acquisition from ArchaeologicalExcavationSitesandApplications..... 44 3.2 Information Acquisition of Museum Preserved Sculptures andArtifacts ...... 44 3.2.1 Digital Technology Makes Sculptures and Artifacts Remain“YoungForever”...... 45 3.2.2 Information Acquisition Process and Technical Framework for Museum Preserved Sculptures and Artifacts...... 46 3.2.3 Key Technologies for Information Acquisition of Museum Preserved Sculptures and Artifacts ...... 48 3.2.4 Devices and Applications...... 55 3.3 Information AcquisitionfromLargeScenes ...... 55 3.3.1 Process and Technical Framework of Large Scene InformationAcquisition ...... 55 3.3.2 Key Technologies of LargeSceneInformation Acquisition...... 56 3.3.3 TypicalApplications...... 61 3.4 Information Acquisition of LargePaintingsandMurals...... 63 3.4.1 Process and Technical Framework of Acquisition of Large Paintings and Murals ...... 63 3.4.2 Key Technologies for Information Acquisition of LargePaintingsandMurals...... 64 3.4.3 Typical Devices and Applications...... 67 3.5 SummaryandProspects...... 69 References...... 70
4Archaeological Research Aiding Technologies ...... 71 4.1 Digital Technology and Archaeological Research ...... 71 4.2 Process and Technical Framework of Archaeological Research Aiding ...... 72 4.2.1 Process of Archaeological Research Aiding Technologies 72 4.2.2 Technical Framework of Archaeological Research Aiding Technologies ...... 73 4.3 Typical Applications...... 82 4.3.1 Utilization of RS ...... 82 4.3.2 Digital Measurement of Large-size Archaeological Sites 83 4.3.3 Computer Aided Bronze Ware Identification Expert System...... 84 4.3.4 Reconstruction Simulation of Stilt Style Buildings of the Hemudu Site...... 85 4.4 Summary andProspects...... 85 References...... 87 Contents XI
5 Digitally Aided Conservation and Restoration of Cultural Heritages ...... 89 5.1 Digitally Aided Investigation ...... 90 5.1.1 Current Situation Investigation by Digitally Aided Technologies...... 90 5.1.2 Process and Technical Framework of Digitally Aided Current Situation Investigation ...... 90 5.1.3 Key Technologies of Digitally Aided Investigation . . . . 95 5.1.4 Typical Digitally Aided Current Situation Investigation System...... 98 5.2 Dynamic Environmental Monitoring of Cultural Heritages . . 99 5.2.1 Process and Technical Framework of Dynamic Environmental Monitoring ...... 100 5.2.2 Key Technologies of Dynamic Environmental Monitoring...... 102 5.2.3 Typical Dynamic Environmental Monitoring System . . 106 5.3 Digitally Aided Restoration of Cultural Heritages...... 107 5.3.1 Process and Technical Framework of Digitally Aided Restoration...... 107 5.3.2 Key Technologies in Digitally Aided Restoration . . . . . 109 5.3.3 An Introduction to Typical Application of Digitally AidedConservationandVirtualRestoration ...... 115 5.4 SummaryandProspects...... 118 References...... 119
6 The Impact of Digital Technologies on the Exhibition of Cultural Heritages ...... 121 6.1 OnlineHeritageExhibition ...... 122 6.1.1 Online Exhibitions BreakingConstraints of Time and Space...... 123 6.1.2 Process and Technical Framework of Online Heritage Exhibitions...... 123 6.1.3 Key Technologies for Online HeritageBrowsing ...... 126 6.1.4 Typical Online Heritage Exhibition Applications . . . . . 132 6.2 DigitalExhibitionsofReconstructedArchaeologicalSites.... 135 6.2.1 Archaeological Sites Exhibition of Reconstructed Original Appearance...... 135 6.2.2 Process and Technical Framework of a Digital Reconstruction Exhibition...... 136 6.2.3 Key Technologies of Digital Reconstruction Exhibition 138 6.2.4 Typical Applications for Digitized Reconstruction andExhibitionofSites...... 141 6.3 Interactive Experience in theExhibition Hall ...... 144 6.3.1 Interactive Experience that Enhances a Sense of Participation ...... 145 XII Contents
6.3.2 Process and Technical Framework of the Interactive Experience in theExhibition Hall ...... 146 6.3.3 Key Technologies of Interactive Experience in ExhibitionHall ...... 148 6.3.4 Typical Application of Interactive Experience System . 154 6.4 Summary andProspects...... 156 References...... 157
7Digital Development and Utilization of Cultural Heritages’ Information ...... 159 7.1 Culture Heritages’Value ...... 160 7.2 Process and Technical Framework of Digital Development andUtilization ...... 162 7.3 Key Technologies for Development and Utilization ...... 166 7.3.1 SourceMaterialExtraction...... 166 7.3.2 Expression and Extraction of Ancient Murals’ ArtisticStyle...... 167 7.3.3 Artistic Style Learning BasedRe-creation ...... 171 7.3.4 Computer-aided Imitation of Murals...... 174 7.4 Introduction of Typical System for the Development and Utilization ...... 176 7.4.1 Computer Aided Art Design and Creating System.... 177 7.4.2 Semantic Modeling for Chinese Ancient Buildings .... 179 7.5 SummaryandProspects ...... 181 References...... 181
8 Applications of Digital Preservation Technologies for Cultural Heritages ...... 183 8.1 Digital Preservation Project for the Mogao Grottoes ...... 184 8.1.1 Digital Acquisition of the Dunhuang Grottoes...... 186 8.1.2 Microclimate Monitoring in the Mogao Grottoes . .... 188 8.1.3 Digitally-Aided Imitation of the Dunhuang Murals . . . 191 8.1.4 ColorSimulationoftheDunhuangMurals...... 192 8.1.5 Dunhuang-style Pattern Creation and Product Development...... 192 8.2 Digital Preservation Project for the Jinsha Site ...... 196 8.2.1 Information Management and Sharingfor ArchaeologicalSites ...... 196 8.2.2 Acquisition and Exhibition of the Excavation Field . . . 198 8.3 DigitalReconstructionProjectoftheHemuduSite ...... 201 8.4 Digital Exhibition of the LiangzhuRelics...... 204 8.5 Summary ...... 208 References...... 209
9 Summary and Prospect ...... 211
Index ...... 215 1 Introduction
Cultural heritagescontainrichinformation regarding society, history and cultural values. How to investigate and utilize such information effectively is a significant scientific and technological issue.
1.1 Cultural Heritage, the Crystallization of History
The history of human civilization has left a wealth of precious cultural her- itage. Cultural heritage mentioned in this book is the tangible heritage con- taining various valuable historical, artistic and scientificartifacts. Heritage Museum-Encyclopedia of China considers all historical cultural relics, no mat- ter whether they can be moved or not, to be part of cultural heritage (Ed- itorial Department of Encyclopedia of China, 2004). Cultural heritage has various forms, including architectural structures, cave temples, tombs, stone inscriptions, murals, heritage sites, and so on. It also covers important ob- jects, works of art and literature, manuscripts, books, and other articles of interest (UNESCO, 1972). Some famous examples of cultural heritage are listed below to show the historical, artistic and scientific values of heritages. As the largest and most complete ancient building in China, the Forbid- den City, also known as the Palace Museum is the imperial palace of the Ming and Qing Dynasties. the Forbidden City covers over 720,000 m2 andhasmore than 9,000 rooms. All architectures were built of wood on a greenish white marble base, roofed with yellow glazed tiles and decorated with magnificent colored drawings, demonstrating the excellent skills ofChinese architecture of more than five hundred years ago. Currently, the Palace Museum preserves a number of precious cultural relics, many of which are unique national trea- sures.Thetotalnumber of relics in the Palace Museumis estimated to be about 1/6 of the total in China. the Forbidden City represents a condensed version of the history of Chinese civilization. The Dunhuang Mogao Grottoes (Yasuo and Dong, 1982) are an artistic treasure and consist of 492 caves containing over 45,000 m2 of murals, 2,415 21Introduction painted sculptures, and more than 4,000 Apsaras statues. In the year 1900, the Library Cave (the 17th cave) was discovered accidentally when the 16th cave was cleared of silt. It contains over 50,000 pieces of cultural relics includ- ing writingsof previous dynasties, hand paintings on paper and on silk, and embroideries dating from the 4th to the 11th century. the Library Cave is a significant discovery in Chinese archaeological history. This heritage site has important historical and scientific values in the study ofChinese and Central Asian history. The so-called Dunhuangology is mainly concerned with studies of the Library Cave writings and the Dunhuanggrotto art. Fig.1.1shows the famous architecture of nine floors of the Dunhuang Mogao Grottoes.
Fig. 1.1. The architecture of nine floors of the Dunhuang Mogao Grottoes (With permission from Changyu Diao)
In 1974, terracotta warriors and horses (Qin Shihuang Terracotta War- riors and Horses Museum, 1983) were found in the eastern Mausoleum of Qin Shihuang in Lintong, Xi’an, the largest ancient military museum in the world. More than 2,000 pieces of pottery warriors and horses, more than 30 war chariots, over 40,000 bronze weapons of variouskinds,aswellasmany other relics were excavated fromthreepits.Life-size pottery warriors and horses are arranged in an orderly manner, full of power and grandeur. These warriors represent different regiments of army units, such as chariot soldiers, infantry,andcavalry. The terracotta warriors and horses, as the epitome of the powerful army of the Qin Dynasty, are invaluable for studying the history, politics, militarism, economics, culture, art, and technologyof the Qin Dynasty. The terracotta warriors and horses were created in animated 1.2 Cultural Heritage Preservation and Its Objectives 3 poses. The gestures and facial expressions show the distinct personalities and characters of various people at the time. They represent the peak of the de- velopment of ancient Chinese clay sculptures. Fig. 1.2 shows the first and largest pit of the terracotta warriors and horses ofQin Shihuang.
Fig. 1.2. The first pit, excavated in 1974, is the largest pit of terracotta warriors and horses ofQin Shihuang.Itcoversanareaof 230×62 metres and contains more than 6,000 pieces of terracotta warriors and horses (With permission from Qingshu Yuan)
The Egyptian pyramids (Macaulay, 1982) built 4,500 years ago are called “One of the Seven Wonders of the Ancient World”. From the 3rd to the 13th dynasty,ittooktendynasties to build the pyramids. The pyramids are filled with the ancient Egyptians’ wisdom and they still retain many mysteries. They attract many scientists, archaeologists, historians, and tourists from all over the world. Fig.1.3showstheGreat Sphinx ofGiza.
1.2 Cultural Heritage Preservation and Its Objectives
The primary objective of cultural heritage preservation is to protect the au- thenticity and integrity of cultural heritage (UNESCO, ICCROM, ICOMOS, 1994). Authenticity and integrity are two important concepts conceived in the Convention Concerning the Protection of the World Cultural and Natu- ral Heritage (UNESCO, 1972), and also are the basic objectives of cultural heritage preservation. The preservation target is to uncover theimplicit value, and find its historical context from cultural heritage itself. 41Introduction
Fig. 1.3. The pyramids and the Great Sphinx ofGiza. The largest pyramid is for Khufu, the 2nd pharaoh of the 4th ancient Egyptian dynasty. The Sphinx was built according to Khufu’s facial features (With permission from Qian Fan)
At present, cultural heritage preservation includes mainly archaeological excavation, archaeological research,archive management, conservation, exhi- bition, and utilization. Archaeological excavation includes field excavation, underwater excava- tion, aerial excavation, and so on. By variousmeans,wecancollect unearthed and other artifacts properly, make an archaeological interpretation, and fi- nally complete an archaeological excavation report. Digital technology has expanded archaeological excavation work in various ways. For example, the total station makes measurements of the unearthed cultural relics’ positions more efficient and accurate. 3D scanners can easily record the geological sur- face shape information of the archaeological site. Archaeological research is dedicated to finding the historical, artistic, and scientific value of cultural heritage, and investigation the historical process, the state of civilization, and the technological level. These goals are achieved through analyzing comprehensivelythephysical characteristics, pattern char- acteristics, geographical distribution, and related documentation of cultural heritage items. Digital technology plays an important role in the process of archaeological research; for example, techniques for dating relics based on their shape analysis, and techniques that use 3D visualization to predict the location of heritage sites. All these techniques lend support to archaeological research. Archive management includes collecting, recording,organizing, adding, deleting and modifying cultural heritage information. Archives of cultural 1.3 New Requirements of Digital Technologies for Heritage Preservation 5 heritage usuallyincludethenumber, size, weight, material, unearthed posi- tion, unearthed time, dynasty, status, photos, and other information of the relics. With the development of digital technology, digital images, digital videos, 3D models, and other multimedia information have gradually become integral components of cultural heritage archival management. Conservation work includes monitoring, safely storing, and restoring her- itage items. For example, the surrounding environment such as thetemper- ature, humidity, density of carbon dioxide, and the state of microorganisms and vegetation should be monitored in grottoes. The principle of restoration work is to “restore so as to be the same as before”, that is, to maintain the cultural characteristics of the heritageitemsoastoensureitsauthentic- ity. Digital technology can improve environmental monitoring efficiency. It also helps to strengthen security of heritage information through biological authentication and digital encryption, especially on the net. In the work of restoration, digital technology can help to analyze the physical characteristics of cultural heritage items and restore their original status. Exhibition work is an important means of cultural diffusion and educa- tion, including exhibitions in museums, on site, and even on the Web. Not only is the basic information about the cultural heritage item itself exhibited, but also related historical, cultural and scientificinformation. Digital tech- nology has brought new forms to exhibitions. For example, virtual reality can make visitors step into the scenes of ancient life through an interactive im- mersion exhibition, and also give visitors the opportunity to enjoy the images of cultural heritage freely throughthenetwork. Utilization of cultural heritage leads to a better understanding of the culture. Tourism, film, television, game production, imitation, printing, and publication are all utilizations of cultural heritage. With the help of digital technology, it is possible to promote the utilization of cultural heritage val- ues through, for example, pattern creation, animation, and recreation of an ancient cultural style. It is also possible to solve conflicts between the conser- vation and utilization of cultural heritage, for example, the conflict between conservation and tourism.
1.3 New Requirements of Digital Technologies for Heritage Preservation
Digital preservation technologies have been applied at home and abroad,and have achieved initial success. However, some problems still exist and new requirements are also being raised. Intermsof archaeological excavations, althougharchaeologists can ob- tain a lot of information about excavation sites through photographs and drawings, this has not yet achieved the goal of recording all the information. By the time archaeological excavation work is completed, lots of important information produced during excavation might be lost forever. 6 1 Introduction
In terms of archaeological research, there are still many important cultural heritage relics yet to be discovered. Also, secondary damagetorelicsmay occur when archaeologists physically measure and examine them. In addition, many senior experts need to be assembled in one place and time during heritage analysis and identification. In terms of archive management, the advantages of digital archive man- agement have gradually become apparent. Major heritage units have now turned their attention to digital archive management. However, special equip- ment is in urgent need to transfer old materials from non-digital to digital forms, such as drawings, films, slides, microfilms, photographs, audio tapes, and video tapes. Such digitalization devices include scanners, digitizers, audio and video capture cards. In terms of conservation, software can assist experts to mark disease re- gions and create conservation plans for cultural heritageitems.Sensors, wire- less network segments, and other equipments can help monitor temperature, humidity, and carbon dioxide concentration of the environment, enabling us totake necessary measures to reduce the environmental impact on cultural heritage items. Virtual restoration experiments have the advantageofbeing abletobe reversed or repeated compared withdirect physical restoration. They can also reduce difficulties and risks in the restoration of cultural her- itage items. In terms of exhibitions, visitors can only visit a museum during opening hours, and the content of the exhibition remains the same for all visitors that cannot meet any personalized needs. Also, cultural heritage items suffer a lot from weather or man-made destroy, and original condition of them can not beexhibited Now augmented reality technologyismaturing and becoming applicable to museum exhibitions. In addition, exhibitions need to allow visitors to participate in an interactive experience to get a real feeling for the heritage relic. Excessive utilization of cultural heritage items has caused severe loss to the cultural heritage. This situation needs to be changed urgently. It is nec- essary to determine how to maximize development and utilization without damaging cultural heritage. Therefore, digital technology will play an impor- tant role in the development and utilization of heritage information because of the non-contact and non-destructive characteristics of its virtual role. With the emergence of all kinds of new theories and equipments, preser- vation technologies are also improving with time. In chapters 3 to 7, digital preservation technologies will be introduced in order of their application, as recording, researching, exhibition, conservation, and utilization of cultural heritage relics.
References
Editorial Department of Encyclopedia of China (2004) Heritages & Museum- Encyclopedia of China. China Encyclopedia Press, Beijing (in Chinese) References 7
Macaulay D (1982) Pyramid. Houghton Mifflin, Boston Qin Shihuang Terracotta Warriors and Horses Museum (1983) Terra-cotta War- riors & Horses at the Tomb of Qin Shihuang. Cultural Relics Press, Beijing (in Chinese) UNESCO (1972) UNESCO World Heritage Convention, article 1, 2. http://whc. unesco.org/en/conventiontext/. Accessed 10 Sept 2009 UNESCO, ICCROM, ICOMOS (1994) Nara Document on Authenticity, arti- cle 13. http://www.international.icomos.org/charters/nara e.htm/. Accessed 10 Sept 2009 Yasuo I, Dong XC (1982) Dunhuang. Shanxi People’s Publishing House, Taiyuan (in Chinese) 2 The Basis of Digital Technologies for Cultural Heritage Preservation
Cultural heritage is unique and non-renewable while digital information about cultural heritage has the advantages of being permanently stored, and conveniently copied and shared. Hence it can provide a new method for sci- entific conservation, research, interactive exhibition, as well as utilization of cultural heritage. Current developments in computer networks, multimedia, virtual reality, and artificial intelligence have provided a solid foundation for the digitalization of cultural heritageinformation. Digital information about cultural relics covers many aspects, including both visual information, such as image, video, and 3D models, and non-visual information, such as components, internal structure, and the conservation en- vironment. Digital information goes throughthefollowing processes: acqui- sition and perception, analysis and recognition, transmission and exhibition. In this chapter, we will describe the technological basis of these processes, which is fundamental to Chapters 3 to 7.
2.1 Basis of Information Acquisition and Perception
Acquisition and perception of cultural heritage information refer to the recording of various properties and status of cultural relics, such as their shape, color, texture, material, internal structure, evolutionary process, and their conservation environment, such as temperature, humidity, brightness, air components, and so. It is used mainly for permanent digital archiving of heritage information and real-time monitoring, which supports subsequent tasks for ensuring data reliability. Information acquisition and perception of culturalheritageareclosely associated with technologies such as digital pho- tography, 3D scanning, 3S (GIS, RS, and GPS), environment perception and wireless transmission, which will beintroduced in this section. 10 2 The Basis of Digital Technologies for Cultural Heritage Preservation
2.1.1 Digital Photography and Processing
Commonly used in heritageinformation documentation, digital photography and processing can acquire, modify and record 2D information into digital format.
• Digital Photography
High resolution and high photorealism are important issues in heritageimage acquisition. Digital photography is more suitable for heritage image acquisi- tion than traditional photography because it is real-time to show, and conve- nient to edit. The resolution of digital photography is also now highenough to meet the requirements of acquisition for cultural heritage information. The first digital camera in the world was invented in 1975 by Steven Sasson, an engineer from the Kodak Electronic Applications Research Centre (Sasson, 2007). It weighed 8.5 pounds and was driven by 16 AA batteries. Thepicturestaken by it were recorded on tape, containing 10,000 pixels. After only three decades, the resolution of shutter digital cameras can now reach about 40 million pixels or more, and significant improvements have been made in lenses, viewfinders, shutters, LED displays, etc. Digital photography can providethe results in an instant, allowing peopletocheck the results immediately, and ensuring the quality of the photography. The data files of digital cameras are now usually stored in magnetic devices or in optical recording media. Common storage medias available include Compact Flash, Secure Digital Memory Card, Smart Media, Memory Stick, MultiMedia Card, Extreme Digital-Picture Card and MicroDrive, etc. Thephotosensitive technologies that are used in digital photographyin- clude mainly CCD (Charge Coupled Device), Super CCD, and CMOS (Com- plementary Metal Oxide Semiconductor)(Jeff, 2003). Digital photographing devices available presently include SLR (Single Lens Reflex) digital cameras and digital cameras with back. The latter can be further divided into shutter types and scanning types. SLR digital cameras, using electronic photosen- sitive components instead of the films of traditional cameras, can make full use of traditional SLR camera lenses and mechanical shutters, but also have new features like increased capacity and the ability to offer a real-time pho- tographic effect. The major providers ofSLR digital cameras include Canon, Fuji, Kodak, Konica Minolta, Nikon, Olympus, and so on. Compared with SLR digital cameras, digital back cameras usually have higher resolution and a better color effect. The photosensitive components of shutter back cam- eras are similar to those of SLR digital cameras in working mode, while the shooting of scanning back cameras, similar to the bulb shooting of tradi- tional cameras, is often used for static objects. The major providers of digital back cameras include Better Light, Foveon, Fuji, Jobo, Kodak, Leaf America, MegaVision, Phase One, Sinar Bron Imaging, and so on. Fig. 2.1(a) shows a shutter type digital back camera produced by Phase One, which can record 2.1 Basis of Information Acquisition and Perception 11
7,216×5,412 pixels with 16 bits per RGB channel in a single shoot (Phase One, 2006). Fig. 2.1(b) shows a scanning type digital back camera produced by Better Light, which can record 10,200×13,600 pixels with 16 bits per RGB channel (Better Light, 2007).
Fig. 2.1. Two types of digital back camera in the current market. (a) Phase One P45+; (b) Better Light Super 10K-HS
• Digital Photo Processing
Digital photo processinggenerallyincludes rotation, cropping, zoom, mosaic, and exposure adjustment, which can be achieved conveniently using digital photo editing tools. It also offers functions such as white balance correction, sharpening, noise reduction, and other effects. Color space is the color range that a color image can reach, such as CMYK (Cyan, Magenta, Yellow, and Key (Black)) and RGB (Red, Green, and Blue)(Abhay, 2003).CMYKisthe color space commonlyusedby output devices such as printing presses and printers. RGB color space has several different types, such as Adobe RGB, Apple RGB, ColorMatch RGB, CIE RGB, sRGB, and so on. Among them, Apple RGB is the default color space for Apple’s display device, and is widely used in graphic designandprinting phototypesetting. CIE RGBisthecolor space standard established by the International Commission on Illumination. For digital photography and processing, sRGB and Adobe RGB are the two most commonlyused color spaces. In the processing of digital photos of cultural relics, white balance is one of the most important issues, because the color of objects will change under different light conditions. Photographs taken in different light may have different color temperatures while the photography of cultural heritage relics has highrequirementsfor color fidelity. White balance makes white objects appear white in photos, and thus balances the appearance of other colors. In fact, color is determined by the light. Thingsthatappeartobe white in normal light may not be white in dark light. The white color in fluorescent light is in fact not white. For all these situations, if we can adjust thewhite balance appropriately, we can ensure that all thecolors in a photo will be represented faithfully. There are many modes of white balance suitable 12 2 The Basis of Digital Technologies for Cultural Heritage Preservation for different shooting scenes, such as automatic white balance, tungsten light white balance, fluorescent light white balance, indoor white balance, and manually adjusted white balance.
2.1.2 3D Scanning and Processing
3D scanning can record the detailed surface information of heritageitems, while 3D processing can handle further tasks such as de-noising,triangula- tion, texture mapping, and so on. They are combined to record the surface information of heritageitems.
• 3D Scanning
Shape information of cultural relics is usually achieved using 3D scanning devices. 3D scanning acquires 3D information of an object’s surface using technologies based on stereo vision, light wave, or sound wave time-of-flight distance measurement. The major specification parameters of 3D scanning include scanning precision, scanning speed, sampling rate, scanning scope, and so on. 3D scanning technology originated in the 1960s (William et al., 1989). In the 1980s, the Cyberware Company developed the world’s first 3D scanners. 3D scanning technology is applied to the acquisition of digital informa- tion of cultural relics in various ways, for example, using a robot arm to make a measurement (contact measurement), or applying optical principles to make a measurement (non-contact measurement). The main tool for con- tact measurement is a trilinear coordinates measuring instrument, which uses a small probe to measure the spatial position of a relic’s surface, point by point, thereby reconstructing the whole surface of the relic. The accuracy of contact measurement is quite high,reaching micrometers. However, because contact with the relic may harm the surface, it is seldom used in heritage surface acquisition. Non-contact measurements, especiallyoneswithhigh speed andhigh sam- pling rate, are more suitable for obtaining digital 3D information of objects with complex shapes. Time-of-flight measurement and triangulation mea- surement are most commonly used methods. In time-of-flight measurement, the laser scanner sendsalaser pulse and then starts timing until the sensor captures the pulse signal reflected by object surface. The roundtrip distance between the scanner and target point can be determinedbymultiplying the laser speed and the flight time. Using laser phase difference, the improved time-of-flight measurement can give a more precise estimate of the flight time. Laser time-of-flight measurement can acquire 3D information from tar- gets as far as several kilometres away, which is especially suitable for the 3D reconstruction of large-scale site scenes. Fig. 2.2(a) is a laser scanner made by Trimble, which can achieve 12 mm accuracy at 100 m distance (Trimble, 2005). 2.1 Basis of Information Acquisition and Perception 13
Triangulation measurement is more suitable for obtaining 3D information of small-scale objects. The high-precision 3D shape of small objects can be obtained using spot lasers, line lasers, and structured light approaches. These three approaches all calculate the spatial position of the point by using a triangle composed of the target point, the emitting point, and the sensor point. Currently, line laser scanning and surface structured light scanning are the two most popular methods. However, surface structured light scanning is more efficient because it can obtain 3D information from more than one million sample points at one time. Fig. 2.2(b) shows a structured light scanner made by 3D CaMega Co., Ltd, which can acquire 1.3 M points in a single scan at 0.06 mm accuracy (3D CaMega, 2009).
Fig. 2.2. Two types of 3D scanners in the market. (a) Trimble 3D GX Scanner; (b) 3D CaMega CS-400 Scanner
• 3D Scanning Data Processing
Information acquired by 3D scanning devices is usually expressed as point clouds in computers. Caused by various errors, there will be noises in point clouds, which should first be removed. To remove the noise, filtering methods should first be used. Then triangulation should be carried out, which trans- forms the point cloud into a triangular mesh model. Finally throughregistra- tion and merging of the triangular mesh model, an integrated polygon mesh model will be obtained. Alternatively, we can obtain the complete point cloud model throughtheregistration and merging of the point cloud first, followed by 3D triangulation. But the current 3D triangulation algorithm is unstable in judging the normal vector orientation in the model surface, and therefore is unsuitablewhen dealing with complex 3D models. The mesh model which integrates all the scanned data may still have holes caused by self-shelter of the scanned object and other factors. These holes should be filled by planar or curved surfaces. To ensure the reliability of the data, the repaired region needs to be marked to show its difference from the original scanned data. Because of differences in accuracy among the 14 2 The Basis of Digital Technologies for Cultural Heritage Preservation scanned data, an integrated polygon grid model may have the problem of uneven distribution of triangular meshes, which can be solved by curvature based polygon mode reconstruction method. The method constructs a dense distribution of triangles in a highcurvaturesurface, and a sparse distribution of triangles in a low curvature surface. The number of polygons needs to be large enough to avoid a loss of detail from the original data and to record surface details reliably. High-precision texture photos should also be taken and mapped to the sur- face of 3D models. The photo texture mapping algorithm includes automatic mappingbased on contour and interactive mappingbased on corresponding points. Usually a series of textures is required to cover the whole surface of a 3D model, so fusion should be carried out in the overlapping areas. Gener- ally, the texture fusion algorithm based on the overall minimum difference can achieve a good result, which is often used in 3D data processing of heritage.
2.1.3 3S Technology
3S technology is a technology integrating Remote Sensing (RS), Geographic Information Systems (GIS), and Global Positioning Systems (GPS).3Sin- volves information acquisition, processing, and application. It has already been applied widely in archaeology because of its fast speed, real-time capa- bility, high precision and largequantify properties in acquisition and process- ing.Integrated applications of RS, GIS and GPS can efficiently collect and process information from archaeological sites, and provide decision support for archaeological excavations.
• GPS
GPS uses a constellation of several medium earth orbit satellites that trans- mit precise radio wave signalstolocate a place on earth,tell the current time, or navigate moving objects on earth.Thesystem,which theUnited States started to develop in the 1970s, took 20 years and cost 20 billion U.S. dollars to complete in March 1994. The system consists of 24 satellites with a global coveragerateof98% and enables overall real-time 3D navigation and positioning in the sea, on land, and in the air. It provides a 24-hour service and is highly automated, precise and efficient. GPS consists of three major parts: a space segment, a ground control segment, and a user’s receiver. As the precise location of the satellite is known, from the GPS observations, we can determine the distance from the satellite to the receiver. One equation can be established by each satellite, and the location of the observation point (X, Y, Z ) can be solved using 3 equations by 3 satellites. Taking into account the error between the satellite clock and the receiver clock, we need to use four or more satellites to form four equations to solve the four unknowns, X, Y, Z, and the clock. Finally, we can obtain the latitude and longitude of the observation point and its elevation. 2.1 Basis of Information Acquisition and Perception 15
GPS is widely used in archaeological excavations, especially in site exca- vation explorations in which geographical information is very important.
• RS
Developed in 1960s, RS has its broad sense and narrow sense. In a broad sense, it is a detection technologythat remotely senses objects and natural phenomena using electromagnetic waves, gravitational fields, electric fields, mechanical waves (sound waves, seismic waves), and so on, without direct contact. In a narrow sense, it is a technology that is used to studytheshapes, sizes, locations, and properties of objects on the earth and their correlations with the environment. The radiation features of electromagnetic waves, from ultraviolet to microwave, of various objects on the earth are obtained using various sensors placed on aerospace carriers (including near-earth carriers) at different heights. Those features are then formed into images, which are then transmitted and processed. Through such procedures, the attributes of objects on the earth are identified, and their temporal and spatial changing rules are explored. Multi-sensors, high-resolution, and multi-temporal data are the distinctive features of contemporary development of RS technology. The application and analysis of RS information is currently undergoing anumberof changes from the analysis of single remote sensing data to the analysis offused information from multiple data sources, from static analysis to dynamic monitoring anal- ysis, from qualitative investigation to computer-aided automatic quantitative investigation. Aerial RS has become an important aspect of RS development for the reason of its mobility and high-resolution. RS archaeology, as its name suggests, is the nondestructive detection of objects on the ground, underground, or underwater using RS technology. To be specific, we detect, record, and analyze archaeological sites and their re- gional environments from four levels, namely aerospace, aviation, ground and underground, using geophysical means such as electromagnetic and seismic waves, and gravitational, magnetic, and electric fields. Using RS archaeol- ogy, the information obtained is no longer limited by visible light and au- dible sound waves detected by human eyes and ears. Any trivial changes or abnormalities in attributes detectable by the instruments can be recorded; therefore, RS technology can provide much more detailed archaeological in- formation.
• GIS
GIS is a geographical technology rapidly developed in the 1960s as a result of interdisciplinary studies. Based on the geographical space database and geographical coordinates (latitude and longitude), GIS provides a variety of space and dynamic geographic information. It has the ability to handle a 16 2 The Basis of Digital Technologies for Cultural Heritage Preservation variety of geographic data and provides services for geography researchers and geographic decision-making. GIS acts as a computer hardware and soft- ware system; but internally it is a geospatial information model consisting of computer programs andgeographicaldata. With the emergence of “Digital Earth”, GIS is developing from a 2D sys- tem into a multi-dimensionaldynamic system or even network system, to meet the urgent needs of the theoretical development and many other fields such as resources management, environment monitoring, and city planning. One of these technical developments is based on developing a client/server ar- chitecture to ensure that the data and procedures on the server are accessible to its end-users. Another is to develop, through the Internet, Internet GIS or Web-GIS to access various geospatial data remotely, including graphics and images, and to carry out various kinds ofgeospatial analysis. This kind of development furthers the connection of GIS to the information highway through modern telecommunication technologies.
• Integration of GPS, RS, and GIS
GPS,RS,andGIS have their own distinctive advantages. By integrating them, we can develop a system that is powerful in acquisition, positioning, and analysis. RS and GPS are collection tools; RS plays the role of the data source and GPS plays the role of positioning. Their combined results need to be integrated in GIS. GIS can be regarded as the processing hub, while RS and GPS are the two wings of information acquisition.
2.1.4 Sensing and Wireless Transmission
Sensing and wireless transmission techniques are used for real-time heritage sites information acquisition, such as temperature, humidity, gas density, and so on, and transmission them for further analysis.
• Sensing Technology
Environmental information is acquired by reading the data from sensors. Temperature, humidity, photosensitive, and gas sensors are widely used in environmental monitoring systems. Inappropriate temperature or humidity may lead to distortion, cracking or even mildewing of relics. Temperature sensors can be classified as metal thermal resistor, semiconductor resistor or thermoelectric force sensors. Hu- midity sensors can be classified as water-affinity or non-water-affinity types. Currently, temperature and humidity sensors are always integrated into one module while maintaining high accuracy and stability. For instance, the Sen- sirion SHT75 (Sensirion Company, 2009) can achieve accuracies within 1.8% for humidity and 0.3◦Cfor temperature. 2.1 Basis of Information Acquisition and Perception 17
Some types of relics, such as paintings and silks, are quite sensitive to light. Light sensors can be classified as photocells, photo resistors, photodiodes, and phototransistors. Photo resistors are widely used because of their high sensitivity, small packagesizeandlow cost. Inappropriate gas density may also have a negative influence on the con- servation of relics. For instance, in an environment with high carbon dioxide density andhumidity,thecarbon dioxide dissolved in water will lower thepH value of the surface of relics, and thus cause deterioration. Gas sensors today can detect many types of gases such as carbon monoxide, carbon dioxide, sulfur dioxide, etc. They can be divided into semiconductor, electrochemical, solid electrolyte, contact combustion, photochemical and polymer gas sen- sors. For instance, Telaire 6004 CO2 sensor module (GE Corporation, 2006) is a photochemical carbon dioxide sensor that provides a digital RS232 inter- face for data acquisition, and can reach a high level of accuracy (5%) in the range of 0∼5000 ml/m3.
• Wireless Communication
Because many cultural heritage sites are located in the wild where wired com- munication infrastructures are usually unavailable, wireless communication is the only choice for environmental data transmission. Wireless communication technologies used in heritage conservation can be classified into those aiming at low power consumption and those aiming at long range data delivery. Low power wireless communication is a basic requirement, because of the difficulties involved in deploying power supply infrastructure in the wild, and the constraints of heritage conservation. Wireless Sensor Network (WSN) is one of the most representative low power communication technologies. In WSNs, hundreds of low power, low cost sensor nodes operate as a large scale self-organized multi-hop mesh network. Although each of them could only communicate with each other over a limited distance, the whole network could relay environmental data to the sink node. WSN systems can work even continuously for more than 1 year with two AA batteries, thus greatly reducing the battery replacement or charging overhead in maintaining the system. As WSN is a newly emerged technology, there are still many unresolved problems. One is hardware. As the hardware of sensor nodes is highly de- pendent on their application and sensor nodes are often deployed in harsh environments, we often have to customize robust hardware to ensure the stable running of the system. Another issue is software, including highef- ficiency operating systems, communication protocols (time synchronization, media access control, routing, etc.) and application related techniques, such as localization and data query.Forfurther information, readers can refer to a survey of WSN technology (Akyildiz etal., 2002). 18 2 The Basis of Digital Technologies for Cultural Heritage Preservation
Although WSN has advantages in data transmission in heritage site, its limited communication range makes it unsuitable for long distance data communications. Therefore, long range communication technologies need to beemployed.Fordata relaying within severalkilometres, digitaldata transceivers such as the HAC-LM 433 MHz data transceiver (HAC Com- pany, 2009) are very attractive. It has a high data transmission power, and its single hop communication range can reach even more than 1 km. By em- ploying some simple data transmission control mechanisms such as polling, we can easilyorganize data transceivers into a data relaying network covering several kilometers. For relaying data in a larger area, a mobile or satellite net- work might bemoresuitable. We can access these networksinmostplaces in the world, and less effortisrequired to implement data transmission control mechanisms.
2.2 Basis of Information Analysis and Recognition
Cultural heritageinformation analysis and recognition refers to the analy- sis, extraction and processing of digital information from cultural heritage sites, including images, graphics, and other information. Through analysis and recognition of digital information, we can highlight the data character- istics of the original information. This section will focus mainly on heritage related analysis and recognition techniques.
2.2.1 Image Processing
Heritage digital information mainly includes images, videos, 3D models, and soon.3Dmodel processing was discussed in subsection 2.1.2. Here we will focus on the basic operations of heritageimage processing, including image enhancement, segmentation, and recognition. The primary purpose of enhancement is to process images to make them more suitable for specific applications compared to the original; the purpose of segmentation is to divide heritage images into meaningful region so as to facilitate understanding of the images; while image recognition is the major component of image understanding.
• ImageEnhancement
Image enhancement can be divided into two categories: spatial domain method and frequency domain method (Ruan, 2005). Spatial domain refers to the image plane itself and such methods are based on the direct processing of the image’s pixels. Frequency processing is based on the Fourier transform. Image enhancement based on gray scale transformation is the simplest of all imageenhancement technologies. Let r and s be the pixel values before and 2.2 Basis of Information Analysis and Recognition 19 after processing respectively, then the image enhancement based on gray scale transformation can be expressed as:
s = T (r). (2.1)
Here, the goal of image enhancement is to find the mappingfunction T ,from r to s. Common enhancement functions include the linear function (direct ratio and inverse ratio), the logarithmic function (logarithm and exponen- tial transformation), and the power function (the nth power and nth root transformation). Another commonly used spatial domain method for image enhancement is histogram processing. The histogram is the basis for a variety of spatial domain processing technologies. The histogram of adigital image with a gray level scope of [0, L−1] is the discrete function h(k)=r/n,in which r is the number of pixels with the gray level k, and n is the total num- ber of pixels. Histogram equalization and histogram matching are two basic but very useful image enhancement algorithms. Other spatial domain-based image enhancements include enhancement using arithmetic/logic operations, median filter smoothness, and space filtering. Frequency-based imageenhancement is usually based on theFourier transform. It is implemented through frequency domain filtering, the pro- cess of which is as follows: first, the input image is pre-processed, then the Fourier transform of the imageiscarriedoutandafilteringfunction is used. Finally, the inverse fourier transform of the image is computed and some post processing is completed (Fig. 2.3).
Fig. 2.3. Image enhancement based on frequency domain filtering
The key to frequency domain enhancement is to find a suitable filter. Cur- rently, filters can be divided into smooth frequency filters, frequency domain sharpening filters, and homomorphic filters (Ruan, 2005). In heritage preservation, image enhancement can not only improve im- age quality for the convenience of post-processing, but also can be used for heritage restoration, especially for paintings. For example, Pei et al. (2004) have used mixed color contrast enhancement of color images and a texture synthesis algorithm for the restoration of ancient Chinese paintings.
• Image Segmentation
Image segmentation (Sonka et al., 1999) is an important step after image en- hancement and before the analysis of the image data from cultural items. Its main goal is to divide an image into different objects or regions. For example, inthecourseof disease detection, the first task is to segment the imageinto 20 2 The Basis of Digital Technologies for Cultural Heritage Preservation a series of regions with diseases. Common image segmentation algorithms in- clude threshold-based, edge-based, region-based, and connectivity-based seg- mentation . Threshold-based segmentation is thesimplest method and relies mainly on the gray scale value of local pixels. Pixels whose gray scale values are within a certain range are set as foreground, while others are regarded as background. This method does not take spatial information into consideration and is therefore likely to generate fuzzy borders. Edge-based segmentation relies on edge detection algorithms to find ob- ject edges in images. Edges are recognized as discontinuities in gray scale, color, or texture of an image. The problem of this approach is that edges maybe erroneously detected when there are none and vice versa. This is caused by image noise or unwanted information from the image. Region-based segmentation should meet the conditions of complete seg- mentation, that is to say, there should benooverlapping area between seg- mented regions Ri (i = 1, 2, ··· , s) andanimage R is equivalent to the union of all the regions, as follows: s R = Ri,Ri ∩ Rj = φ, i = j. (2.2) i=1 Italso meets maximum regional consistency. There should benotwoor more regions which have the same regional consistency condition, as follows:
H(Ri) =True. (2.3)
H(Ri ∪ Rj) =False,i= j, i, j = 1, 2, ··· , s. (2.4) where Ri and Rj are theadjacent regions and H isthesameregion decision function. There are three basic region growing algorithms: region merging, region splitting, and regional merging and splitting. The images segmented by a region growing method often contain either too many or too few regions. To improve the effect of classification, a variety of post-processors are brought forward. Simple post-processors can reduce the number of small regions after the segmentation of images. Some more complex post-processing approaches can combine the information obtained by region growing algorithms with the information obtained by edge-based segmentation. Connectivity-based segmentation relies mainly on the active contour model.Itsidea is to provideaninitial outline expressedbyspline curves, and then to keep modifying edges until the specific conditions are met throughit- erations and the contraction and expansion of energy functions. This method can accurately extract the target region and is commonly used in medical image processing. The clustering method based on characteristic space (Comaniciu and Meer, 2002) and the graph cut algorithm (Shi and Malik, 2000) have also 2.2 Basis of Information Analysis and Recognition 21 been widelyapplied to image segmentation andhave achieved good results. These methods have therefore become a focus for imagesegmentation studies in recent years.
• Texture Recognition
Texture recognition is also commonlyused in culturalheritage preservation. For example, heritage diseases often have obvious textural characteristics. Fig. 2.4 shows a mural image with streptomyces infections.
Fig. 2.4. Typical streptomyces infections of murals
Texture is a surface or structural property of an object. There are many definitions of texture; the most common one is something composed of inter- related elements, so-called textons. Texture recognition has attracted people’s attention since the 1980s and has now become a focus of study. The key to texture recognition is feature extraction, whose main purpose is to map dif- ferences in texture structure to different values. There are a variety of texture feature extraction methods. Commonly used methods can be divided into two categories: structural methods and the statistical methods. Structural meth- ods regard textures as a result of the arrangement of textons in accordance with certain specific laws. The Fourier spectral analysis technique is used to determine thetextonsand their arrangement laws. However, this method is applicable only to textures with strong regularities. Statistical methods are more popular. They have a dominant position in texture analysis, and use various kinds of statistical features as texturefeatures. 22 2 The Basis of Digital Technologies for Cultural Heritage Preservation
Texture feature extraction methods include mainly: the space frequency- based method, the co-occurrence matrix-based method, the fractal model- based method, and the filter-based (such as Gabor filter (Fogel and Sagi, 1989)) method.
2.2.2 Intelligent Information Processing
Inarchaeological research,intelligence-intensive work is required,such as analysis, reasoning, classification, and recognition. Computers can assist ar- chaeologists with some of the routine, tedious work. Obviously, computers must have a certain degree of intelligence, e.g. principal component analysis, intelligent reasoning, and expert systems.
• Principal Component Analysis
Sometimes more than one different types of characteristics are involved in de- picting an archaeological object. The most important characteristics can be identified using PCA (Principal Component Analysis). PCA is an exploratory statistical analysis method which concentrates the information dispersed in a group of variables into other variables. When used to describe the inter- nal structure of data sets, PCA has the effect of reducing data dimensions. The main idea of the method is to reduce the original multiple variables to p variables according to the correlation between original variables, usinga dimension reducing technology. To be specific, every composite variable is a principal component, recorded as PRIN i (i=1,2,···,p),andeachprinci- pal component is expressed by the linear combination of original variables so that they reflect the information volume of the original variables and yet are uncorrelated with each other, to reduce information correlation between variables.Theamountof information extracted from the original variables by these p principal components is in a descending order. The information volume of each principal component PRIN i is measuredbyits variance. The contribution of principal component variance is equivalent to the eigenvalue λi of the correlation matrix of original variables, and the combination coeffi- cient of each principal component is the eigenvector ti corresponding to the p eigenvalue λi. The contribution rate of variance is expressed as fi = λi/ λj; j=1 the larger fi,themoreimportantthe corresponding principal component will be. One of the aims of PCA is to reduce the dimension of eigenvectors. In practical applications, it is enough to use the preceding m components with m contributionrate sum fj 85%. In addition, each principal component j=1 has a special meaning, representing the characteristics of a particular aspect of the object. If someone is concerned about only one aspect of the object, they can arrange the order according to this principal component and then 2.2 Basis of Information Analysis and Recognition 23 obtain the required information.
• Fuzzy Reasoning and Expert Systems
Archaeological, historical or other related knowledge are very important in identifying, authenticating and analyzing ancient objects. A system that can simulate the performance of experts, will be convenient and helpful. Expert System (ES) is a knowledge-based computer program which can provide ex- pert level knowledge to specific problems. It has already been widely used in various fields, providing strong support to computer-aided decision-making. ThecoreofESisitsknowledge base, and reasoning is based on the knowl- edge. Knowledge is actually a rule, that is, if condition X is satisfied, then Y will take place. However, this kind of ideal reasoning rule actually does not exist; for example, no one can be sure that it will not rain today even though there is not a cloud in the sky now. Therefore, it happens frequently that the knowledge base is unable to process this kind of uncertain rule. In addition, as knowledge accumulates in the knowledge base, contradictory knowledge will also appear. For example, although it is known that if condition X issatis- fied, then Y will takeplace, we may encounter a case in which Y takes place with condition X not being satisfied. Shall we remove the original knowledge or not? If yes, then the knowledge in the knowledge base will be reduced; if no,itmeansthatthiscaseisofnousefortheknowledgebaseatall.When the knowledgeinthebaseof a common expert system accumulates to a cer- tain degree, new knowledge may be troublesome because of its conflict with old knowledge. To solve this problem, we can rely only on fuzzy processing technology, which requires us to record not onlytherules but also the correct probability of this rule. In this way,thesystem can deal with uncertain or conflicting rules. In mathematical language, the fuzzy concept is fuzzy sets. The basic idea offuzzy sets is to make the absolute membership relation in the classical sets flexible. In brief, elements in sets are no longer confined to 0 or 1; they can be any number from 0 to 1. For example, the weather forecast generally used to state whether it would rain or not thenextday. But now it has been changed to the rainfall probability forecast, which is in fact more accurate, with higher probability indicating greater rainfall possibility. Assuming that the probabilities of rain on any two days are respectively 90% and 60%,and the weather forecast says only that it will rain, althoughtheforecast is not ambiguous, the information we have acquired is in fact reduced, because we cannot identify the possibility clearly. Fuzzy reasoning produces results not by judging whether an element belongs to a set but by offering the possibility of an element belonging to a set. Generally, we use Artificial Neural Networks (ANNs) to proceed fuzzy reasoning. 24 2 The Basis of Digital Technologies for Cultural Heritage Preservation
• Synthesis Reasoning
Artistic re-creation is an important part of the development and utilization of cultural heritage information. Artistic re-creation refers to extracting the style characteristics of cultural heritage items and applying them to other objects so as to generate objects with similar style. For example, the pattern creation system can create patterns with Dunhuang stylethrough learning. Intelligent reasoning is the technological basis for re-creation. Synthesis reasoning (Pan, 1996) is an important branch of intelligent rea- soning. Artificial intelligence generally solves problems by three major meth- ods: reasoning, exploration and constraint satisfaction. Traditional reasoning refers to the thinkingform which aims to make a new judgment based on one or several existing judgments. It includes deductive reasoning, inductive reasoning and analogical reasoning. As the traditional reasoning of AI schol- ars can no longer meet new needs following the development of AI, the logic analysis school has developed fuzzy reasoning and non-monotonic reasoning, while the knowledge school has developed rule-based reasoning, semantic net- work reasoning, and case-based reasoning. As a result, the scope of reasoning has greatly broadened. Meanwhile, research on graphics and images also has led to the development of spatial reasoning, geometric reasoning and visual reasoning.Infact, current reasoning is no longer the reasoning of the tradi- tional sense. What it denotes is a form of thinking or a method for obtaining a new thing from one or a few things through certain rules. Synthesis rea- soning is generated in such a situation. Synthesis reasoning consists of three elements: synthesis source S, synthesis constraint C, and synthesis result R. Definition 1 Synthesis source (abbreviated as S):Asynthesissourceis the expression of information with the following structures:
S = {P, M, F}. (2.5) where P is the set of components, P = (P1,PP2, ···,PPn); it shows that a source is composed of n parts. M is the structure; it is a method that describes how n parts comprise an entity, source S. F is the source influence field; it describes the distribution of influencing force in the synthesis reasoning. F is composed of two parts: F = {FP , FM }, FP isthe set of fieldfunctionsof one component. Every element of FP describes the field distribution of the influence force of the corresponding components in the synthesis reasoning; FP =(FPP1, FPP2,···, FPPn). FM is the field function of a structure; it describes the distribution of the influence force of a source structure in the synthesis reasoning. Definition 2 Synthesis space (abbreviated as SS) is composed of the sources through superposition in synthesis reasoning. We can record the syn- thesis space which is composed of m sources and that has n parts as: 2.3 Basis of Digital Exhibition and Interaction 25 m n (FPPij,PPij,FMMjMj)(2.6) j=0 i=0
Eachlocation in thesynthesis space is a potential synthesis result. We can see that the synthesis space is a complex space. Consider a syn- thesis space which is composed of m sources that have n parts; a part that has m sources constitutes an m-dimensional space (which can be called a part space, recorded as PS) constructed by their respective field functions. In this space, we can obtain a new component in accordance with the require- ments of synthesis requirement C. The new componentisthepart which corresponds to the synthesis result. Similarly, structure M with m sources also constitutes an m-dimensional space, known as the structure space. In this way,thesynthesis space is actually the superposition of n part spaces and one structure space; it is the n+1 superposition of m-dimensional space. Definition 3 Synthesis reasoning is a reasoning method which constitutes the synthesis space SS by synthesis source S and obtains synthesis result R by positioning in the space according to thesynthesis requirement C.
2.3 Basis of Digital Exhibition and Interaction
Digital exhibition and interaction refers to utilizing digital techniques to dis- play to the public as much as possible of the heritage information acquired or restoreddigitally, meanwhileencouraging visitors to participate in the display scenes and exchangeinformation with the system. Digital exhibition and interaction of cultural heritage items relies mainly on animation, rendering, stereo displaying, and natural interaction.
2.3.1 Animation
Animation plays an important role in displaying vividly the implicit value of cultural heritage items, including classical allusions and manufacturing pro- cesses. Animation can be divided into two forms, 2D and 3D animation.
• 2D Animation
Traditional 2D animation relied mainly on hand drawing. With the con- tinuous development of computer technology, traditional hand drawing was gradually replaced by computer, changingfrom colorizing with pigment to non-pigment colorizing, from capturingframe by frame by cameras to arbi- trary settings of virtual cameras, from films to computerized automatic ren- dering and imaging. Adhering to traditional animation operation processes, computer 2D animation generation has resolved many problems that could not be solved by traditional methods. It has not only improved the ability to 26 2 The Basis of Digital Technologies for Cultural Heritage Preservation handle the large-scale integrated generation of series, but also has improved animation generation efficiency. Traditional key frame-based animation requires artists to have rich ex- perience and superb painting skills. To speed up animation generation, re- searchers have proposed many new and effective computer-aided methods, differing from the traditional art design and generation processes. These methods can be divided into the following categories (Watt and Watt, 1991; Jin etal., 1997): (1) Video stream based methods. A video stream not only provides visual information including color, texture and contour, but also shows how the visual information changes with time, which can offer references for the gen- eration of animation in various aspects. The method ofgenerating animation based on video streams relies on the ideas of imitation or simulation and can be divided into the following three parts: a) Convert the contents of video streams automaticallyintoimage sequences with cartoon styles and visual effects. b) Extract some useful reference information from video streams for the generation of animation. c) The method of facial expression animation driven by performance. (2) Traditional generation process-like method. During the drawing pro- cess, a very important reason why animators can convert hand-drawn char- acters into livelyanimationisthat they have the3Ddescriptions in their minds. However, in current 2D animation generation, because of the lack of adequate 3D information, the computer can play the role of an interactive assistant for animators to only a certain extent. Therefore, to express and utilize 3D information in the animators’ minds may be an effective approach for computer-aided artistic animation. (3) Animation reuse method. This method attempts to extract the move- ments and drawing skills from existing animations, and to turn them sys- tematically into a variety of templates with various cartoon-styles, and apply them directly to the generation of new animations. (4) 3D animation-like method. This method aims to learn from the 3D ani- mation generation processes and methods. Referring to the non-photorealistic rendering methods, it improves thetraditional 2D animation generation methods and processes to form new types of artistic animation modeling and drawing methods, which integrate modeling, rendering, and movement generation techniques.
• 3D Animation
3D animation is entirely dependent on computer graphics. 3D animation can be classified into several types, including key frame, deformed objects, processing, joint, human, and physically based animation (Parent, 2002). The concept of key frame originated from traditional cartoon creation. Skilled animators design key images of cartoons or the so-called key frames, 2.3 Basis of Digital Exhibition and Interaction 27 then other animators design the tween frames. In 3D computer animation, the tween frames are generated by computers. Interpolation takes the place of animators who design tween frames, and all the parameters affecting images become key frame parameters, such as location, rotation angle and texture. Key frame technology is the most basic technique in computer animation. Another method is spline-driven animation, by which users appoint the move- ment trace by interaction. A notable characteristic of traditional animation is that it bestows each character with personality and exaggerates the effect by shape deformation. Computer animation researchers have proposed many shape deformation methods, most of which are closely related to object expression; for example, one of the methods transforms objects by moving or controlling the object vertex. Major deformation methods include the object expression relevant method, object expression irrelevant method, constraints based method, and the axis deformation method. Procedural animation refers to animation in which objects are controlled by a process. Procedural animation often involves the deformation of objects, but it is different from the animation of flexible objects mentioned above. In the animation offlexible objects, object deformation is arbitrary and can be freely controlled by the animators. In procedural animation, object deforma- tion follows certain mathematical rules. In 3D computer animation, the human bodyisasubject in which re- searchers are always interested. Forward kinematics and inverse kinematics are two major approaches for human joint animation. The former uses joint rotation angles to set the key frames and then obtain the positions of re- lated body parts. The inverse kinematics method designates the position of terminal joints and then lets the computer calculate the position of each intermediate joint automatically. As a new animation technology, physically based animation began to de- velop in the late 1980s (Kim et al., 2002). In recent years, it has become a 3D modeling and movement simulation technology with potential advantages in graphics. Although it is much more complex than traditional animation, it can simulate various natural phenomena vividly. It has taken real attributes of objects into consideration, such as their weight, rotation inertia moment, flexibility, and friction. It has also applied the kinetics principle to automat- ically generate object movement.
2.3.2 Real-time Rendering
To implement digital exhibition of cultural heritages, firstly we need to do some acquisition and modeling tasks, and then we output the results of ac- quisition and modeling by display. The process of output generation is called rendering. The goal of rendering is to render true-to-life images using com- puter, namelyrealism. Besides realism, real-time properties should also be ensured, otherwise we will have a great sense of delay during exhibition. 28 2 The Basis of Digital Technologies for Cultural Heritage Preservation
Since Sutherland, the founder of computer graphics, published The Ulti- mate Display (Sutherland, 1965), rendering technology has developed rapidly. Usually, rendering is implemented by a graphics rendering pipeline, which consists of three stages: application, geometry, and rasterizer (Tomas et al., 2008)(Fig. 2.5).
Three typical stages of a graphics rendering pipeline
The application stage is implemented in software. Developers can have control of this stage. The main task of this stageistogenerate triangle sets for the geometry stage. Asthegeometry and rasterizer stages following the application stage are usually implemented by hardware and are very difficult for users to control, minimizing the number of triangles in the application stage can improve the efficiency of the system. Culling (Zhang et al., 1997) and Level of detail (LoD)(Puppo etal., 1997) are both techniques belonging to the application stage. Culling is an acceleration technique that cuts the triangles outside view frustum or will not be shown in the viewport. LoD generates a set of models of different complexity and the viewing distance will determine which one is used. Scene management driven by user interactions is also implementedduring theapplication stage. The geometry stage is a very important stageinthe graphics rendering pipeline, which is responsible for dealing with polygon and vertex. The stage can be divided into several stages including model and view transform, vertex shading, projection, clipping, and screen mapping (Tomas et al., 2008).The goal of the model and view transform stage is to transform different objects into thesameworld coordinate system to achieve thetranslation, scaling, rotation and other operations of target and meanwhile to adjust the position ofsight and view. Model and viewpoint transformations are both expressed bya4×4 matrix. The vertex shading stage is responsible for light effect in the vertex levelby computing ashading equation at various object points. The aim of the projection stageistotransform 3D model into 2D space. There are two types of projection transforms, namely orthographic projection and perspective projection. The projection transform is also expressed by a 4×4 matrix. The purpose of the clipping stage is to send the graphic elements existing inside the view port to the rasterizer stage and to clip the graphic elements outsidethe view port. In the screen mapping stage, we need to map theclippedgraphic elements to the screen. Therelationships between these stages may not be the same in all pipeline implementations. A simple exampleisshown in Fig. 2.6. Thetask that needstobe completed in the rasterizer stageistodistribute colors to pixels based on the given vertex, color and texture coordinates 2.3 Basis of Digital Exhibition and Interaction 29
Fig. 2.6. Subdivided pipelines in the geometry stage after the geometry stage. Information on each pixel is stored in the color buffer, which contains colors including three channels, red, green and blue. The existing graphic system generally adopts the double-buffer mechanism; that is, the screen content is rendered in a back-buffer in an alternate manner. The advantage of this method is that it can solve the problem of operating the contents displayed on screen when theobserver is operating andhandling the graphicelementssoastoavoidtheflickering of the screen. Rasterizer is also usually completed in hardware. Generally, developers do not need to care about the implementation de- tails of the above geometry stage, but only need to call the graphic library to complete rendering tasks. At present, OpenGL (Khronos Group, 2009) and Direct3D (Microsoft, 2009) are the most popular 3D graphics libraries. OpenGL is the product ofSGI, issued in the form of head files and a static link library. It supports functions including viewpoint calculation, lighting, mix- ing, anti-aliasing, texture mapping, frame buffer, and other functions and sup- port for network operations. Direct3D is a component of DirectX developed by Microsoft. It is based on Microsoft’s COM (Component Object Model) technology and has a good object-oriented feature. In respect of function, it supports lighting,vertexblending,vertexshader, bump map, and so on. It is a library based on Microsoft’s Windows platform, and therefore cannot be applied in other operating systems.
2.3.3 Stereo Display
In culturalheritage digital exhibitions, it is required to output therendering results vividly to the visitors. From MIT’s Whirlwind-I CRT (Cathode Ray Tube) monitor in 1950 up to present, display technology has undergone sev- eral generations of development and updates, and now provides good support for the display and output of cultural heritageinformation. Computers can allow visitors to sense the in-depth 3D information of objects through constructing stereo image pairs andletting them immerse themselves in the virtual environment. The technology for constructing stereo image pairs is called stereo display (Marr and Poggio, 1979). The reason why peoplecanhave such a stereo sense is that the image pair constructedby computers has built-in in-depth 3D information. As Fig. 2.7(a) shows, when animage pair shown by the display is non-stereo, for every point that users can see with both their left and right eyes, the sights of both of the user’s eyes intersect at this point; therefore, this imagehasinformation of the same depth and does not produce any stereo sense. However, as Fig. 2.7(b) shows, 30 2 The Basis of Digital Technologies for Cultural Heritage Preservation when a user’s left eye sees the point Q1, and theright eye sees the point Q2; the two sights intersect at the point Q,giving the user a spatial depth sense, which leads to stereo vision.
Fig. 2.7. Principles of non-stereo and stereo display. (a) Plane display with no depth information; (b) Stereo display
There are two means of displaying the 3D image pair. One is the time paralleldisplay, whichdisplays two images at thesametimeand makes each eye see different images with the help of devices. The other is the time mul- tiplexed display which displays alternately at a certain frequency and makes each eye see theimage in turn. To see 3D images, the user needstowear glasses which, based on their respective working principles, can be divided into active glasses and passive glasses. The frame of active glasses is equipped withbatteries and the lenses are controlledbya liquid crystal modulator. The glasses can control the on-off status (the transparency or opacity of lens) of the liquid crystal modulator according to the infrared control signals that are sent based on the image switchingfrequency of two eyes, and implements the time multiplexed display. Passive stereo glasses are usually designed based on the polarization principle. The glasses consist of two orthogonal polariz- ingfilters, which let through only the polarized light with one direction. The images displayed by devices will respectively become leftandright polarized light with the help of the filters. As a result, the images are shown to both eyes at the same time, but each eye sees a different image. Currently,stereodisplays include mainly the desktop stereo monitor dis- play system, the Head Mounted Display (HMD) and the multi-projector display systems. The desktop stereo display system is composed of desktop stereo monitors and stereo glasses. The HMD is a display device worn on the head. The main components of this display are two small LCD screens. It is placed in front of the eyes and mounted on the head. Based on the principles of generating stereo image pairs described above, it displays stereo images on its display and gives the users a stereo sense. Of course, there are a lot of problems that need to be taken into consideration in practical use; for ex- ample, how to make the eyes not feel exhausted, how to make the user have a broad perspective, and so on. Themulti-projector display system is also an important stereo display device. It has been widely used in the display of 2.3 Basis of Digital Exhibition and Interaction 31 cultural heritage in recent years. Such devices are built mainly by the manu- facturers of projectors with high precision and high brightness. CAVE (Cave Automatic Virtual Environment)(Carolina etal., 1993) is the first typical system of such devices. This system is composed of acuboidof size 10×10×9 feet. 3D image pairs with 1024×768 resolution are projected onto the wall and floor of the cuboid by the projector. Users are allowed to walk freely in CAVE and sense the stereo world with the help of stereo glasses.
2.3.4 Natural Interaction
The exhibition of cultural heritage information not only needs to offer visitors visual information through rendering and display technology, but also needs toallow visitors to interact with thesystem, allow them to personalize the content of the exhibition and enable them to enjoy the scenes freely. Usu- ally, in non-immersion heritageexhibitions, we use a keyboard and mouse, with which people are familiar, to interact with the system. In the immersion environment, we use natural interaction devices instead. Natural interaction refers to a situation in which people express themselves and act freely as if they were in the real world, such as the use of hand gestures, body gestures, eyesight, and voice to make interactions. It also refers to determining the location, viewpoint and interest point of visitors by tracking their positions. In the following, we will introduce some natural interaction methods that are widelyused in culturalheritageexhibitions.
• Tracking
The goal of tracking is to detect the positions and directions of users, such as view parameters andhand pose parameters. Based on these data, the system makes corresponding adjustments to the display content, for example, adjusting the stereo display content according to each visitor’s viewpoint and line of sight. The position tracking system usually has 6 degrees of freedom (DoF), translation on the X, Y and Z axis, and the rotations around them. Most position tracking devices have the following performance parameters: accu- racy, resolution, responsiveness, and robustness. Accuracy and resolution de- termine the ability of the tracker. Accuracy refers to the tracker’s output correctness. Resolution refers to the tracker’s ability to detect minimum vari- ations. Responsiveness is the tracker’s temporal performance parameter, in- cluding the sampling rate, the update rate and the latency. Robustness refers tothetracker’sability to avoid mistakes in unusual conditions. During the digital exhibition of cultural heritageinformation, the most important per- formance parameters that need to be considered are accuracy and latency, because accuracy has a direct impact on correction of the visiting process, and latency may directly influence the real time performance of interaction during the visiting process. Low accuracy may lead to a failure to interpret 32 2 The Basis of Digital Technologies for Cultural Heritage Preservation users’ actions during the interaction, while highlatency may cause sickness in the interaction process. At present, main tracking technology includes electromagnetic, inertial, ultrasonic, mechanical device, and visual tracking (Rolland et al., 2000).
• Gesture Interaction
Gesture is an important means by which human beings express themselves. It is an important research area in human-computer interaction, and is widely used in culturalheritageexhibitions. Data gloves are most widelyused in gesture interaction, for example, the sensinggloves created by VPL Company in 1987 (Sturman and Zeltzer, 1994). The gloves are made of lycra, and use optical fibers as sensors, with each joint of every finger equipped with a light ring to measure the angle offinger joints. Each finger of adataglove is usually equipped with two sensors to measure the bending angle of finger joints, which will be further used to identify gestures. Usually, data gloves and position trackingdevices are combined to work, because data gloves can read only the joint gestures of hands, while the specific position of the hand needs to be determined by the tracker. There is also gesture interaction technology based on markers, which utilizes cameras and image recognition techniques to determine gestures. The development of image processing technologyin recent years has also promoted the progress of natural gesture recognition technology which needsnoother devices but human hands. Gaze recognition and voice recognition are also important human-computer interaction methods that have laid a technological basis for the interactions in cultural heritage exhibitions.
2.4 Summary
Digital technology is widely used in various aspects of cultural heritage preser- vation, including archaeological excavations, archaeological research,archive management, conservation, exhibitions, as well as utilization. This chapter focuses mainly on the technological basis of special techniques, systems, and devices for the digital preservation of cultural heritageinformation, which is fundamental to Chapter 3 to 7.
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A variety of cultural heritages are undergoing natural and man-made de- struction, thus some important information is being lost. For example, an enormous amount of information has been lost from excavations despite the great amount of precious relics and cultural information gained. Iwanami Shoten, a famous Japanese archaeologist, once claimed that an archaeologi- cal excavation report is in fact “a Medical Certificate of Death”. Cultural heritagedigitalization includes three important objectives: to prevent the loss of information about cultural relics; to provide original data for archaeological conservation, research, exhibition, and utilization; and to record the current status of cultural heritage items as much as possible for potential future use. With various new acquisition technologies and devices continually being developed, it is now possible to acquire heritage information and record it precisely as digital information in computers. For example, we can use digital photography to capture texture and color, 3D scanning to record shape, and radar and X-ray devices to record internal structure. Digital signals consisting of “0” and “1” can be duplicated numerous times without losses and kept for a long time in magnetic disks, CDs, or other storage devices. This chapter focuses on the digitalized acquisition and recording of in- formation from ancient heritage items, including their distribution, texture, shape, color, etc. Section 3.1 introduces various digital techniques used in archaeological excavations for acquiring information such as the distribution of cultural layers and heritage items, as well as the structure and appear- ance of unearthed relics. Section 3.2 discusses the digitalized acquisition of information about sculptures and artifacts preserved in museums, especially information about their, 3D shape, surface color and texture. Section 3.3 de- scribes information acquisition from largearchaeological sites, focusing on the recording of information concerning their structural layout, 3D shape and surface color. Section 3.4 covers the digitalized acquisition of informa- 36 3 Digitalization ofCultural Heritage tion about large-scale paintings and murals, focusing on the recording of high accuracy imageinformation.
3.1 Information Acquisition from Archaeological Excavation Sites
Archaeological excavation aims to explore human history and extract details of the development of human society. It helps to understand the origin and development of the human civilization. During excavations, archaeologists can gradually obtain information about cultural heritage items buried underground, such as the cultural layer, re- mains, relics and their distribution and locations. The processing of archae- ological excavation information plays an important role in archaeological re- search. However, the process of archaeological excavation itself may cause damage to cultural heritage items and the excavated sites are always unre- coverable. Although a variety of methods such as photography, measurement, and mapping have been applied to record excavation information, they are not fully dimensional and have inadequate content. Besides, because of varia- tion in knowledge among individuals, important information might be omit- ted. Thus, part of the information from cultural heritage sites or unearthed relics may disappear forever. Therefore, it is important to develop modeling and expression techniques to preserve the process information accumulated during the excavation of archaeological sites as much as possible.
3.1.1 Preventing Loss of Information from Archaeological Sites
Archaeology has become a multidisciplinary science including humanity, sci- ence, and modern technology. In 1816, Christian Thomson, a scholar from Denmark,published A Guide for Archaeology in North,symbolizing the es- tablishment of the pre-historical three-age system (Stone Age, Bronze Age, and Iron Age). In 1871, Heinrich Schilemann, a German archaeologist, used the stratigraphy method for the first time to excavate the city of Hisar- lik on the Turkish Peninsula in Asia Minor. In 1921, Andersson, a Swedish scholar, presided over the excavation of the site of Yangshao villageinYinchi County, Henan, China, initiating the pre-historical archaeological stratigra- phy of China. Presently, the field of archaeological excavation and research ismaturinggradually. Asarchaeological excavation proceeds, the information is recorded, using photos, hand drawings, and charts. However, at the same time, pre-existing information from each site may be lost. A new digitalized method with more detailsanddimensions should beadopted to make recordsonsite,and to avoid the loss of information from archaeological excavation. 3.1 Information Acquisition from Archaeological Excavation Sites 37
First applied in the 1970s, ground penetrating radarisnowservesasan efficient technique for acquiring more accurate digitalized information dur- ing excavation with its resolution and penetration capability being improved constantly. Meanwhile, 3D information acquisition have also undergone great development with precision and speed being improved. The requirements for high precision acquisition of surface and shape information during excavation can now be met. Similarly, digital photography and videography have also provided feasible solutions to the acquisition of still and motion image infor- mation during excavation. 3D reconstruction technology based on multi-view photogrammetry can also help to acquiring surface shape information from a site. With the development of virtual reality and computer graphics, and full dimensional information modeling supported by 3D site model represen- tation, 3D animation and 3D model deformation will come into use, aimed at recording the whole excavation process. The information that needs to be recorded during excavation can be divided into the following three categories: (1) Cultural Layer. Cultural layers are formed by accumulated soil with different properties, such as color and looseness. These different layers, as well as the relics buried within them, are always of different dates, so the cultural layer is important for dating the relics. However, by the end of an archaeological excavation, the cultural layers will have vanished completely. Therefore, recording the information of cultural layers is an important task during excavation. (2) The Unearthing Location of Relics. The unearthing location of relics refers to the position and orientation of relics buried underground. The rela- tionships between relics can generally bejudged through their distribution. Hence, recording the information concerning the location of unearthed relics will have a great influence on subsequent research. (3) Dynamic Information during Excavation. During excavation, informa- tion from archaeological sites, such as each layer’s shape as well as the color and texture of unearthed relics, is always changing.Thechanging informa- tion is also of great value for subsequent research, therefore it needs to be recorded continuously during excavation.
3.1.2 Process and Technical Framework of Information Acquisition from Archaeological Excavation Sites
• TraditionalExcavationProcesses
Traditional excavation processes for archaeological sites include: square ar- rangement, excavation, cleaning, and backfilling. Every step will generate a series of information about cultural items. In this section, we focus on how to acquire and record digitalized information generated at each step (Fig. 3.1). (1) Arrange Squares. The archaeological site area is divided into many equivalent squares when excavated. Such method is called square arrange- ment. A square is generally made up of the main body, the girder, and the 38 3 Digitalization ofCultural Heritage
Fig. 3.1. Information acquisition process for an archaeological excavation site key pillar. A girder is usually orientated in the direction of a magnetic nee- dle, for the convenience of measurement and exploration. These squares are called excavation units. Normally, we choose the southwest corner as the co- ordinate origin where latitude and altitude are measured using GPS. All base points, base lines, directions and specification information should be recorded simultaneously in digital format as coordinate references for the acquisition of process information during the archaeological excavation of follow-up squares. (2) Excavate Cultural Layers. To make an excavation, we should first clear the surface soil. We digfrom the square’s edge till we reach a more ancient layer. When excavating an ancient layer, we should make a local scopeandthengodownwards.Whenwegetthebottomofalayer,weshould take into account the thickness of the next layer and try to avoid damages to the relics or the next layer. The traditional method can only gain data such as photos and section maps of girders, while the surface information of the whole cultural layer could not be recorded. By 3D scanning, we can make accurate recording of the surface information of each cultural layer and provide valuable data for further research. 3.1 Information Acquisition from Archaeological Excavation Sites 39
(3) Discover Relics. A variety of objects can be found during archaeo- logical excavation, such as man-made relics, skeletons of human beingsand animals, plant specimens, mineral dyestuffs, soil samples for pollen analysis, and so on. When picking up relics, we should pay special attention to their buried status such as whether they were placed upwards, downwards, or in- clined,whether they were placed together or separately, and whether they were piled up or juxtaposed. We should also note whether there are related relics around them. In this process, cameras can only capture single-view imageinformation and may cause confusion in judging the relative positions of relics later. Using digital technology, we can accurately record the posi- tions of relics, not only facilitating their excavation but also providing more information for future archaeological research. (4) Unearth and Clean Relics. We use different methods to deal with different unearthed relics. For relics whose attributes change rapidly when unearthed, we should acquire information from the excavation site immedi- ately. For those stable, we can bring them to labs to acquire high precision information after they have been cleaned. By collecting details, locations, and cultural layer distribution information, we can produce a holograph of relics buried underground. The whole archaeological excavation process can be turned from a non-reversible process into a “book”, which can be browsed arbitrarily with the assistance of dynamic information from the excavation. This will greatly support future archaeological research and potential utiliza- tion.
• Technical Framework for Archaeological Excavation
Based on the characteristics of each step in the excavation process and the information that needed in each step, we can build a technical framework for archaeological excavation (Fig. 3.2). Here we describe the acquisition of exploration information, relic location information, cultural layer shape in- formation, relic details, and information relation expression techniques. (1) Acquisition of Archaeological Exploration Information. Acquisition of archaeological exploration information refers to the acquisition of status infor- mation of cultural heritage items using RS, magnetic, electrical, radioactive, and nuclear magnetic resonance (NMR) technologies during the exploration phase of an archaeological investigation. To avoid damagetotheheritage items, we generally use non-contact approaches in exploration. (2) Acquisition of Relic Location Information. Acquisition of relic location information refers to the precise measurement and record of the unearthing lo- cation and orientation of relics according to the excavation origin in a reliable and detailed way so that the original distribution of relics can be represented after the excavation. The acquisition of information is generally realized by a variety of approaches such as the total station and photogrammetry. 40 3 Digitalization ofCultural Heritage
Fig. 3.2. Technical framework for information acquisition fromexcavationsites
(3) Acquisition of Cultural Layer Shape Information. Acquisition of cul- tural layer shape information refers to the precise measurement and record of the space, shape and position of cultural layers of different dates for the convenience of subsequent research. It can be realized by 3D scanning or multi-view photogrammetry. After archaeological excavations, we can recon- struct the general cultural layer shape based on the interpolation and fitting of a series of photos from the excavation. (4) Acquisition of Relic Detail Information. The acquisition of relic detail information refers to the acquisition and record of the surface shape, color, texture, internal structure, and buried ageof relics with high precision, using 3D scanning,digital photography, spectrometry, fluoroscopy, 14C dating,and so on, in order to record the overall relic details. (5) Expression of Relation Information. The expression of related infor- mation refers to the expression of all integrated information recorded during each process of an archaeological exploration and excavation in a complete model, covering all static and dynamic information generated. This could be convenient for further archaeological research and utilization. 3.1 Information Acquisition from Archaeological Excavation Sites 41
Theabove methods are supportedbytechnologies such as ground pene- trating radar, 3D scanning, X-ray, and so on. The relationships between them are denoted in Fig. 3.2.
3.1.3 Key Technologies for Information Acquisition from Archaeological Excavation Sites
Key technologies for information acquisition from archaeological excavation sites mainly include acquisition of cultural layer shape information, acquisi- tion of relic locations information, information relation expression for exca- vation process information, which will be detailed in the following contents. • Acquisition of Cultural Layer Shape Information
Stratigraphy and typology are two most important subjects involved in ar- chaeology; stratigraphy is closely related to the acquisition of information about the surface shape of cultural layers. It includes the study of layer sequences and spatial relationships between layers. In archaeological excava- tion, we try to excavate layer by layer. When a cultural layer appears, we always excavate along the surface of the layer. Therefore, we have the oppor- tunity to use digital devices to record the shape information of every cultural layer and thus provide sufficient evidence for the dating. 3D laser scanners are used to record surface information of each layer. There are two types of 3D laser scanners: the line laser scanner, based on triangulation measurement (Boehler and Marbs, 2002), and the point laser scanner, based on the time of flight (ToF) method. Point laser scanners are suitable for acquiring 3D information from large scale scenes. Phase difference based point laser scanners are able to measure distances withhigher precision, within the rangeof tens of metres, and are especially suitable for acquiring information from cultural layers unit by unit. The key steps of acquisition by laser scanning include the registration of scanning data and GPS data, registration and merging of multi-view scanning data, and the simplification and optimization of the surface polygon model of each layer. We can also acquire 3D shape information of cultural layers by multi-view photogrammetry. Firstly, we take pictures of the surface shape in different orientations, then calculate the camera’s parameters by recognizing the cor- responding feature points in different photos. Finally, we calculate the 3D space positions of the corresponding points based on the triangulation mea- surement method, and use the information obtained to rebuild the 3D shape ofthewholelayer. Camera parameters are important in acquiring the 3D information by multi-view photogrammetry. Firstly, we set some feature points in the ar- chaeological scene. For a photo of the scene, we set the camera projection T parameter matrix to be m[3×4], and define a vector l =(m1, m2, m3) , in T which mi = (mi1, mi2,mi3,mi4) ;meanwhile we construct a matrix P based 42 3 Digitalization ofCultural Heritage
T on the 3Dcoordinate Pi =(Xi,YYi,ZZi, 1) of a feature point in the photo and its pixel coordinate (ui,vi). Letting Pl have the minimum value m, we can obtain the camera projection parameter matrix of this photo. By taking several photos, we can reconstruct the 3D shape information data of the cul- tural layer surface. The formula for reconstructing the photo parameters of a cultural layer is as follows: ⎡ ⎤ T T P1 0 −u1P1 ⎢ T T ⎥ ⎡ ⎤ ⎢ 0 P1 −v1P1 ⎥ mT ⎢ ⎥ 1 P l ⎢ . . . ⎥ ⎣ mT ⎦ = ⎢ . . . ⎥ 2 (3.1) ⎣ T T ⎦ mT Pn 0 −unP1 3 T T 0 Pn −vnP1 Laser scanning is an active 3D information acquisition technique, while multi-view photogrammetry is a passive one. As active laser scanning method actively constructs features, which are easy to recognized, the error of the data is low. However, point by point scanning may take from several to dozens of minutes to acquire all the 3D information. What’s more, some laser scanners are not abletowork under sunlight. With the passive method of photogrammetry, however, we are not required to set feature points in the scene but only use the surface texture information in several photos to build apolar coordinate system and establish a corresponding relation. We then calculate the 3D space position of each corresponding point by triangu- lation measurement to finally obtain the 3D shape. Since this method does not require scanning every point in the scene, information acquisition can be completed in a shorter time. But the sampling rate and precision are not as good as with laser scanning,asthefeature points in photos with different views are difficult to identify automatically using algorithms and misjudg- ments may also occur. • Acquisition of Information on Relic Locations The 3D coordinates of the location of unearthed relics need to be recorded in archaeological excavations. In recent years, total stations have been ap- plied increasingly to identify the unearthed locations of relics quickly and accurately. As a precise electronic surveying instrument, a total station can record data automatically with advantages of high speed, highefficiency, and real time. It integrates optical, electrical, and mechanical technologies, and is capable of measuring horizontal angle, vertical angle, distance, and height differences. It is called total station because it can complete almost all mea- surement work. A total station’s error in measuring angles can be minimized to secondsand the error in measuring distance can be minimized to millime- ters. With the assistance of computers, a total station can put measurement data into computers directly and avoid errors of artificial reading and record- ing. Using a total station, we can realize WYSWYG (What You See is What You Get). The information of every feature point of the relics obtained by 3.1 Information Acquisition from Archaeological Excavation Sites 43 a total station can beshown on screen immediatelysothat we can see the distribution of everyfeature point in real-time. Compared with an electronic or optical theodolite, a total station equipped with more specialized components has more functions than other goniometers and distance meters, so it is more convenient. • Information Relation Expression for Excavation Process Infor- mation
A traditional line graph drawing, simplifying the real world to a flat surface, is unable to describe 3D information, so it is impossible to integrate all line graphs, written records, and video materialstosimulate and represent the whole excavation process. It is also impossible to gather experts to conduct remote investigation on site excavation process. To analyze cultural informa- tion contained in heritage sites revealed by excavation fieldwork, including the unearthinglocations, culturallayer distribution, precise unearthed posi- tion and 3D information of relics, we need a comprehensive and integrated method for organizing and expressing all information generated during the excavation. In this way, we can record all information discovered, and meet the requirements of virtual archaeological excavation, exhibition and infor- mation retrieval. The archaeological information acquired by digital devices can be transformed into digital form, and stored in databases after being edited and optimized. Information relation expression model for excavation process is shown in Fig. 3.3.
Fig. 3.3. Information relation expression model for excavation process
Inaculturalheritage database, various kinds of information may be re- latedtoeachotherinsomeway. Relics unearthed at the same site can be classified into different groups according to their cultural layer distribution, distribution region and relic categories. Those unearthed at different sites can be classified based on their date, category, shape, and color. A comprehen- sive relic information expression system with highly dynamic relationships is crucial to the application of relic information. 44 3 Digitalization ofCultural Heritage
3.1.4 Typical System for Information Acquisition from Archaeological Excavation Sites and Applications
Researchers at Columbia University,USA have used total stations, 3D laser scanners anddigital cameras in archaeological excavations. They recon- structed a precise 3D model of an archaeological site using scanned 3D mod- els and digital images, then constructed an enhanced model by fusing video, panoramic, and GIS data, and finally achieved multi-model expression and interaction with augmented reality (Allen et al., 2004). The workflow is shown in Fig.3.4.
Fig. 3.4. The site digitization workflow used by Columbia University
During the archaeological excavation of the Jinsha Site in Chengdu, China, our group used a self-developed site information acquisition equip- ment to acquire high-precision 3D excavation unit information. This system accurately recorded the shape and location of unearthed relics, the cultural layers, the excavation status, and so on. The acquisition precision of the whole unit reached 3 cm, while the unearthing location reached 0.5 cm and a single relic reached 0.2 cm. The results are showninFig.3.5.
3.2 Information Acquisition of Museum Preserved Sculptures and Artifacts
Museum preserved sculptures and artifacts are not only an important part of museum exhibitions but also important for archaeological research. In- formation acquired from them will promote the diversification of exhibition forms, improve research work such as remote research on relics and the virtual restoration of relics. In this section, we focus on process, key technologies, and typical systems of information acquisition of sculptures and artifacts. 3.2 Information Acquisition of Museum Preserved Sculptures and Artifacts 45
Fig. 3.5. Acquisition results from excavation units at the Jinsha Site (the 9th excavation) by Zhejiang University. Both (a) and (b) have four excavation units (with the unit number denoted), and the inter-connected girders have been removed. (a) IXT9641, T9642, T9741, and T9742; (b) IXT7128, T7129, T7228, and T7229
3.2.1 Digital Technology Makes Sculptures and Artifacts Remain “Young Forever”
Although museum preserved relics are stored carefully with appropriate hu- midity and temperature, they still face the problem of corrosion or damage. Hence, it is important to use digital technology to record the current sta- tus of relics and make them remain “youngforever” in computers. With the rapid development of 3D scanning and digital photography in recent years, successful examples have also emerged one after another, providing complete solutions and operation specifications for the eternal conservation of the sta- tus information of relics. Technologies such as X-ray penetration and neutron tomography have provided high precision approaches for acquiring and stor- ing the internal structural information of relics, while various kinds of mass spectrum detection technologies and equipment have provided strong support for acquiring and recording the texture information of relics. The categories of information of museum preserved sculptures and artifacts that need to be stored include: (1) Shape. The unique shapes of sculptures and artifacts are an important embodiment of their artistic value. Acquiring and recording the 3D informa- tion of these items not only stores the current status of relics but also pro- vides reference information for their virtual restoration, aesthetic analysis, and technical analysis. (2) Surface Texture. Rich information of surface texture will provide a vivid appearance for sculptures and artifacts. High fidelity and highresolution surface texture data, combined with 3D models, can help to reconstruct true- to-life models, which may be used for a variety of applications such as virtual exhibition and research. (3) Internal Structure. For those elaborately designed sculptures and ar- tifacts, analyzing their internal structures can help people learn about their manufacture techniques and discover more about their artistic and scientific 46 3 Digitalization ofCultural Heritage value.Internal structures can also assist researcherstoworkoutacorrect and scientific plan for conservation. However, because of restriction of cost and operating environments, information acquisition technologies have not yet been applied widely to the internal structures of relics. In this section, we focus on the processes and key techniques of informa- tion acquisition of the 3D appearance and texture of relics.
3.2.2 Information Acquisition Process and Technical Framework for Museum Preserved Sculptures and Artifacts
Among various 3D scanning technologies, 3D structured light scanning is the most suitable for information acquisition of sculptures and artifacts. It has many advantages such as highefficiency, intensive sampling points and low error. The main steps in structured light scanning include: system calibra- tion, shape acquisition, surface registration and merging, camera calibration, texture acquisition, texture mapping, and multi-texture fusion (Fig. 3.6).
Fig. 3.6. Information acquisition process for museum preserved sculptures and artifacts
Toacquire and record the current status of sculptures and artifacts com- pletely and precisely, we should first calibrate the system and obtain the scanner’s parameters such as focal length, rotation and translation parame- ters. If a digital turntable is used, relative parameters between the scanner and the digital turntable should also be calibrated. These can help to merge multiple 3D surface data after we put the relic on the turntable and read the 3.2 Information Acquisition of Museum Preserved Sculptures and Artifacts 47 rotating angle when scanning surfaces in different directions. After 3D surface shape information is scanned in multiple directions (or views),wematchthe data according to the relative location parameters or the rotating angle of the turntable. If adigital turntable is not available, then we should manually choose some feature points to register and merge. Cameras for shooting the surface texture should also be calibrated, so the reconstructed 3D model can be bound with the texture in the photo. Finally, multiple textures should be fused in overlapping areas of the same model to get a uniform color of the relics. The technical framework is illustrated in Fig.3.7.Arrows indicate supporting relationships.
Fig. 3.7. Technical framework of information acquisition of museum preserved sculptures and artifacts
This section focuses mainly on the acquisition and recording of the surface shape and color information of relics with the help of the structured light scanning and texture mapping and fusion. The 3D model registration and merging technologies will beintroduced in section 3.3. 48 3 Digitalization ofCultural Heritage
3.2.3 Key Technologies for Information Acquisition of Museum Preserved Sculptures and Artifacts
For the acquisition of museum preserved sculptures and artifacts, appropriate high precision structuredlightencoding anddecoding technologies and post- processing methodswill beintroduced. • High Precision 3D Structured Light Scanning Technology for Acquiring the Surface Shape of Relics
There are lots of successful cases of scanning the3Dsurface shape of relics, and a great variety of scanner are available in the market. The structured light scanner is believed to be the most suitable type because of its light weight and small size. Here we will briefly introduce the structured light encoding and sub-pixel decoding algorithms, which are applicable to the acquisition of a relic’s surface information (Liu, 2005). (1) Structured Light Encoding. Different encoded structured light is used to project patterns onto the object surface to construct active features, which will be acquired by sen- sors. The emitter and the sensor are called the light source andlightre- ceiver respectively. The light source, the receiver and the reflection point compose a triangle that is used for calculating the depth of the reflection point. Based on light source differences, the encoding method can be classi- fied into three types: single point measurement, single line measurement, and multi-line measurement (Fig. 3.8). The principle of these methods is same, but the pixel number reconstructed at one time is quite different.
Fig. 3.8. Three typical types of triangulation measurement. (a) Single point; (b) Single line; (c) Multi-line
The structured light pattern methods can also be classified as time-based, space-based, or direct encoding (Fig. 3.9). The time-based encoding method projects different patterns at different times. The values at different times compose the code of this point. The space-based method distinguishes dif- ferent points depending on their neighboring point information. The direct 3.2 Information Acquisition of Museum Preserved Sculptures and Artifacts 49 encoding method distinguishes points directly according to the value of the point itself, without other information.
Fig. 3.9. Three typical types of structured light pattern. (a) Time-based encoding; (b) Space-based encoding; (c) Direct encoding
Time-based encoding patterns generally use gray scale images as they are abletoproduce a highly precise and intensive scanning result. The decod- ing process is also very simple. The limitation of the pattern based on time is that it is not applicable to dynamic objects. Space-based and direct en- coding patterns can be used to scan dynamic objects as they use only one projection pattern. But recognition errors may occur when there are large fluctuations and discontinuities in the surface. Astheencoding concentrates on one projection pattern, the sampling rate is also low. Therefore, the time- based method is the best choice for high precision 3D reconstruction of static relics. (2) Image Feature Extraction. Feature extraction is to decode the structured light code, extract feature information and compute the accurate corresponding relationships between points in a projection pattern (source) and points in captured images (re- ceiver). The system will project a picture encoded by the gray code and phase shifting (Giovanna et al., 1999) onto the surface of an object and pro- duce active features on the object surface, which will be further analyzed and extracted. For a 1024×768 projection pattern, at the moment of t0, t1, t2, t3,..., and t9 (for simplification, only t0 to t4 are shown), we project ten patterns and obtain ten corresponding images (Fig. 3.10). By analyzing the pixel value of different images, we can obtain the u value of the projection pattern for each image pixel. Ideally, the projection pattern ti has more white and black stripes as the number i grows, and the pattern t9 is composed of 1 pixel wide white and black stripes. Actually,wheni grows to a certain degree, the image captured will be not able to distinguish the pixel value precisely owing to the small width of the strips. Therefore, the phase shifting code is adopted if i is greater than certain degree. For example, we first use gray code from t0 to t6, and later use phase shifting code, which is composed of white and black stripes of 4 pixels width. After projecting apicture,wemovethewholepicture totheright horizontally by 1 pixel at each step to ensure the minimum 50 3 Digitalization ofCultural Heritage
Fig. 3.10. Gray code scanning intensity. The newly obtained picture will be used for the next projection. After 8 operations, the picture will return to the original view and the projection will end. Gray code and phase shifting are complementary toeachother. By decodinggray code and phase shifting, and extracting the scan line between white andblack stripes, we can obtain the corresponding relation- ship between pixel and projection code. However, this method still has a shortcoming since therelationship obtained is still at the pixellevel,which may cause large errors in subsequent triangulations. Hence, we must extract data at the sub-pixel level, which means the precision is within one pixel. Ideally, as shown in Fig. 3.11, El and Er are two integral scan lines ob- tained through the projection of two neighboring structured light stripes. El − Er is the corresponding picture area of one pixel projection width. This means that one projection pattern corresponds to several picture pixels.
Fig. 3.11. Extraction of sub-pixel border
Generally, the change between white and black stripes is gradual owing tophysical restriction. Er is assumed to be the translational borderina translational projection. For a pixel between Er and El, we let the gray scale 3.2 Information Acquisition of Museum Preserved Sculptures and Artifacts 51 of this pixel be GA,andthegrayscaleofEl and Er be Gl and Gr.Then we can compute the coordinates ofpixel A at sub-pixel level by interpolation. (3) 3D Reconstruction of Surface Points. 3D reconstruction of scattered points aims to compute the 3D coordinates for each surface point. After structured light encoding and decoding,wecan obtain the coordinate of each pixel in the image, and its up value of horizontal coordinate in the corresponding projection image. Using thetriangulation measurement method, the surface points’ 3D coordinate can be calculated using the following method. After applying the camera and projector calibration method,⎡ we can ob⎤- axc 0 u0c ⎣ ⎦ tain the internal parameters of the camera and the projector, 0 ayc v0c ⎡ ⎤ 001 axp 0 u0p ⎣ ⎦ and 0 ayp v0p ,and theexternal parameters R and T between the cam- 0 01 era and the projector. Taking thecameraastheexample, axc = fc/dxc and ayc = fc/dyc, fc isthefocal length of the camera, and dxc and dyc are the horizontal and vertical physical sizes of each pixel in the sensor, such as CCDorCMOS. (u0c, v0c) are the pixel coordinates of the optical center of the camera. The projector’sinternal parameters are alike. R isa3×3 rotation matrix between the camera’s reference coordinate system and the projector’s coordinate system, and T is a 3 dimensional translation vector. Suppose the coordinates of one point in the camera coor- dinate and one in the projection coordinate are (Xc,YYc,Zc) and (Xp,YYp,ZZp) respectively, with the image pixel coordinates (uc, vc) and projector image horizontal coordinate up,thenitsatisfies: ⎡ ⎤ ⎡ ⎤ ⎡ ⎤ ⎡ ⎤
Xp r11 r12 r13 Xc t1 ⎣ ⎦ ⎣ ⎦ ⎣ ⎦ ⎣ ⎦ Yp = r21 r22 r23 Yc + t2 (3.2) Z r r r Z t p 31 32 33 c 3 Wecanobtain:
Xp = r11 Xc + r12 Yc + r13 Zc + t1 Z r X r Y r Z t (3.3) p = 31 c + 32 c + 33 c + 3 Using thesimilar triangles principlewecanobtain ⎧ ⎨xc/ffc = Xc/Zc y /ff Y /Z ⎩ c c = c c (3.4) xp/ffp = Xp/ZZp where xc, yc are the pixel coordinates in the sensor image plane, and xp is alike. xp Xp r11Xc + r12Yc + r13Zc + t1 Wecanobtain = = ,which can derive fp Zp r31Xc + r32Yc + r33Zc + t3 52 3 Digitalization ofCultural Heritage
xp t3 − t1 fp Zc = (3.5) xc yc xp xc yc r11 + r12 + r13 − r31 + r32 + r33 fc fc fp fc fc
xc dxc (uc − u0c) uc − u0c By the definition of dxc, we can obtain = = , fc fc axc yc vc − v0c xp up − u0p in a similar way = , = fc ayc fp axp Substitute the above three formulas, wecanobtainthevalueof Zc, and xc yc finally obtain 3D coordinates of the point (Xc,YYc,Zc) by Zc ,Zc ,Zc . fc fc Using the 3D reconstruction method, we can obtain the point cloud of the relic surface. For a complete 3D mesh of the relic shape, we should also perform triangulation, registration, merging, and mesh simplification tasks.
• High Precision Surface Texture Mapping of Relics
By taking high resolution texture images and mapping them onto the relic mesh, we can obtain a complete 3D model of a relic. The key problem of texture mapping is computing the texture coordinates of each texture image based on the corresponding relationship between image and mesh model. (1) Texture Mapping. The texture mapping process is showninFig.3.12.
Fig. 3.12. Texture mapping process
The camera pin-hole model satisfies 3.2 Information Acquisition of Museum Preserved Sculptures and Artifacts 53 ⎡ ⎤ ⎡ ⎤ ⎡ ⎤ ⎤ xw ⎡ xw u ⎢ ⎥ m11 m12 m13 m14 ⎢ ⎥ ⎣ ⎦ ⎢yw ⎥ ⎣ ⎦ ⎢yw ⎥ z v = M = m21 m22 m23 m24 (3.6) ⎣zw ⎦ ⎣zw ⎦ 1 m31 m32 m33 m34 1 1 where (xw, yw, zw) are the 3D model vertex coordinates and (u, v) are the image pixel coordinates. We name matrix M the projection matrix which is equal to ⎡ ⎤ ax 0 u0 0 ⎣ ⎦ R T 0 ay v0 0 (3.7) 0T 1 0010 Bymanuallychoosing enough corresponding points between themodel and the image, we can solve the unknowns R and T (if the camera’s internal parameters ax, ay, u0, and v0 are available),ormij (i=1,2,3; j=1,2,3,4)(if the camera’s internal parameters are unavailable). Then other texture coordinates (u, v) canbecalculatedbytheirworld coordinates (xw, yw, zw) by dividing the first and the second row by the third row of theaboveformula. To compute the image’s overlapping area on the model, three variables should be determined: the direction of each polygon, the validity of the poly- gon’s texture scale, and self-occlusions. The direction of a polygon can be determined by the projection matrix. If the z value is positive, then it is a positive polygon, and vice versa. Only the polygons with positive z can be displayed with the corresponding texture. Polygons with negative z values are back directed, and thus should not be displayed. The validity of the polygon’s texture scale can also be determined by the projection matrix directly. The image coordinates (u, v) of a vertex (xw, yw, zw) are calculated by the projection matrix. If the image coordinates are smaller than the image resolution, which means the texture coordinates are within [0,1], then the texture is valid for the vertex, otherwise invalid. Sometimes more than one polygon is projected onto the same texture area, but only one is visible, as a result of self-occlusion. If we compute all polygon vertexes with all the other polygons, it would be extremely time- consuming, as this computation has a time complexity of O(N 2) and a relic model usually contains millions of vertexes. Here we introduce a method with time complexity of O(N). Firstly, we create a set for each texture image pixel. Then, we project each polygon of the model onto the image plane according to its projection matrix and compute the pixels covered by each polygon. For each pixel coveredbythepolygon, we add thepolygon to the pixel’s corresponding set. Finally, in each set, if all the polygons are connected, then there is no self-occlusion, otherwise the visible polygon can be determined by the z value. 54 3 Digitalization ofCultural Heritage
(2) Fusion of Texture Images. Fusion of texture image includes two steps: global color balance and local color fusion. Global color balance is based on the adjustment of color difference in the textures’ overlapping area. We first transform RGB color to lαβ color space and carry out global balance in l channel, which means brightness, to achieve globalbrightness consistency. Then we conduct globalhomogeneous transformation for the αβ channelsoastoreachtheglobal balance of color. The following formula is adopted for the measurement of the luminosity of overlapping areas. 2 E T L→− − T L−→ Φ i,m,j = ( i→A ji m→A jm) ( )(3.8) i,j,m(i=m)
A L→− j i where isthetarget luminosity, ji is the luminosity of pixel in image , L−→ j m Φ i,m,j j jm is the luminosity of pixel in image , and ( ) = 1 if pixel is seen in both image j and image m and0otherwise. The transformation relationship between RGB and lαβ isshownas ⎡ ⎤ ⎡ ⎤ 1 ⎡ ⎤ ⎡ ⎤ l √ 00 L ⎢ 3 ⎥ 11 1 ⎣α⎦ √1 ⎣ − ⎦ ⎣M ⎦ = ⎣ 0 6 0 ⎦ 11 2 (3.9) β √1 1 −10 S 00 2
L = log L, M =log M,S = log S (3.10) ⎡ ⎤ ⎡ ⎤ ⎡ ⎤ L 0.3811 0.5783 0.0402 R ⎣M⎦ = ⎣0.1967 0.7244 0.0782⎦ ⎣G⎦ (3.11) S 0.0241 0.1288 0.8444 B The formula for relighting in αβ channel is: ⎡ ⎤ ⎡ ⎤ ⎛ ⎡ ⎤⎞ αi αi cos θi sin θi ti1 ⎣ ⎦ ⎣ ⎦ ⎝ ⎣ ⎦⎠ βi = Ti→A βi , Ti→A = − sin γi cos γi ti2 (3.12) 1 1 0 01 To achieve the fusion of local color, firstly, we should project several inter- overlapping texture colors onto every vertex in themodel.During thepro- jection process, the normal vector is adopted and the α value is used as the weight value. Then adjustment is made on each texture color based on the color of vertex by interpolation, to make the color at the joint area consistent and even. When making the adjustment, the gradual transition interpolation is made to brightness channel by HSV space to eliminate the visible joint seams. 3.3 Information Acquisition from LargeScenes 55
3.2.4 Devices and Applications
Our group has developed a special 3D shape information acquisition device and high precision texture mapping software for museum preserved relics, by making full use of the above technologies. They have succeeded in the acquisition and recording of many valuable relics in China from Jiansha Site inChengdu, the LiangzhuSiteinHangzhou, the Hemudu Site in Yuyao, Zhejiang Museum, and so on (Diao and Lu, 2007). The device is shown in Fig.3.13and some acquisition results are shown in Fig.3.14.
Fig. 3.13. NMLAB 3D Scanner developed by our group
3.3 Information Acquisition from Large Scenes
The goal of acquiring scene information from large sites is mainly to record the scene appearance and color. The results will be useful for virtual restoration, virtual exhibition, development planning, and so on.
3.3.1 Process and Technical Framework of Large Scene Information Acquisition
Like the acquisition process mentioned in subsection 3.2.2, the acquisition process of scene information also includes 3D scanning system calibration, shape acquisition, surface mesh registration and merging, camera calibration, texture acquisition, texture mapping, and multi-texture fusion. However, as the data sets from large scenes are much larger than museum preserved relics, 56 3 Digitalization ofCultural Heritage
Fig. 3.14. Some acquisition results from museum preserved relics. (a) The gold mask excavated from the Jinsha Site; (b) Bird-shaped pot excavated from the Hemudu Site; (c) Black pottery in the shape of a bean excavated from the Liangzhu Site; (d) Buddha preserved in Zhejiang Museum it is necessary to simplify the 3D model acquired by scanning. Otherwise computers will probably be unable to process these large data sets. The process is shown in Fig. 3.15. Large scenes generally contain a lot of information, such as composition, soil humidity,locationinformation and so on. Here we focus on the acquisition of shape and color information. The technical framework is shown in Fig. 3.16.
3.3.2 Key Technologies of Large Scene Information Acquisition
Compared with museum preserved objects, large scene information acqui- sition has to deal with problems caused by large data volume, using scene 3.3 Information Acquisition from LargeScenes 57
Fig. 3.15. Largesceneinformation acquisition process information filtering, multiple 3D mesh data registration and fusion.
• Registration of 3D Information Acquired from Large Scenes
To rebuild thewhole scene, we have to dividethe scene into several parts according to different perspectives. As measurements of different areas are always needed in the corresponding local coordinate systems, we should unify the local coordinate systems into a singlesystemand remove theoverlapping parts to obtain the complete data from the measured objects. This makes ustocombine all point clouddata acquiredbypartial measurements. This involves two steps: registration and merging.Herewewill describe some reg- istration techniques. There are two methods for registration: one is to design special mea- surement devices that can record their distance and anglewhen moving or rotating during the measurement; and the other is to use computer software to solve the problem and realize reconstruction of the original model. This approach is the most frequently used in non-contact 3D scanning measure- ment. The point cloud data acquired in measurement can be regarded as rigid bodies. Point cloud registration can be seen as a process of coordinate trans- formation. It involves aligning two partially overlapping point clouds opti- mally by coordinate transformation according to a pre-designated optimal 58 3 Digitalization ofCultural Heritage
Technical framework of largesceneinformation acquisition matching principle. The optimal matching principle most frequently used in applications is the method based on three base points. Asthreepoints can determine a plane, after specifying three corresponding points in the different cloud point data sets, we can solve the transformation parameters between data scanned from different perspectives. Usually, the more corresponding points specified, the better is the registration effect that can be achieved by the least square method. Currently, most of the point cloud registration algorithms are based on the ICP (Iterative Closest Point) method proposed by Besl (Paul and Neil, 1992). Using this algorithm, we have to preset a point set P (which has to be transformed) and a point set Q. To make P match Q,wehavetofind the minimum distance from points of P to Q and establish the mapping relationship between the points. Then we calculate an optimal coordination transformation M using the least squares method with minimum square and let P =M(P ). We do this operation iteratively until meeting the required precision. The final coordinate transformation is the combination of each transformation. For example, suppose there are two point sets S1 and S2 that overlap at some area. S1 and S2 are corresponding locations of measurement points. The procedure of iterative operation is as follows: 3.3 Information Acquisition from LargeScenes 59
(1) At the kth iteration, we use reverse projection to determine theoverlap- ping area. (2) To find the closest point in the overlapping area, let pi ∈ S1 and x ,y ,zz C pi =( p p p) be the eigenvector. pi is the covariance matrix of eigen- vectorsofpi and its k-nearest-neighbor point. qi ∈ S2 isthepoint with the minimum distance from point pi to S2. (3) For all the nearest point-pairs pi and qi in theoverlapping region, using the function below and the quaternion method, re-compute the transfor- mation matrix Tk = [Rk, tk],amongwhichRk is the orthogonal rotation matrix and tk isthetranslation vector.