High fidelity walkthroughs in archaeology sites

Detalhes bibliográficos
Autor(a) principal: Santos, Luís Paulo
Data de Publicação: 2005
Outros Autores: Coelho, Vítor, Bernardes, Paulo José Correia, Proença, Alberto José
Idioma: eng
Título da fonte: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Texto Completo: https://hdl.handle.net/1822/3513
Resumo: Comunicação apresentada no 6th International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST 2005), Pisa, Italy, 8-11 Novembro 2005.
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spelling High fidelity walkthroughs in archaeology sitesDistributed network graphicsRay tracingArchaeologyComunicação apresentada no 6th International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST 2005), Pisa, Italy, 8-11 Novembro 2005.Fast and affordable computing systems currently support walkthroughs into virtual reconstructed sites, with fast frame rate generation of synthetic images. However, archaeologists still complain about the lack of realism in these interactive tours, mainly due to the false ambient illumination. Accurate visualizations require physically based global illumination models to render the scenes, which are computationally too demanding. Faster systems and novel rendering techniques are required: current clusters provide a feasible and affordable path towards these goals, and we developed a framework to support smooth virtual walkthroughs, using progressive rendering to converge to high fidelity images whenever computing power surplus is available. This framework exploits spatial and temporal coherence among successive frames, serving multiple clients that share and interact with the same virtual model, while maintaining each its own view of the model. It is based on a three-tier architecture: the outer layer embodies light-weight visualization clients, which perform all the user interactions and display the final images using the available graphics hardware; the inner layer is a parallel version of a physically based ray tracer running on a cluster of off-the-shelf PCs; in the middle layer lies the shading management agent (SMA), which monitors the clients' states, supplies each with properly shaded 3D points, maintains a cache of previously rendered geometry and requests relevant shading samples to the parallel renderer, whenever required. A prototype of a high fidelity walkthrough in the archaeologic virtual model of the roman town of Bracara Augusta was developed, and the current evaluation tests aimed to measure the performance improvements due to the use of SMA caches and associated parallel rendering capabilities. Preliminary results show that interactive frame rates are sustainable and the system is highly responsive.Fundação para a Ciência e Tecnologia (FCT) - POSI/CHS/42041/2001.Universidade do MinhoSantos, Luís PauloCoelho, VítorBernardes, Paulo José CorreiaProença, Alberto José2005-112005-11-01T00:00:00Zconference objectinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://hdl.handle.net/1822/3513enginfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2024-05-11T05:03:06Zoai:repositorium.sdum.uminho.pt:1822/3513Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T15:06:30.834457Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv High fidelity walkthroughs in archaeology sites
title High fidelity walkthroughs in archaeology sites
spellingShingle High fidelity walkthroughs in archaeology sites
Santos, Luís Paulo
Distributed network graphics
Ray tracing
Archaeology
title_short High fidelity walkthroughs in archaeology sites
title_full High fidelity walkthroughs in archaeology sites
title_fullStr High fidelity walkthroughs in archaeology sites
title_full_unstemmed High fidelity walkthroughs in archaeology sites
title_sort High fidelity walkthroughs in archaeology sites
author Santos, Luís Paulo
author_facet Santos, Luís Paulo
Coelho, Vítor
Bernardes, Paulo José Correia
Proença, Alberto José
author_role author
author2 Coelho, Vítor
Bernardes, Paulo José Correia
Proença, Alberto José
author2_role author
author
author
dc.contributor.none.fl_str_mv Universidade do Minho
dc.contributor.author.fl_str_mv Santos, Luís Paulo
Coelho, Vítor
Bernardes, Paulo José Correia
Proença, Alberto José
dc.subject.por.fl_str_mv Distributed network graphics
Ray tracing
Archaeology
topic Distributed network graphics
Ray tracing
Archaeology
description Comunicação apresentada no 6th International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST 2005), Pisa, Italy, 8-11 Novembro 2005.
publishDate 2005
dc.date.none.fl_str_mv 2005-11
2005-11-01T00:00:00Z
dc.type.driver.fl_str_mv conference object
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dc.identifier.uri.fl_str_mv https://hdl.handle.net/1822/3513
url https://hdl.handle.net/1822/3513
dc.language.iso.fl_str_mv eng
language eng
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