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·
Increasing amount of content (physical items), and at the same time=
a
decreasing storage space for the items
·
Memory institutions are relatively few in number, and unequally
distributed which causes inequities in what is chosen to be stored, and wha=
t is
accessible.
·
Access to content is severely limited due to travel costs. And again there are inequities due=
to
many groups having little to no funding.
·
Many antiquities are too fragile to travel, or to allow repeated
handling and exposure.
·
Handling of culturally sensitive materials may not be permissible or
appropriate.
·
Content items or sites are lost to natural hazards (floods, fires,
volcanoes, earthquakes), theft, warfare, or economic development.
There
are many advantages to digitizing content, both individual items and exhibi=
ts
(even the entire museum). Hav=
ing a
digital copy of items or exhibits allows them to be accessed by anyone, at =
any
time, from any place. It
allows any number of people access at the same time. It preserves a nearly complete rec=
ord of
the object, which can be accessed without damaging the original. 3D digitization and display potent=
ially
solve all the challenges listed above. The advantages that virtual
museums provide are listed below:
·
Imagery and spatial measurements are mechanically recorded and not
subject to human interpretation.
·
Everything can be recorded, in complete detail, in their original
setting, with limited human effort.
·
Precise, repeatable measurements are made that are equally or more
precise than human measured ones.
·
Objects can be viewed virtually and virtually dissected for study f=
or
any amount of time, with no cost or damage to the content.
·
Morphological comparison of related material is facilitated through
qualitative visual comparisons or quantitative shape-based comparisons.
·
The system is non-invasive, in that it does not touch or affect the
samples or site. This is impo=
rtant
for conservation.
·
Because the data is digital it can be conveniently archived and made
available anywhere, anytime, to anyone 24/7/365.
·
Different interfaces, or visualizations, can be provided depending =
on
the observer, their task, and the material. For instance a scholar may desire a
shape comparison display while a museum visitor may wish to simply browse t=
he
different exhibits.
The equipment used for
scanning the scenes is the DeltaSphere-3000 (3rdTech,
Computer control of the
internal positioning motors at the base, and the revolving mirror allow the=
DeltaSphere
to automatically scan a complete room or scene with the laser rangefinder.<=
span
style=3D'mso-spacerun:yes'> The default setting of 13.33
samples/degree is appropriate for scanning rooms or large scenes for virtual
museum digitizations. Using t=
his
setting
=
Figure
1 DeltaSphere 3D Scene Digitizer
the scanner records the
range and position of several million sample points for distances up to 40ft
(12.2m) from the scanner in less than 20 minutes. The acquired set of sample points =
can be
automatically converted to a simple 3D model. This model can be rotated,
scaled, and displayed from arbitrary viewpoints. It can be used as input to
other software packages for creating realistic 3D images and animations.
The second step is to =
use a
professional digital camera to capture the color image data for the scene.<=
span
style=3D'mso-spacerun:yes'> We used a Fuji FinePixS2Pro with
non-fisheye lens AF Nikkor ED=
14mm
f/2.8D for the examples in this paper.&nbs=
p;
The captured color digital images are correlated with the laser range
finder spatial points. This a=
llows
the generation of very realistic views of the 3D scene from any angle. An example of a static 2D rendered=
image
from one viewpoint is seen in Figure 2. While most range finder based
digitization systems can provide 3D scene views, the images are generally of
lower quality. The 3D environ=
ment
recorded by the DeltaSphere 3000, however, is of very high quality, nearly
indistinguishable from a photograph of the scene as seen in figure 2. While static 2D images can be used=
to
view the digitized 3D environment, it is more effective to view it using
real-time viewing applications that display the 3D scene on a 2D computer
display maintaining some of the 3D visual cues (lighting, shading, obscurat=
ion,
stereo (if stereo viewing glasses are used), user controlled changing of
viewpoint). This supports a v=
irtual
reality experience where users can actually feel as if they are in the muse=
um,
as opposed to seeing photographs of the museum. Techniques that
photographically capture scenes, or that do not integrate the color image
textures with the range finder data cannot provide such visualizations. Figure 3 shows the actual sample d=
ata
points underlying the visualization seen in figure 2. The output of the pro=
cess
of combining the color texture from the digital photographs with the laser
range finder sample points is a VRML format data file. This is a standard format for text=
ure
mapped polygons, and supported by most 3D viewing applications.