• Vita
  • Publications
  • Projects
  • Research topics
Show publication details

Santos, Pedro; Ritz, Martin; Fuhrmann, Constanze; Fellner, Dieter W.

3D Mass Digitization: A Milestone for Archeological Documentation

2017

VAR. Virtual Archaeology Review [online], Vol.8 (2017), 16, pp. 1-11

In the heritage field the demand for fast and efficient 3D digitization technologies for historic remains is increasing. Besides, 3D digitization has proved to be a promising approach to enable precise reconstructions of objects. Yet, unlike the digital acquisition of cultural goods in 2D widely used today, 3D digitization often still requires a significant investment of time and money. To make it more widely available to heritage institutions, the Competence Center for Cultural Heritage Digitization at the Fraunhofer Institute for Computer Graphics Research IGD has developed CultLab3D, the world's first fully automatic 3D mass digitization facility for collections of three-dimensional objects. CultLab3D is specifically designed to automate the entire 3D digitization process thus allowing users to scan and archive objects on a large-scale. Moreover, scanning and lighting technologies are combined to capture the exact geometry, texture, and optical material properties of artefacts to produce highly accurate photo-realistic representations. The unique setup allows shortening the time needed for digitization to several minutes per artefact instead of hours, as required by conventional 3D scanning methods.

Show publication details

Santos, Pedro; Ritz, Martin; Fuhrmann, Constanze; Monroy Rodriguez, Rafael; Schmedt, Hendrik; Tausch, Reimar; Domajnko, Matevz; Knuth, Martin; Fellner, Dieter W.

Acceleration of 3D Mass Digitization Processes: Recent Advances and Challenges

2017

Ioannides, Marinos (Ed.) et al.: Mixed Reality and Gamification for Cultural Heritage. Springer International Publishing, 2017, pp. 99-128

In the heritage field, the demand for fast and efficient 3D digitization technologies for historic remains is increasing. Besides, 3D has proven to be a promising approach to enable precise reconstructions of cultural heritage objects. Even though 3D technologies and postprocessing tools are widespread and approaches to semantic enrichment and Storage of 3D models are just emerging, only few approaches enable mass capture and computation of 3D virtual models from zoological and archeological findings. To illustrate how future 3D mass digitization systems may look like, we introduce CultLab3D, a recent approach to 3D mass digitization, annotation, and archival storage by the Competence Center for Cultural Heritage Digitization at the Fraunhofer Institute for Computer Graphics Research IGD. CultLab3D can be regarded as one of the first feasible approaches worldwide to enable fast, efficient, and cost-effective 3D digitization. lt specifically designed to automate the entire process and thus allows to scan and archive large amounts of heritage objects for documentation and preservation in the best possible quality, taking advantage of integrated 30 visualization and annotation within regular Web browsers using technologies such as WebGI and X3D.

Show publication details

Tausch, Reimar; Schmedt, Hendrik; Santos, Pedro; Schröttner, Martin; Fellner, Dieter W.

3DHOG for Geometric Similarity Measurement and Retrieval on Digital Cultural Heritage Archives

2016

Giuseppe De Pietro (Ed.) et al.: Intelligent Interactive Multimedia Systems and Services 2016. Switzerland: Springer International Publishing, 2016. (Smart Innovation, Systems and Technologies 55), pp. 459-469

KES International Conference on Intelligent Interactive Multimedia Systems and Services (IIMSS) <9, 2016, Puerto de la Cruz, Tenerife, Spain>

With projects such as CultLab3D, 3D Digital preservation of cultural heritage will become more affordable and with this, the number of 3D-models representing scanned artefacts will dramatically increase. However, once mass digitization is possible, the subsequent bottleneck to overcome is the annotation of cultural heritage artefacts with provenance data. Current annotation tools are mostly based on textual input, eventually being able to link an artefact to documents, pictures, videos and only some tools already support 3D models. Therefore, we envisage the need to aid curators by allowing for fast, web-based, semi-automatic, 3D-centered annotation of artefacts with metadata. In this paper we give an overview of various technologies we are currently developing to address this issue. On one hand we want to store 3D models with similarity descriptors which are applicable independently of different 3D model quality levels of the same artefact. The goal is to retrieve and suggest to the curator metadata of already annotated similar artefacts for a new artefact to be annotated, so he can eventually reuse and adapt it to the current case. In addition we describe our web-based, 3D-centered annotation tool with meta- and object repositories supporting various databases and ontologies such as CIDOC-CRM.

Show publication details

Ritz, Martin; Knuth, Martin; Domajnko, Matevz; Posniak, Oliver; Santos, Pedro; Fellner, Dieter W.

c-Space: Time-evolving 3D Models (4D) from Heterogeneous Distributed Video Sources

2016

Catalano, Chiara Eva (Ed.) et al.: GCH 2016 : Eurographics Workshop on Graphics and Cultural Heritage. Goslar: Eurographics Association, 2016, pp. 12-18

Eurographics Symposium on Graphics and Cultural Heritage (GCH) <14, 2016, Genova, Italy>

We introduce c-Space, an approach to automated 4D reconstruction of dynamic real world scenes, represented as time-evolving 3D geometry streams, available to everyone. Our novel technique solves the problem of fusing all sources, asynchronously captured from multiple heterogeneous mobile devices around a dynamic scene at a real word location. To this end all captured input is broken down into a massive unordered frame set, sorting the frames along a common time axis, and finally discretizing the ordered frame set into a time-sequence of frame subsets, each subject to photogrammetric 3D reconstruction. The result is a time line of 3D models, each representing a snapshot of the scene evolution in 3D at a specific point in time. Just like a movie is a concatenation of time-discrete frames, representing the evolution of a scene in 2D, the 4D frames reconstructed by c-Space line up to form the captured and dynamically changing 3D geometry of an event over time, thus enabling the user to interact with it in the very same way as with a static 3D model. We do image analysis to automatically maximize the quality of results in the presence of challenging, heterogeneous and asynchronous input sources exhibiting a wide quality spectrum. In addition we show how this technique can be integrated as a 4D reconstruction web service module, available to mobile end-users.

Show publication details

Fuhrmann, Constanze; Santos, Pedro

Die digitale Revolution macht auch vor Kulturerbe nicht halt - Notwendigkeit von 3D-Technologien

2016

IT business, Vol.15 (2016), 3, pp. 20-21

Um dem wachsenden Bedarf nach optimierten Scanverfahren in 3D im Kulturbereich zu entsprechen, entwickelt das Fraunhofer Institut für Graphische Datenverarbeitung IGD einen Ansatz zur 3D-Massendigitalisierung. Um Objektmengen effizient zu erfassen, wird die bisher zeit- und kostenintensive Datenakquise durch Automatisierung des Prozessablaufs beschleunigt. Zudem wird eine originalgetreue Wiedergabe in hoher Qualität angestrebt, die Geometrie, Textur und optische Materialeigenschaften berücksichtigt.

Show publication details

De Stefano, Antonio; Tausch, Reimar; Santos, Pedro; Kuijper, Arjan; Di Gironimo, Giuseppe; Fellner, Dieter W.; Siciliano, Bruno

Modeling a Virtual Robotic System for Automated 3D Digitization of Cultural Heritage Artifacts

2016

Journal of Cultural Heritage, (2016), 19, pp. 531-537

Complete and detailed 3D-scanning of cultural heritage artifacts is a still time-consuming process that requires skilled operators. Automating the digitization process is necessary to deal with the growing amount of artifacts available. It poses a challenging task because of the uniqueness and variety in size, shape and texture of these artifacts. Scanning devices have usually a limited focus or measurement volume and thus require precise positioning. We propose a robotic system for automated photogrammetric 3D-reconstruction. It consists of a lightweight robotic arm with a mounted camera and a turntable for the artifact. In a virtual 3D-environment, all relevant parts of the system are modeled and monitored. Here, camera views in position and orientation can be planned with respect to the depth of field of the camera, the size of the object and preferred coverage density. Given a desired view, solving inverse kinematics allows for collision-free and stable optimization of joint configurations and turntable rotation. We adopt the closed-loop inverse kinematics (CLIK) algorithm to solve the inverse kinematics on the basis of a particular definition of the orientation error. The design and parameters of the solver are described involving the option to shift the weighting between different parts of the objective function, such as precision or mechanical stability. We then use these kinematic solutions to perform the actual scanning of real objects. We conduct several tests with different kinds of objects showing reliable and sufficient results in positioning and safety. We present a visual comparison involving the real robotic system with its virtual environment demonstrating how view poses for different-sized objects are successfully planned, achieved and used for 3D-reconstruction.

Show publication details

Fuhrmann, Constanze; Santos, Pedro; Fellner, Dieter W.

3D-Massendigitalisierung - ein Meilenstein für die museale Nutzung

2015

Museumskunde, Vol.80 (2015), 1, pp. 58-61

Seit mehr als einem Jahrzehnt gibt es umfangreiche Maßnahmen zur digitalen Verarbeitung und Visualisierung von Sammlungsbeständen. So sind die EU-Mitgliedstaaten noch Empfehlungen der Europäischen Kommission im Rahmen der Digitalen Agenda aufgefordert, Digitalisierung, Online-Verfügbarkeit und digitale Erhaltung von historischem Material voranzutreiben. Auch die Reflexionsgruppe zur "Digitalisierung des kulturellen Erbes in Europa" erwartet unter Hinweis auf dessen wirtschaftliches Potenzial eine "neue Renaissance" durch Zusammenführung von Beständen im Netz. Während vor diesem Hintergrund die digitale Aufbereitung von Kulturgut in 2D längst zur Kernaufgabe von Bibliotheken, Archiven und Museen gehört, ist die 3D-Digitalisierung von dreidimensionalen Artefakten aufgrund ihrer komplexeren Form noch immer eine Herausforderung. Aufgrund des hohen Kosten- und Zeitaufwands konzentrieren sich hier Maßnahmen auf prestigeträchtige Einzelobjekte statt auf ganze Sammlungen. Denn es existieren bisher keine kommerziell verfügbaren Technologien zur effizienten und hochpräzisen Massendigitalisierung in 3D. Auch bleibt die 3D-Digitalisierung in den wenigen existenten Digitalisierungs- und Erhaltungsstrategien von musealen Einrichtungen noch immer unberücksichtigt. Erst jüngst wurden die DFG-Praxisregeln zur Digitalisierung dahingehend überarbeitet, unter dem Begriff nicht mehr ausschließlich die digitale Fotografie zu verstehen. In der aktualisierten Version wird zwischen der digitalen Repräsentation eines dreidimensionalen Objekts und dessen digitaler Replik unterschieden. Ersteres stellt eine ,,fotografische Erfassung aller relevanten visuellen Eigenschaften des Objekts, meist von mehr als einem Aufnahmestandpunkt" dar. Eine digitale Replik hingegen ist eine "originalgetreue Rekonstruktion seiner Form und Oberflächen-Licht-lnteraktion", also ein digitales 3D-Modell samt Hülle und Anmutung.

Show publication details

Eckeren, Katharina van; Tausch, Reimar; Santos, Pedro; Kuijper, Arjan; Fellner, Dieter W.

3DHOG for Geometric Similarity Measurement and Retrieval for Digital Cultural Heritage Archives

2015

Guidi, Gabriele (Ed.) et al.: 2015 Digital Heritage International Congress. Volume 2. New York: The Institute of Electrical and Electronics Engineers (IEEE), 2015, pp. 117-120

Digital Heritage International Congress (DH) <2015, Granada, Spain>

With projects such as CultLab3D, 3D Digital preservation of cultural heritage will become more affordable and with this, the number of 3D-models representing scanned artefacts will dramatically increase. However, once mass digitization is possible, the subsequent bottleneck to overcome is the annotation of cultural heritage artefacts with provenance data. Current annotation tools are mostly based on textual input, eventually being able to link an artefact to documents, pictures, videos and only some tools already support 3D models. Therefore, we envisage the need to aid curators by allowing for fast, web-based, semi-automatic, 3D-centered annotation of artefacts with metadata. In this paper we give an overview of various technologies we are currently developing to address this issue. On one hand we want to store 3D models with similarity descriptors which are applicable independently of different 3D model quality levels of the same artefact. The goal is to retrieve and suggest to the curator metadata of already annotated similar artefacts for a new artefact to be annotated, so he can eventually reuse and adapt it to the current case. In addition we describe our web-based, 3D-centered annotation tool with meta- and object repositories supporting various databases and ontologies such as CIDOC-CRM.

Show publication details

Simões, Bruno; Aksenov, Petr; Santos, Pedro; Arentze, Theo; Amicis, Raffaele de

C-space: Fostering New Creative Paradigms based on Recording and Sharing "Casual" Videos through the Internet

2015

IEEE International Conference on Multimedia & Expo Workshops : ICMEW 2015. Los Alamitos, Calif.: IEEE Computer Society Press, 2015, 4 p.

IEEE International Conference on Multimedia & Expo Workshops (ICMEW) <2015, Turin, Italy>

A key theme in ubiquitous computing is to create smart environments in which there is seamless integration of people, information, and physical reality. In this manuscript, we describe a set of tools that facilitate the creation of such environments, e,g, a service to transform videos recorded with mobile devices into navigable 3D scenes, a service to compute and describe the emotional processes that occur during the user interaction with such content, a service that takes into account certain dynamic needs of users in personalizing solutions for allocating their leisure time and activities, a gamified crowdsourcing application, and a set of projection-based tools for creating and interacting with augmented environments. Ultimately, our objective is have a framework that seamless integrates all these components, to foster creativity processes.

Show publication details

Hadjiprocopis, Andreas; Wenzel, Konrad; Rothermel, Mathias; Ioannides, Marinos; Fritsch, Dieter; Klein, Michael; Johnsons, Paul S.; Weinlinger, Guenther; Doulamis, Anastasios; Protopapadakis, Eftychios; Kyriakaki, Georgia; Makantasis, Kostas; Fellner, Dieter W.; Stork, André; Santos, Pedro

Cloud-based 3D Reconstruction of Cultural Heritage Monuments using Open Access Image Repositories

2014

Klein, Reinhard (Ed.) et al.: GCH 2014. Short Papers - Posters : Eurographics Workshop on Graphics and Cultural Heritage. Goslar: Eurographics Association, 2014, pp. 5-8

Eurographics Symposium on Graphics and Cultural Heritage (GCH) <12, 2014, Darmstadt, Germany>

A large number of photographs of cultural heritage items and monuments is publicly available in various Open Access Image Repositories (OAIR) and social media sites. Metadata inserted by camera, user and host site may help to determine the photograph content, geo-location and date of capture, thus allowing us, with relative success, to localise photos in space and time. Additionally, developments in Photogrammetry and Computer Vision, such as Structure from Motion (SfM), provide a simple and cost-effective method of generating relatively accurate camera orientations and sparse and dense 3D point clouds from 2D images. Our main goal is to provide a software tool able to run on desktop or cluster computers or as a back end of a cloud-based service, enabling historians, architects, archaeologists and the general public to search, download and reconstruct 3D point clouds of historical monuments from hundreds of images from the web in a cost-effective manner. The end products can be further enriched with metadata and published. This paper describes a workflow for searching and retrieving photographs of historical monuments from OAIR, such as Flickr and Picasa, and using them to build dense point clouds using SfM and dense image matching techniques. Computational efficiency is improved by a technique which reduces image matching time by using an image connectivity prior derived from low-resolution versions of the original images. Benchmarks for two large datasets showing the respective efficiency gains are presented.

Show publication details

Santos, Pedro; Ritz, Martin; Tausch, Reimar; Schmedt, Hendrik; Monroy Rodriguez, Rafael; Stefano, Antonio; Posniak, Oliver; Fuhrmann, Constanze; Fellner, Dieter W.

CultLab3D - On the Verge of 3D Mass Digitization

2014

Klein, Reinhard (Ed.) et al.: GCH 2014 : Eurographics Workshop on Graphics and Cultural Heritage. Goslar: Eurographics Association, 2014, pp. 65-73

Eurographics Symposium on Graphics and Cultural Heritage (GCH) <12, 2014, Darmstadt, Germany>

Acquisition of 3D geometry, texture and optical material properties of real objects still consumes a considerable amount of time, and forces humans to dedicate their full attention to this process. We propose CultLab3D, an automatic modular 3D digitization pipeline, aiming for efficient mass digitization of 3D geometry, texture, and optical material properties. CultLab3D requires minimal human intervention and reduces processing time to a fraction of today's efforts for manual digitization. The final step in our digitization workflow involves the integration of the digital object into enduring 3D Cultural Heritage Collections together with the available semantic information related to the object. In addition, a software tool facilitates virtual, location-independent analysis and publication of the virtual surrogates of the objects, and encourages collaboration between scientists all around the world. The pipeline is designed in a modular fashion and allows for further extensions to incorporate newer technologies. For instance, by switching scanning heads, it is possible to acquire coarser or more refined 3D geometry.

Show publication details

Fuhrmann, Constanze; Santos, Pedro; Fellner, Dieter W.

CultLab3D: Ein mobiles 3D-Scanning Szenario für Museen und Galerien

2014

Bienert, Andreas (Ed.) et al.: EVA 2014 Berlin. Proceedings : Elektronische Medien & Kunst, Kultur, Historie. Berlin: Gesellschaft zur Förderung angewandter Informatik e.V., 2014, pp. 106-109

Electronic Imaging & the Visual Arts (EVA) <21, 2014, Berlin, Germany>

Im Projekt CultLab3D werden Kulturgüter dreidimensional und in sehr hoher Qualität erfasst. Dabei geht es um die Entwicklung einer neuartigen Scan-Technologie in Form eines mobilen Digitalisierungslabors, das aus flexibel einsetzbaren Modulen für die schnelle und ökonomische Erfassung von 3DGeometrie-, Textur- und Materialeigenschaften besteht. Dabei soll langfristig die Qualität der Daten auch wissenschaftlichen Ansprüchen genügen, die bislang Originalvorlagen erfordern. Das System soll hinsichtlich des Aufwands (u.a. Scan-Geschwindigkeit), der erzielbaren Qualität und der Kosten den Markt revolutionieren. Eine Marktreife wird für 2015 erwartet.

Show publication details

Santos, Pedro; Fuhrmann, Constanze

Die mobile Digitalisierstraße CultLab3D

2014

KulturBetrieb, (2014), 4, pp. 60-61

Während die digitale Erfassung von kulturellen Artefakten in 2D heute effizient und kostengünstig möglich und bereits weit verbreitet ist, ist die 3D-Digitalisierung noch immer zeit- und kostenintensiv. Gleichzeitig steigt der Wunsch, Museums- und Archivbestände auch in 3D zu erfassen und verschiedenen Anspruchsgruppen zugänglich zu machen. Die vom Fraunhofer IGD entwickelte digitale Scanstraße CultLab3D soll die Digitalisierung dreidimensionaler Objekte revolutionieren.

Show publication details

Bienert, Andreas; Santos, Pedro; Hemsley, James

EVA 2014 Berlin. Proceedings: Elektronische Medien & Kunst, Kultur, Historie

2014

Berlin : Gesellschaft zur Förderung angewandter Informatik e.V., 2014

Electronic Imaging & the Visual Arts (EVA) <21, 2014, Berlin, Germany>

In den Workshops zum 3D-Scanning von historischem Kulturgut werden die technischen und semantischen Themenbereiche von der Datenakquise bis hin zur Visualisierung aufgefächert und zur Diskussion gestellt. Erstmals wird die Möglichkeit geboten, CultLab3D, ein mobiles 3D-Scanning Szenario für Museen und Galerien, im konkreten Arbeitszusammenhang zu erproben. Unter dem Titel "Attention! Wahrnehmung und Vermittlung in der digitalen Gesellschaft" widmet sich ein dritter Workshop den Auswirkungen, die sich aus 3D-Modellen, immersiven Bildwelten und Augmented Reality Anwendungen für unsere Wahrnehmung und das kollektive Bewusstsein einstellen. Sie verändern den Horizont unserer Erfahrungen und die Art und Weise, wie wir Geschichte/n weitergeben. An den beiden Konferenztagen wird das Thema der digitalen Modellbildung dann für die unterschiedlichen Einsatzbereiche fortgeführt. Das Spektrum reicht von der 3D-Visualisierung über die Organisation von Wissen in Portalen, in Datenverbünden und in Netzwerken bis hin zu technologisch innovativen Präsentationsformaten und neuen Möglichkeiten der Besucherbindung.

Show publication details

Klein, Reinhard; Santos, Pedro; Fellner, Dieter W.; Scopigno, Roberto

GCH 2014. Short Papers - Posters: Eurographics Workshop on Graphics and Cultural Heritage

2014

Goslar : Eurographics Association, 2014

Eurographics Symposium on Graphics and Cultural Heritage (GCH) <12, 2014, Darmstadt, Germany>

Focus of this year's forum is to present and showcase new developments within the overall process chain, from data acquisition, 3D documentation, analysis and synthesis, semantical modelling, data management, to the point of virtual museums or new forms of interactive presentations and 3D printing solutions. GCH 2014 therefore provides scientists, engineers and CH managers a possibility to discuss new ICT technologies applied to data modelling, reconstruction and processing, digital libraries, virtual museums, interactive environments and applications for CH, ontologies and semantic processing, management and archiving, standards and documentation, as well as its transfer into practice. Short papers present preliminary results and work-in-progress or focusing on on-going projects, the description of project organization, use of technology, and lesson learned.

Show publication details

Klein, Reinhard; Santos, Pedro; Fellner, Dieter W.; Scopigno, Roberto

GCH 2014: Eurographics Workshop on Graphics and Cultural Heritage

2014

Goslar : Eurographics Association, 2014

Eurographics Symposium on Graphics and Cultural Heritage (GCH) <12, 2014, Darmstadt, Germany>

Focus of this year's forum is to present and showcase new developments within the overall process chain, from data acquisition, 3D documentation, analysis and synthesis, semantical modelling, data management, to the point of virtual museums or new forms of interactive presentations and 3D printing solutions. GCH 2014 therefore provides scientists, engineers and CH managers a possibility to discuss new ICT technologies applied to data modelling, reconstruction and processing, digital libraries, virtual museums, interactive environments and applications for CH, ontologies and semantic processing, management and archiving, standards and documentation, as well as its transfer into practice.

Show publication details

De Stefano, Antonio; Santos, Pedro (Advisor); Tausch, Reimar (Advisor)

Modeling a Virtual Robotic System for Cultural Heritage Digitization

2014

Neapel, Univ., Master Thesis, 2014

The objective of this thesis is the development of an inverse kinematic solver application which allows a camera mounted onto the robotic arm to resolve occlusion in a 3D model, by reaching a position and a camera direction, given in this case by a path creator, while in the reality the pose is given from a view planning; The results will be visualized and simulated in a virtual environment which represents the CultArm3D subsystem of the CultLAb3D. This thesis is part of the Cultural Heritage Project of the Fraunhofer Institute for Visual Computing, which is concerned with the development of inexpensive automated 3D-digitization of objects of cultural value. Given that many museums lack exhibition space for their numerous exhibits and that these museums are scattered around the world, the Cultural Heritage Project seeks to provide worldwide virtual access to these exhibits.

Show publication details

Santos, Pedro; Peña Serna, Sebastian; Stork, André; Fellner, Dieter W.

The Potential of 3D Internet in the Cultural Heritage Domain

2014

Ioannides, Marinos (Ed.) et al.: 3D Research Challenges in Cultural Heritage : A Roadmap in Digital Heritage Preservation. Berlin, Heidelberg, New York: Springer, 2014. (Lecture Notes in Computer Science (LNCS) 8355), pp. 1-17

Europe is rich in cultural heritage but unfortunately much of the tens of millions of artifacts remain in archives. Many of these resources have been collected to preserve our history and to understand their historical context. Nevertheless, CH institutions are neither able to document all the collected resources nor to exhibit them. Additionally, many of these CH resources are unique, and will be on public display only occasionally. Hence, access to and engagement with this kind of cultural resources is important for European culture and the legacy of future generations. However, the technology needed to economically mass digitize and annotate 3D artifacts in analogy to the digitization and annotation of books and paintings has yet to be developed. Likewise approaches to semantic enrichment and storage of 3D models along with meta-data are just emerging. This paper presents challenges and trends to overcome the latter issues and demonstrates latest developments for annotation of 3D artifacts and their subsequent export to Europeana, the European digital library, for integrated, interactive 3D visualization within regular web browsers taking advantage of technologies such as WebGl and X3D.

Show publication details

Doulamis, Anastasios; Ioannides, Marinos; Doulamis, Nikolaos; Hadjiprocopis, Andreas; Fritsch, Dieter; Balet, Olivier; Julien, Martine; Protopapadakis, Eftychios; Makantasis, Kostas; Weinlinger, Guenther; Johnsons, Paul S.; Klein, Michael; Fellner, Dieter W.; Stork, André; Santos, Pedro

4D Reconstruction of the Past

2013

Hadjimitsis, Diofantos G. (Ed.) et al.: First International Conference on Remote Sensing and Geoinformation of the Environment : RSCy 2013. Bellingham: SPIE Press, 2013. (Proceedings of SPIE 8795), pp. 87950J-1 - 87950J-11

International Conference on Remote Sensing and Geoinformation of the Environment (RSCy) <1, 2013, Paphos, Cyprus>

One of the main characteristics of the Internet era we are living in, is the free and online availability of a huge amount of data. This data is of varied reliability and accuracy and exists in various forms and formats. Often, it is cross-referenced and linked to other data, forming a nexus of text, images, animation and audio enabled by hypertext and, recently, by the Web3.0 standard. Search engines can search text for keywords using algorithms of varied intelligence and with limited success. Searching images is a much more complex and computationally intensive task but some initial steps have already been made in this direction, mainly in face recognition. This paper aims to describe our proposed pipeline for integrating data available on Internet repositories and social media, such as photographs, animation and text to produce 3D models of archaeological monuments as well as enriching multimedia of cultural / archaeological interest with metadata and harvesting the end products to EUROPEANA. Our main goal is to enable historians, architects, archaeologists, urban planners and affiliated professionals to reconstruct views of historical monuments from thousands of images floating around the web.

Show publication details

Santos, Pedro

CultLab3D

2013

Pescarin, Sofia et al.: 2013 Digital Heritage International Congress. Volume 3 : E-Catalogue of the Digital Heritage 2013 Expo. Roma: CNR - ITABC edizioni, 2013, pp. 30-31

Digital Heritage International Congress (DigitalHeritage) <2013, Marseille, France>

CultLab3D, the world-wide first automatic modular 3D digitization pipeline, targets efficient mass digitization of 3D geometry, texture and optical material properties, reducing time and cost to a fraction of today's effort for manual digitization and requiring minimal human interaction.

Show publication details

Santos, Pedro; Schmedt, Hendrik; Amend, Bernd; Hammer, Philip; Giera, Ronny; Hergenröther, Elke; Stork, André

LIS3D: Low-Cost 6DOF Laser Interaction for Outdoor Mixed Reality

2011

Shumaker, Randall (Ed.): Virtual and Mixed Reality - New Trends: Part I : International Conference, Virtual and Mixed Reality 2011. Berlin, Heidelberg, New York: Springer, 2011. (Lecture Notes in Computer Science (LNCS) 6773), pp. 270-279

International Conference on Virtual and Mixed Reality (VMR) <4, 2011, Orlando, FL, USA>

This paper introduces a new low-cost, laser-based 6DOF interaction technology for outdoor mixed reality applications. It can be used in a variety of outdoor mixed reality scenarios for making 3D annotations or correctly placing 3D virtual content anywhere in the real world. In addition, it can also be used with virtual back-projection displays for scene navigation purposes. Applications can range from design review in the architecture domain to cultural heritage experiences on location. Previous laser-based interaction techniques only yielded 2D or 3D intersection coordinates of the laser beam with a real world object. The main contribution of our solution is that we are able to reconstruct the full pose of an area targeted by our laser device in relation to the user. In practice, this means that our device can be used to navigate any scene in 6DOF. Moreover, we can place any virtual object or any 3D annotation anywhere in a scene, so it correctly matches the user's perspective.

Show publication details

Santos, Pedro; Gierlinger, Thomas; Huff, Rafael; Ritz, Martin; Stork, André

A Full HDR Pipeline from Acquisition to Projection

2010

ACM SIGGRAPH: Siggraph 2010. Full Conference DVD-ROM. New York: ACM Press, 2010. (Computer Graphics Annual Conference Series), 1 p.

International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH) <37, 2010, Los Angeles, CA, USA>

In this publication we present one of the first full HDR visualization systems starting with HDR material and light acquisition, providing a HDR light simulation and rendering pipeline and finally displaying maximum fidelity image quality with color gamut enhanced HDR projection technology to bring the total dynamic range to over 5.000.000:1. We demonstrate these capabilities in the fields of car design and architecture.

Show publication details

Santos, Pedro; Stork, André; Buaes, Alexandre; Pereira, Carlos Eduardo; Jorge, Joaquim

A Real-time Low-cost Marker-based Multiple Camera Tracking Solution for Virtual Reality Applications

2010

Journal of Real-Time Image Processing, Vol.5 (2010), 2, pp. 121-128. First published as Online First, 11 November 2009, DOI 10.1007/s11554-009-0138-9

One of the reasons of how virtual reality applications penetrate industrial production chains slowly is because of significant investment costs to purchase adequate supporting hardware. As a consequence such applications are only available to major companies and fail to benefit the production processes of small and medium enterprises. In this article, we introduce PTrack, a real-time, low-cost, marker-based multiple camera tracking solution for virtual reality providing the accuracy and scalability usually found in much more expensive tracking systems. PTrack is composed of single camera tracking PTrack Units. Each unit is connected to a video camera equipped with infrared strobes and features a novel iterative geometric pose estimation algorithm which does marker-based single camera tracking and is therefore completely autonomous. Multiple PTrack units successively extend the tracking range of the system. For a smooth transition of tracked labels from one camera to another, camera range areas must overlap to form a contiguous tracking space. A PTrack Sensor Fusion Module then computes the pose of a certain label within tracking space and forwards it to interested applications. A universal test setup for optical tracking systems has been built allowing to measure translational and rotational accuracy of PTrack as well as of competing systems.

Show publication details

Graf, Holger; Santos, Pedro; Stork, André

Augmented Reality Framework Supporting Conceptual Urban Planning and Enhancing the Awareness for Environmental Impact

2010

Khan, Azam (Ed.): 2010 Proceedings of the Symposium on Simulation for Architecture and Urban Design, pp. 119-128

Symposium on Simulation for Architecture and Urban Design (SimAUD) <1, 2010, Orlando, FL, USA>

This paper introduces a new augmented reality framework based on a multi-source urban planning backbone aiming at interactively investigating fast "what-if" analysis of urban planning simulations and creating awareness of possible environmental impact. The process of advanced urban planning nowadays includes the simulation of physical phenomena, its analysis, visualization and interpretation in order to evaluate the impact on the layout of the planning. For example, noise and air pollution, annoyances due to both nearby transportation infrastructure and urban traffic have become a serious concern for citizens. In order to provide major aid to the involved stakeholders, especially city managers, new techniques for the preparation, representation and interpretation of the typically large amount of resulting simulation data are required. These must be designed in order to enhance the perceptual and cognitive processes of users to facilitate faster interpretation and decision making. Hence, we introduce a new augmented reality framework which not only allows users to visualize but also to analyze physical phenomena in fast "what-if"- scenarios. By changing boundary conditions, parameters and re-simulating at interactive rates results can be augmented into real world planning layouts. Augmenting reality, urban planning and layouts with resulting simulation data through real-time visualizing tools provides a new and efficient interactive post processing unit for the exploration and analysis of the environmental impact due to changing conditions.

Show publication details

Santos, Pedro; Pereira, João Madeiras; Stork, André

Guest Editorial of the Special Issue on Improving Display and Rendering Technologies for Virtual Environments

2010

Journal of Real-Time Image Processing, Vol.5 (2010), 2, pp. 71-72. First published as Online First, 5 February 2010, DOI 10.1007/s11554-010-0152-y

The five papers included in this special issue cover different representative contexts of use of tiled display technology, realistic real-time rendering to seamlessly combine virtual and real objects, new real-time interaction metaphors for human-computer interaction within largescale VR scenarios, low-cost real-time marker-less largearea tracking systems and applicability of both types of display devices (near-to-the-eye and large-screen displays) in the collaborative industrial product development process.

Show publication details

Santos, Pedro; Acri, Domimik; Gierlinger, Thomas; Schmedt, Hendrik

Supporting Outdoor Mixed Reality Applications for Architecture and Cultural Heritage

2010

Khan, Azam (Ed.): 2010 Proceedings of the Symposium on Simulation for Architecture and Urban Design, pp. 129-136

Symposium on Simulation for Architecture and Urban Design (SimAUD) <1, 2010, Orlando, FL, USA>

This paper introduces new approaches to enable collaborative outdoor mixed reality design review in the architectural domain as well as outdoor mixed reality experiences in the cultural heritage domain. For this purpose we present the results of three closely related European projects, IMPROVE and CINeSPACE, which are currently succeeded by MAXIMUS, continuing the development of technologies relevant to the two domains. The paper focuses on the base technologies needed to develop usable outdoor mixed reality applications, such as marker-less optical tracking combined with sensor fusion for accurate pose estimation outdoors. Furthermore the paper presents a new visualization system developed within the project, one of the few daylight blocking head.-mounted displays available. In addition to pose estimation and visualization devices, the paper presents a VR framework adapted for the architecture and the cultural heritage domain featuring high dynamic range image acquisition combined with pre-computed radiance transfer rendering to be able to photo-realistically render urban content. For the cultural heritage domain this framework has been extended to allow accurate display and generation of multimedia content super-imposed on a real environment as well as city navigation.

Show publication details

Santos, Pedro; Schmedt, Hendrik; Hohmann, Sebastian; Stork, André

The Hybrid Outdoor Tracking Extension for the Daylight Blocker Display

2009

Inakage, Masa (Ed.): Siggraph Asia 2009. New York: ACM Press, 2009, 1 p.

International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH Asia) <2, 2009, Yokohama, Japan>

From UMPCs to SmartPhones, we witness the emergence of highly integrated mobile computing platforms which boast higher performance than any of their preceeding systems. However, due to the equally growing demand for ever more complex applications such as mixed reality applications for outdoor scenarios, the need for an efficient distribution of resources for the different application tasks remains. In particular pose estimation in outdoor environments still presents a major ongoing challenge. Since mobile platforms have limited performance, the best approach for real-time pose estimation is using sensor fusion combining optical and inertial sensors. However different algorithms using different sensors require varying amounts of processing power (e.g. there are peaks when processing key frames for feature point detection). In this paper we introduce a novel sensor fusion pose estimation approach which we combine with the first compact daylight blocking optical stereo see-through display for mixed reality we presented a year ago [Santos et al. 2008a] [Santos et al. 2008b]. Through two new feature matching algorithms and appropriate sequencing of tracking algorithms using different sensors we attempt to achieve time-constant tracking update rates while keeping efforts for pose estimation at a fixed share of the overall available computing performance. By doing so we are able to guarantee the main mixed reality application a fixed share of the remaining computing performance on the mobile platform while preserving high tracking stability.

Show publication details

Santos, Pedro; Gierlinger, Thomas; Machui, Oliver; Stork, André

An Innovative Daylight Blocking Optical Stereo See-Through HMD

2008

ACM SIGGRAPH: Siggraph 2008. Full Conference DVD-ROM. New York: ACM Press, 2008. (Computer Graphics Annual Conference Series), 1 p.

International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH) <35, 2008, Los Angeles, CA, USA>

In this poster we present an innovative daylight blocking optical stereo see-through HMD. Its outstanding capability is to pixelwise block incident daylight before super-imposing virtual content on the real scene. By doing so the device allows to seamlessly mix real and virtual content without the well-known effects of other optical see-through displays where real content will always shine through virtual content (ghosting).

Show publication details

Pinto, Francisco; Buaes, Alexandre; Francio, Diego; Binotto, Alecio; Santos, Pedro

BraTrack: A Low-Cost Marker-based Optical Stereo Tracking System

2008

ACM SIGGRAPH: Siggraph 2008. Full Conference DVD-ROM. New York: ACM Press, 2008. (Computer Graphics Annual Conference Series), 1 p.

International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH) <35, 2008, Los Angeles, CA, USA>

Optical motion tracking systems are widely employed in virtual- and mixed reality applications enabling users to directly interact with 3D space. Important efforts have been made to make such technologies available to a larger group of users by significantly reducing their deployment costs. In this poster we introduce the result of a German-Brazilian cooperation: The first commercial low-cost marker-based optical tracking system developed in South-America. Despite using cheaper technologies and being low-cost which usually imply worse performance and accuracy, we developed a system with sufficient accuracy for professional use.

Show publication details

Wieja, Markus; Santos, Pedro (Advisor)

Design und Evaluierung von Menüsystemen für interaktive AR/VR Anwendungen

2008

Gießen-Friedberg, FH, Diplomarbeit, 2008

In der Literaturübersicht werden die theoretische Grundlagen des Begriffs "virtuelle Realität" beschrieben. Die Begriffe "Virtual Reality" "Mixed Reality", sowie Immersion werden vorgestellt. Weiterhin werden Eingabegeräte und Darstellungsmöglichkeiten für die Interaktion im virtuellen Raum beschrieben. Zusätzlich werden einige verbreitete 3D-User-Interfaces, deren Nachteile, sowie Parallelen zu normalen Desktop-Applikationen thematisiert. Die Techniken und Programmiersprachen, die für die Umsetzung dieser Diplomarbeit zum Einsatz kamen, u.a. das VR-Framework Instantreality, sowie OpenSG und X3D werden erläutert. Einige Studien verschiedener Experten für Interface-Design werden vorgestellt, welche die Konzeption der im Anschluss beschriebenen Menü-Entwürfe beeinflussten. Es folgt eine Beschreibung der Umsetzung der Menü-Entwürfe in funktionsfähige Prototypen. Der aktuelle Stand der Literatur zum Thema Nutzertest wird kurz dargestellt. Zudem werden Entwicklung und Auswertung des durchgeführten Versuchs beschrieben. Die wichtigsten Inhalte werden abschließend zusammengefasst und ein Ausblick für weitere Forschungsansätze gegeben.

Show publication details

Santos, Pedro; Gierlinger, Thomas; Machui, Oliver; Stork, André

The Daylight Blocking Optical Stereo See-through HMD

2008

IPT/EDT 2008. Proceedings : Immersive Projection Technologies / Emerging Display Technologies Workshop. New York: ACM, 2008, 4 p.

Workshop on Immersive Projection Technology (IPT) <10, 2008, Los Angeles, California, USA>

In this paper we present an innovative daylight blocking optical stereo see-through HMD. Its outstanding capability is to pixelwise block incident daylight before super-imposing virtual content on the real scene. By doing so the device allows to seamlessly mix real and virtual content without the well-known effects of other optical see-through displays where real content will always shine through virtual content. To our knowledge related work on daylight blocking displays is very limited and we present the first commercial HMD available.

Show publication details

Santos, Pedro; Buaes, Alexandre; Pereira, Carlos Eduardo; Binotto, Alecio

An Innovative Geometric Pose Reconstruction Approach for Marker-based Single Camera Tracking

2007

Brazilian Computer Society (SBC): 9th Symposium on Virtual and Augmented Reality. Proceedings 2007, pp. 324-326

Symposium on Virtual and Augmented Reality (SVR) <9, 2007, Petrópolis, Brazil>

Mobile augmented reality applications are in need of tracking systems which can be wearable and do not cause high processing load, while still offering reasonable robustness, performance and accuracy. The motivation to develop yet another tracking algorithm is two-fold. Existing approaches use classical optimization techniques, which do not fully exploit the structure of the pose estimation problem with its geometric constraint targets. Also, mixed reality applications demand that pose estimation be not only accurate but also robust and computationally efficient. Hence there is a need for algorithms that are as accurate as classical algorithms, yet are also globally convergent and fast enough for real-time applications. In this paper we introduce a new iterative geometric method for pose estimation from four co-planar points and we present the current status of PTrack, an infrared marker-based single camera tracking system benefiting from this approach. Results show that our tracking system achieves competitive accuracy levels, while being highly stable and affordable.

Show publication details

Gierlinger, Thomas; Santos, Pedro; Stork, André

Augmented Reality for Visualization of Architectural Design

2007

Bowen, Jonathan P. (Ed.): EVA London 2007 Conference Proceedings. EVA Conferences International (ECI), 2007, pp. 35.1 - 35.10

Electronic Imaging & the Visual Arts (EVA) <18, 2007, London, UK>

We present the rendering engine of a design review system which is developed in the EU project IMPROVE. It is tailored to Augmented Reality review scenarios. Application scenarios include design review in the architectural domain as well as in the automotive industry. We describe the techniques we employ for rendering as well as steps towards realistic material acquisition. These techniques include High Dynamic Range Imaging, Image Based Lighting, Precomputed Radiance Transfer and Approximate Bidirectional Texture Functions.

Show publication details

Santos, Pedro; Stork, André; Linaza, María Teresa; Machui, Oliver; McIntyre, Don; Jorge, Elisabeth

CINeSPACE: Interactive Access to Cultural Heritage While On-The-Move

2007

HCI International 2007. [Proceedings CD-ROM] : With 8 further Associated Conferences. Berlin, Heidelberg, New York: Springer, 2007. (Lecture Notes in Computer Science (LNCS)), LNCS 4564, pp. 435-444

International Conference on Online Communities and Social Computing (OCSC) <2, 2007, Beijing, China>

Films are unquestionably a part of Cultural Heritage. Problems of current systems for accessing Cultural Heritage resources which deal with film objects include some of the following aspects: Distributed sources which store huge amounts of information; different formats of the contents ranging from traditional ones such as paper to advanced multimedia objects; and finally, and what is more crucial for the content providers, lack of systems which support currently the needs of the user such as enriched content, interaction with the information, usability, and exchange of experiences with other users. Taking into account these gaps detected by some European cities with a strong connection with the film sector, CINeSPACE a European research project aims at designing and implementing a mobile rich media collaborative information exchange platform, scalable, accessible through a wide variety of networks, and therefore, interoperable and Location-Based for the promotion of Film Heritage, going beyond the current state of the art. CINeSPACE enables users to interact with Location-Based multimedia contents while navigating a city. Audiovisual information will be delivered through a unique and portable low-cost wireless high definition near-to-the-eye display and audio phones. CINeSPACE will also comprise a small camera able to record or send what the user is "seeing". This information can be uploaded to a database through a WLAN hot spot or a 3G connection in order to create collaborative experiences with other end users. This paper presents the current status of development of the project.

Show publication details

Santos, Pedro; Gierlinger, Thomas; Stork, André; McIntyre, Don

Display and Rendering Technologies for Virtual and Mixed Reality Design Review

2007

Proceedings of the 7th International Conference on Construction Applications of Virtual Reality : CONVR 2007 [Online]. [cited 7 March 2008] Available from: http://www.engr.psu.edu/convr/Proceedings.htm, 2007, pp. 165-175

International Conference on Construction Applications of Virtual Reality (CONVR) <7, 2007, University Park, Pennsylvania, USA>

In this paper we introduce an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. For this purpose we present a system architecture which combines a variety of visualization technologies such as high resolution multi-tile displays, TabletPCs and headmounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by two user scenarios: architectural and automotive design review involving real users from Page\Park architects and FIAT Elasis. Our activities are supported by the EU IST project IMPROVE aimed at developing advanced display techniques, fostering activities in the areas of: optical see-through HMD development using unique OLED technology, marker-less optical tracking, mixed reality rendering, image calibration for large tiled displays, collaborative tablet-based and projection wall oriented interaction and stereoscopic video streaming for mobile users. The paper gives an overview of the targeted scenarios and focuses in particular on the rendering aspects of the project.

Show publication details

Santos, Pedro; Gierlinger, Thomas; Stork, André

Ein kollaboratives Mixed Reality Design Review System

2007

Gausemeier, Jürgen (Ed.) et al.: Augmented und Virtual Reality in der Produktentstehung : Grundlagen, Methoden und Werkzeuge. Paderborn: Heinz Nixdorf Institut, 2007. (HNI-Verlagsschriftenreihe 209), pp. 159-174

Paderborner Workshop Augmented & Virtual Reality in der Produktentstehung <6, 2007, Paderborn, Germany>

In diesem Beitrag stellen wir ein zukunftsweisendes, kollaboratives Design Review System für Mixed Reality vor für die Bereiche Architektur und Automobildesign. Zu diesem Zweck haben wir eine System Architektur entwickelt, die eine Vielzahl von Visualisierungstechnologien wie beispielsweise hochauflösende "multi-tile" Projektionswände und OLED basierte HMDs mit innovativer 2D und 3D Interaktion kombiniert, um den kollaborativen Design Prozess in Mixed Reality besser zu unterstützen. Unsere Forschung und Entwicklung wird durch zwei Anwendungsszenarien motiviert: Architektur- und Automobildesign unter Mitwirkung von Partnern wie FIAT Elasis in Neapel und Page&Park aus Glasgow. Unsere Forschung wird durch das EU IST Projekt IMPROVE im Bereich "advanced display techniques" gefördert. IMPROVE hat sich zur Aufgabe gesetzt OLED basierte, optische "see-through" HMDs weiterzuentwicklen, Marker-loses optisches Tracking für Aussenanwendungen, GPU-basiertes "mixed-reality rendering", Farbkalibrierung von "multi-tile" Projektionswänden, kollaborative Interkation über TabletPCs und an Projektionswänden, sowie Stereo-Videoübertragung zu mobilen Endgeräten über WLAN, UMTS Netze. Dieser Beitrag gibt einen Überblick über den Stand der momentanen Entwicklungen in IMPROVE.

Show publication details

Schwarzkopf, Klaus; Santos, Pedro (Advisor)

Entwicklung und Evaluierung von Kalibrierverfahren für Infrarotkameras

2007

Darmstadt, Hochschule, Bachelor Thesis, 2007

Die vorliegende Bachelorarbeit befasst sich mit verschiedenen optischen Kalibrierverfahren für Infrarotkameras. Solche Kameras werden häufig für optische, markerbasierte Trackingsysteme verwendet - vor allen Dingen für AR/VR Anwendungen - um die 3D Position von Benutzern oder Interaktionsgeräten zu ermitteln. Je besser die verwendeten Infrarotkameras kalibriert werden können, desto besser sind die Ergebnisse der Positionsbestimmung. Da aktuelle Systeme sehr teuer sind und nur von grossen Firmen beispielsweise der Automobilindustrie eingsetzt werden, wurden im Rahmen eines Industrieprojektes am Fraunhofer-IGD sogenannte "Low Cost" Infrarotkameras gebaut, um zusammen mit geeigneter stereo-tracking Software eine günstigere Alternative zu schaffen bei angemessener Genauigkeit. Für eine Kamerakalibrierung müssen die intrinsischen Parameter der Kamera ermittelt werden. Zu diesen Parametern gehören die Brennweite f, der Mittelpunkt (Cx,Cy) der optischen Achse, welcher zugleich auch Mittelpunkt der radialen (k1, k2) und tangentialen (p1, p2) Linsenverzerrung ist, der Parameter , gibt die Schiefe der CCD-Bildachsen an und der Skalierungsfaktor sx. Geprüft wurde, welcher Algorithmus reproduzierbare und plausible intrinsische Parameter liefert. Dazu wurden die Methoden nach Roger Tsai und nach Zhengyou Zhang implementiert und erstmalig miteinander verglichen. Die zur Kalibrierung benötigten Bilder, bzw. Punkte wurden mit einer Holzvorrichtung und an einer Drehbank aufgenommen. Sie drehten und neigten das zuvor erstellte Schachbrettmuster in vorher definierte Richtungen. Bei der Auswertung der so aufgenommenen Bilder stellte sich heraus, dass beide Algorithmen bessere Ergebnisse liefern, wenn das Kalibrierungsmuster um 75°bis 45°geneigt ist. Dazu wurde ein Verfahren entwickelt, das die Neigung ermittelt und die für die Kalibrierung ungeeigneten Bilder herausfiltert. Durch Messungen wurde herausgefunden, dass die nichtkoplanare Methode nach Tsai das Bild mit einer Abweichung von 0.07350 px besser entzerrte, als die koplanare Version mit 0.22475 px und die Methode nach Zhang mit 0.15800 px. Die wahre effektive Fokuslänge konnte nicht ermittelt werden, da sie nicht der Brennweite des Optikherstellers entspricht. Die kleinste Standardabweichung der Fokuslänge konnte durch den nicht koplanaren Algorithmus nach Tsai kalibriert werden. Da diese Kalibrierungsmethode zu aufwendig ist und die koplanare Version zu instabile Werte lieferte, wurde zu Gunsten der Zhang Methode entschieden.

Show publication details

Santos, Pedro; Stork, André; Gierlinger, Thomas; Pagani, Alain; Araújo, Bruno; Jota, Ricardo; Bruno, Luis; Jorge, Joaquim; Pereira, João Madeiras; Witzel, Martin; Conti, Giuseppe; Amicis, Raffaele de; Barandarian, Iñigo; Paloc, Céline; Hafner, Maylu; McIntyre, Don

IMPROVE: Advanced Displays and Interaction Techniques for Collaborative Design Review

2007

HCI International 2007. [Proceedings CD-ROM] : With 8 further Associated Conferences. Berlin, Heidelberg, New York: Springer, 2007. (Lecture Notes in Computer Science (LNCS)), LNCS 4563, pp. 376-385

International Conference on Virtual Reality (ICVR) <2, 2007, Beijing, China>

In this paper we present evaluation results of an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. Within IMPROVE, a European research project in the area of advanced displays, we are combining high resolution multi-tile displays, TabletPCs and head-mounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by application scenarios in the automotive domain involving FIAT Elasis from Naples, Italy and in the architectural domain involving Page/Park architects from Glasgow, Scotland. User evaluation took place at Glasgow (UK), Naples (ITA) and Darmstadt (GER), where we tested the integrated IMPROVE prototype application. The tests were conducted based on several heuristics such as ergonomics and psychomotorial factors and they were conducted based on guidelines recommended by ISO 9241 to verify whether the developed interfaces were suitable for the applications scenarios. Evaluation results show that there is a strong demand for more interactive design review systems, allowing users greater flexibility and greater choice of input and visualization modalities as well as their combination.

Show publication details

Santos, Pedro; Stork, André; Gierlinger, Thomas; Pagani, Alain; Paloc, Céline; Barandiarán, Iñigo; Conti, Giuseppe; Amicis, Raffaele de; Witzel, Martin; Machui, Oliver; Jimenez, Iván; Araújo, Bruno de; Jorge, Joaquim; Bodammer, Georg

IMPROVE: An Innovative Application for Collaborative Mobile Mixed Reality Design Review

2007

IJIDeM - International Journal on Interactive Design and Manufacturing, Vol.1 (2007), 2, pp. 115-126

In this paper we introduce an innovative application aiming at combining large, tablet-based and headmounted displays for collaborative mobile mixed reality design reviews. Our research and development is motivated by two use scenarios: automotive and architectural design review involving real users from Page\Park architects and Elasis FIAT. Our activities are supported by the EU IST project IMPROVE. It covers activities in the areas of: HMD development using unique OLED technology, markerless tracking, augmented reality rendering, image calibration for large tiled displays, collaborative tablet-based and projection wall oriented interaction and stereoscopic video streaming for mobile users. The paper gives an overview of the hardware and software developments within IMPROVE and concludes with results from first user test.

Show publication details

Santos, Pedro; Stork, André; Gierlinger, Thomas; Pagani, Alain; Araújo, Bruno; Jota, Ricardo; Bruno, Luis; Jorge, Joaquim; Pereira, João Madeiras; Witzel, Martin; Conti, Giuseppe; Amicis, Raffaele de; Barandarian, Iñigo; Paloc, Céline; Machui, Oliver; Jiménez, Jose M.; Bodammer, Georg; McIntyre, Don

IMPROVE: Collaborative Design Review in Mobile Mixed Reality

2007

HCI International 2007. [Proceedings CD-ROM] : With 8 further Associated Conferences. Berlin, Heidelberg, New York: Springer, 2007. (Lecture Notes in Computer Science (LNCS)), LNCS 4563, pp. 543-553

International Conference on Virtual Reality (ICVR) <2, 2007, Beijing, China>

In this paper we introduce an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. For this purpose we present a system architecture which combines variety of visualization displays such as high resolution multi-tile displays, TabletPCs and head-mounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by two use scenarios: automotive and architectural design review involving real users from Page\Park architects and FIAT Elasis. Our activities are supported by the EU IST project IMPROVE aimed at developing advanced display techniques, fostering activities in the areas of: optical see-through HMD development using unique OLED technology, marker-less optical tracking, mixed reality rendering, image calibration for large tiled displays, collaborative tablet-based and projection wall oriented interaction and stereoscopic video streaming for mobile users. The paper gives an overview of the hardware and software developments within IMPROVE and concludes with results from first user tests.

Show publication details

Santos, Pedro; Stork, André; Gierlinger, Thomas; Pagani, Alain; Araújo, Bruno; Jota, Ricardo; Bruno, Luis; Jorge, Joaquim; Pereira, João Madeiras; Witzel, Martin; Conti, Giuseppe; Amicis, Raffaele de; Barandarian, Iñigo; Paloc, Céline; Hafner, Maylu; McIntyre, Don

IMPROVE: Designing Effective Interaction for Virtual and Mixed Reality Environments

2007

HCI International 2007. [Proceedings CD-ROM] : With 8 further Associated Conferences. Berlin, Heidelberg, New York: Springer, 2007. (Lecture Notes in Computer Science (LNCS)), LNCS 4551, pp. 689-699

International Conference on Human-Computer Interaction (HCII) <12, 2007, Beijing, China>

In this paper we present evaluation results of an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. Within IMPROVE, a European research project in the area of advanced displays, we are combining high resolution multi-tile displays, TabletPCs and head-mounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by application scenarios in the automotive domain involving FIAT Elasis from Naples, Italy and in the architectural domain involving Page/Park architects from Glasgow, Scotland. User evaluation took place at Glasgow (UK), Naples (ITA) and Darmstadt (GER), where we tested the integrated IMPROVE prototype application. The tests were conducted based on several heuristics such as ergonomics and psychomotorial factors and they were conducted based on guidelines recommended by ISO 9241 to verify whether the developed interfaces were suitable for the applications scenarios. Evaluation results show that there is a strong demand for more interactive design review systems, allowing users greater flexibility and greater choice of input and visualization modalities as well as their combination.

Show publication details

Hamisu, Pascal; Horvatic, Petar; Encarnação, L. Miguel; Santos, Pedro; Stork, André

A Smart Interface Development Architecture for Device-independent Data Presentation

2006

Grifoni, Patrizia (Ed.) et al.: Proceedings of Multimodal and Pervasive Services MAPS '06 : In Conjunction with IEEE International Conference on Pervasive Services. Lyon, 2006, pp. 18-24

International Workshop on Multimodal and Pervasive Services (MAPS) <1, 2006, Lyon, France>

Off-the-shelf mobile solutions for content retrieval and presentation are often not equipped with means to provide adaptive data presentation and context-sensing techniques. This paper proposes a novel framework based on a device-independent User Interface (UI) standard and using a user-centric modelling scheme for data processing and content presentation. The goal is to have a subset of smart reusable object models with embedded design knowledge to empower engineers to design good interfaces, the system to adapt the interface to data and the end-user to tailor the interfaces to changes in mission, platform and environment.

Show publication details

Binotto, A.; Brunetti, Gino; Gierlinger, Thomas; Pereira, Carlos Eduardo; Santos, Pedro; Stork, André

Computer Graphics Applications in Virtual Engineering

2006

Ecole Supérieure des Technologies Industrielles Avancées (ESTIA): Virtual Concept : VC Preliminary Forums Summer School, 13 p.

Virtual Concept Summer School (VC SS) <2006, Porto Alegre, Brazil>

The application of computer graphics and communication technology in the product development process leads to virtual engineering that, besides Computer-Aided Design/Engineering (CAD/CAE) and Product Lifecycle Management (PLM), is becoming a key factor for successful multidisciplinary rapid product development. Virtual engineering tools address the support of cross-domain engineering to integrate the different engineering disciplines and provide a fruitful environment for innovation in products and processes. The advances in virtual engineering are motivated by the global economic competitiveness and, at the same time, by the global alliances built to meet this competition with innovation, collaboration, excellence, quality and shorter development times. In this work, the authors give an overview of the basic concepts of collaborative virtual engineering present in all phases of innovative product development (from design, to engineering, and to maintenance), providing examples for virtual engineering applications and focusing on the importance of real-time graphics systems.

Show publication details

Binotto, Alecio; Brunetti, Gino; Pereira, Carlos Eduardo; Santos, Pedro

Computer Graphics Applications in Virtual Engineering

2006

Fischer, Xavier (Ed.) et al.: Research in Interactive Design. Volume 2. Proceedings : Proceedings of the Virtual Concept 2006. Paris, Berlin, Heidelberg: Springer, 2006, 10 p.

Virtual Concept <2006, Cancùn, Mexico>

The application of computer graphics and communication technology in the product development process leads to virtual engineering that, besides excellence in engineering, is becoming a key factor for successful multidisciplinary rapid product development. Virtual engineering tools address the support of cross-domain engineering to integrate the different engineering disciplines and provide a fruitful environment for innovation in products and processes. The advances in virtual engineering are motivated by the global economic competitiveness and, at the same time, by the global alliances built to meet this competition with innovation, collaboration, excellence, quality and shorter development times. In this work, the authors give an overview of the basic concepts of collaborative virtual engineering present in all phases of innovative product development (from design, to simulation, to maintenance), providing examples for virtual engineering tools and focusing on the importance of real-time systems.

Show publication details

Binotto, Alecio; Pereira, Carlos Eduardo; Santos, Pedro; Gierlinger, Thomas

Enhancing Real-Time Engineering Based Simulations with the General Purpose of Graphics Hardware

2006

Fischer, Xavier (Ed.) et al.: Research in Interactive Design. Volume 2. Proceedings : Proceedings of the Virtual Concept 2006. Paris, Berlin, Heidelberg: Springer, 2006, 3 p.

Virtual Concept <2006, Cancùn, Mexico>

Real-time scientific simulations usually require high performance platforms to deal with the massive numerical calculations. The enhancement of these simulations in personal consumer applications, made the chip industry to develop low-cost powerful specific hardware. Graphics (GPU) and physics (PPU) hardware and the multitask evolution of CPUs are the main elements that provide the real-time on that kind of applications. Consequently, engineering based applications can also take advantages of these processors to perform their simulations on PCs instead of PC clusters or supercomputers. This work presents an introduction of a PhD research that emphasize on these new hardware features and how they can work together in favor of achieving the real-time simulation and visualization for engineering based applications. These applications can successfully be benefited from the general purpose using graphics hardware, from the new CPUs streaming architecture, from the new physics hardware, and mainly from load-balancing of instructions among these hardware.

Show publication details

Brunetti, Gino; Ucelli, Giuliana; Santos, Pedro; Amicis, Raffaele de; Stork, André

Handling Shape Semantics in Virtual Styling

2006

Fischer, Xavier (Ed.) et al.: Research in Interactive Design : Proceedings of Virtual Concept 2005. Paris, Berlin, Heidelberg: Springer, 2006, 10 p.

Virtual Concept <2005, Biarritz, France>

Multimedia content and 3D models play an important role in many industrial applications. Therefore semantic processing for the purposes of comparing, cataloging and archiving 2D and 3D shapes is a major concern. Existing Konwledge Management systems fail to provide effective solutions for industrial designers and privilege the management of text-based content. In this paper we describe a content retrieval system for the styling department. Our solution provides a platform for creating, managing and retrieving semantic meta-data descriptions of multimedia content and 3D shapes using the MPEG 7 ISO/IEC standard. We further outline the rational for integrating such a solution with a virtual styling system and discuss multimodal approaches for the input of semantic metadata in virtual environments.

Show publication details

Stork, André; Santos, Pedro; Gierlinger, Thomas; Pagani, Alain; Paloc, Céline; Barandiarán, Iñigo; Conti, Giuseppe; Amicis, Raffaele de; Witzel, Martin; Machui, Oliver; Jiménez, José Manuel; Araújo, Bruno; Jorge, Joaquim; Bodammer, Georg

IMPROVE: An Innovative Application for Collaborative Mobile Mixed Reality Design Review

2006

Fischer, Xavier (Ed.) et al.: Research in Interactive Design. Volume 2. Proceedings : Proceedings of the Virtual Concept 2006. Paris, Berlin, Heidelberg: Springer, 2006, 11 p.

Virtual Concept <2006, Cancùn, Mexico>

In this paper we introduce an innovative application aiming at combining large, tablet-based and headmounted displays for collaborative mobile mixed reality design reviews. Our research and development is motivated by two use scenarios: automotive and architectural design review involving real users from Page\Park architects and Elasis FIAT. Our activities are supported by the EU IST project IMPROVE. It covers activities in the areas of: HMD development using unique OLED technology, markerless tracking, augmented reality rendering, image calibration for large tiled displays, collaborative tablet-based and projection wall oriented interaction and stereoscopic video streaming for mobile users. The paper gives an overview of the hardware and software developments within IMPROVE and concludes with results from first user test.

Show publication details

Santos, Pedro; Stork, André; Buaes, Alexandre; Jorge, Joaquim

Innovative Geometric Pose Reconstruction for Marker-based Single Camera Tracking

2006

ACM SIGGRAPH: VRCIA 2006. Proceedings : ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications. New York: ACM, 2006, pp. 237-244

ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications (VRCIA) <2, 2006, Hong Kong>

Mobile augmented reality applications are in need of tracking systems which can be wearable and do not cause a high processing load, while still offering reasonable performance, robustness and accuracy. The motivation to develop yet another tracking algorithm is two-fold. Most of the existing approaches use classical optimization techniques such as the Gauss-Newton method. However, since those algorithms were developed to address general optimization problems, they do not fully exploit the structure of the pose estimation problem with its geometric constraint targets. Also, mixed reality applications demand that pose estimation be not only accurate but also robust and computationally efficient. Hence there is a need for algorithms that are as accurate as classical algorithms, yet are also globally convergent and fast enough for real-time applications. In this paper we introduce a new iterative geometric method for pose estimation from four co-planar points and we present the current status of PTrack, an infrared marker-based single camera tracking system benefiting from this approach. Our novel pose estimation algorithm identifies possible labels composed of retro-reflective markers in a 2D post-processing using a divide-and-conquer strategy to segment the camera's image space and attempts an iterative geometric 3D reconstruction of position and orientation in camera space. Tracking results are made available to applications through OpenTracker [OpenTracker 2006] framework. To analyse tracking accuracy and precision, we built a generic test-bed and compared PTrack to ARToolKit [Kato and Billinghurst 1999; Kato et al. 2000], one of the most wide-spread low-cost tracking solutions. Results show that our tracking system achieves competitive accuracy levels better than ARToolKit and close to commercial systems, while being highly stable and affordable.

Show publication details

Santos, Pedro; Stork, André; Buaes, Alexandre; Jorge, Joaquim

PTrack: Introducing a Novel Iterative Geometric Pose Estimation for a Marker-based Single Camera Tracking System

2006

Fröhlich, Bernd (Ed.) et al.: IEEE Virtual Reality 2006. Proceedings. Los Alamitos, Calif.: IEEE Computer Society, 2006, pp. 143-150

IEEE Virtual Reality Conference (VR) <13, 2006, Alexandria, Virginia, USA>

Inside-out tracking for augmented reality applications continues to present a challenge in terms of performance, robustness and accuracy. In particular mobile augmented reality applications are in need of tracking systems which can be wearable and do not cause a high processing load. In this paper we introduce a novel iterative geometric method for pose estimation from four co-planar points and we present the current status of PTrack, a marker-based single camera tracking system benefiting from this approach. The system uses an IDS uEye [1] camera, equipped with infrared flash strobes and infrared pass filter, which acquires grayscale images and sends them to a computer where an image pre-processing algorithm identifies potential projections of retro-reflective markers. Our novel pose estimation algorithm identifies possible labels composed of markers in a 2D post-processing using a divide-and-conquer strategy to segment the camera's image space and attempts an iterative geometric 3D reconstruction of position and orientation in camera space. In the end successfully reconstructed labels are compared to a database for identification. Their 6 DoF data as well as their ID is made available to applications through OpenTracker [2] framework. To assess the performance of our approach we compared PTrack to ARToolKit [3] - which has been adapted to work with the same camera - and final results show that pose estimation is more accurate and precise, in both translation and rotation.

Show publication details

Santos, Pedro; Wundrak, Stefan; Stork, André

2D/3D-Interaktion im Produktentwicklungsprozess

2005

CAD-CAM REPORT, Vol.24 (2005), 7, pp. 28-31

VR Systeme sind aus dem heutigen Produktentwicklungsprozess nicht mehr wegzudenken. Trotz vieler Vorteile die mit diesen Technologien verbunden sind, sind sie jedoch noch nicht in der Lage, traditionelle Desktop Systeme zu verdrängen. Ein nicht unwesentlicher Faktor ist der hohe Investitionsaufwand, der immernoch mit dieser Technologie verbunden ist, insbesondere für die dafür notwendige Hardware. Ein weiterer Faktor ist die Gestaltung der Benutzerschnittstellen solcher Systeme, die anfänglich nicht den veränderten Gegebenheiten Rechnung trugen. Viele VR Systeme übernahmen einfach traditionelle WIMP Schnittstellen (windows, icons, mouse, pointers) statt die Möglichkeiten von VR für neue Arten der Benutzerführung zu nutzen. Allerdings werden mittlerweile immer mehr multi-modale Interaktionstechniken entwickelt, die zum Ziel haben, die Interaktion des Benutzers mit dem VR System intuitiver zu gestalten. In diesem Artikel wird ein Überblick über verschiedene dieser neuen Interaktionstechniken gegeben.

Show publication details

Santos, Pedro; Stork, André; Filipe, Rodrigo; Jorge, Joaquim

An Integrated Approach to Virtual Tape Drawing for Automotive Design

2005

HCI International 2005. [Proceedings CD-ROM]. Mahwah, New Jersey: Lawrence Erlbaum Associates, Inc., 2005, 10 p.

International Conference on Human-Computer Interaction (HCII) <11, 2005, Las Vegas, NV, USA>

The present paper describes a multimodal approach to authoring in immersive virtual environments. The technique for 3D curve input presented here is based on Taping, which is widely used in automotive design to create and modify characteristic lines of a model on a white board. Taping is used both, at design review sessions or at model creation, in which designers fasten tape to back-projections of 3D models or on clay models. Currently, this approach requires designers to make photographs of their intended changes so they can later be transferred to the 3D CAD representation of the model. This process is time-consuming and can lead to miscommunications between designers and product engineers on how certain curves are to be interpreted. SketchAR is a multimodal immersive authoring system for Virtual Environments which uses sketching and calligraphic input as its main organizing paradigms. Within SketchAR, one of the first immersive design and modeling systems, virtual tape drawing has been integrated as a two-handed multi-modal interaction technique. Using optical tracking and multimodal interactions we have achieved a gadget-free interaction technique to input three-dimensional curves in 3D. Our approach uses passive optical tracking devices for high-precision and low latency input. Menu free interaction is accomplished through a synergistic combination of hand motion tracking and speech.

Show publication details

Stork, André; Santos, Pedro; Wundrak, Stefan

UI Concepts of VR Systems for Product Development

2005

HCI International 2005. [Proceedings CD-ROM]. Mahwah, New Jersey: Lawrence Erlbaum Associates, Inc., 2005, 10 p.

International Conference on Human-Computer Interaction (HCII) <11, 2005, Las Vegas, NV, USA>

VR systems are well accepted in the product development process today. However this technology does not have a broad penetration and high number of installations in comparison to desktop systems, due to the high investments in VR technology especially hardware. On the user interface side many VR systems took over ideas from traditional WIMP interfaces (windows, icons, menus, pointers) without maintaining a smooth transition for the users from desktop environments to immersive environments and vice versa. In addition a great bunch of multi modal interaction techniques have been developed to render VR interaction more intuitively. This paper discusses various user interface concepts of VR systems and their use along the product development process. We give examples for solutions and projects developed in collaboration with different companies, such as BMW, Italdesign, FIAT, Airbus.

Show publication details

Fleisch, Timo; Rechel, Florian; Santos, Pedro; Stork, André

Constraint Stroke-Based Oversketching for 3D Curves

2004

Hughes, John F. (Ed.) et al.: Eurographics Workshop on Sketch-Based Interfaces and Modeling 2004 : Eurographics Symposium Proceedings. Aire-la-Ville: Eurographics Association, 2004, pp. 161-165

Eurographics Workshop on Sketch-Based Interfaces and Modeling (SBIM) <1, 2004, Grenoble, France>

In this paper we present an extended approach for stroke oversketching. The stroke oversketching technique changes a curve by redrawing parts of it. Finding the part to replace and smoothing the transition is done automatically. Our extension to oversketching constraints the change of the curve to one single side profile leaving the other side profiles of the curve unchanged. Additionally we present the advantage of using this approach in car design following the classic four-side-view drawing approach.

Show publication details

Born, Marc; Schieferdecker, Ina; Gross, Hans-Gerhard; Santos, Pedro

Model-Driven Development and Testing -- A Case Study

2004

Information Society Technologies (IST): Proceedings of the First European Workshop on Model Driven Architecture with Emphasis on Industrial Application : Participant's Edition. Enschede: University of Twente, 2004, pp. 97-104

European Workshop on Model Driven Architecture with Emphasis on Industrial Application (MDA) <1, 2004, Enschede, Netherlands>

This paper discusses the results and experiences gained from the project Model Driven Development of Telecommunication Systems (MDTS) which is a joint project of three institutes of the Fraunhofer Society. The main goal of the project was to define a model driven software construction process, which enables the integration of system development and system test. It included the provision of a set of supporting tools to increase the level of automation in this process. The developed concepts have been applied in the telecommunication domain using an example application. This application supports mobile workers in critical industrial domains like aircraft maintenance or chemical production.

Show publication details

Fleisch, Timo; Brunetti, Gino; Santos, Pedro; Stork, André

Stroke-Input Methods for Immersive Styling Environments

2004

Giannini, Franca (Ed.) et al.: International Conference on Shape Modeling and Applications 2004. Proceedings. Los Alamitos: IEEE Computer Society Press, 2004, pp. 275-283

International Conference on Shape Modeling and Applications (SMI) <6, 2004, Genova, Italy>

This paper introduces an immersive styling environment, which aims at closing the gap between 2D drawing and 3D modeling in the design process. The main goal of the styling system is to provide the user an easy to use interface hiding the inherent mathematic nature of CAD. Creating rough 3D sketches should literally be as intuitive as 2D sketching with pen and paper. To achieve this, the tools developed in our system benefit from the stylists' skills, acquired through training over time. This paper focuses on the stroke-input methods of our styling system. We present different techniques for creating and modifying 3D curves: stroke splitting, oversketching and taping. In addition we report on the viability of using input constraints in immersive environments to overcome inherent weaknesses.

Show publication details

Santos, Pedro; Fleisch, Timo; Graf, Holger; Stork, André

3D Interactive Augmented Reality in Early Stages of Product Design

2003

Jacko, Julie A. (Ed.) et al.: HCI International 2003. Proceedings of the 10th International Conference on Human-Computer Interaction. Volume 4 : Inclusive Design in the Information Society. Mahwah, New Jersey: Lawrence Erlbaum, 2003, pp. 1203-1207

International Conference on Human-Computer Interaction (HCII) <10, 2003, Crete, Greece>

Augmented Reality (AR) allow the combination of virtual and physical models, making use of visualised objects that are displayed into the field of view of the user overlaying the physical prototype. Though being inspired by the application of VR technology, AR lacks of similar shortcomings, e.g. missing of 3D interactive modelling functionalities. Hence, AR is mainly found in the late stages of product development (e.g. maintenance, training) rather than in early stages of product design where objects have to be interactively generated or modified. New approaches in 3D interaction methods for generic 3D tasks, allow the application of AR technology in early stages of product design. This paper shows how physical and virtual prototypes could be beneficially combined in a highly 3D-interactive and generic environment, thus contributing to an improvement of this stage. It furthermore highlights first applications, e.g. 3D virtual tape drawing with a two-handed 3D interactive technique in an AR set-up, in this area.

Show publication details

Garcia, Jose; Santos, Pedro; Stork, André

Co-located Multi-user Support for Cooperative Process and Production Planning

2003

Stephanidis, Constantine (Ed.): HCI International 2003. Proceedings of the 10th International Conference on Human-Computer Interaction. : Adjunct Proceedings. Heraklion: Crete University Press, 2003, pp. 175-176

International Conference on Human-Computer Interaction (HCII) <10, 2003, Crete, Greece>

Process optimization, setting up or modifying lines of production usually requires the collaboration from experts with backgrounds on different disciplines such as logistics, product development, maintenance, quality assurance, operations and human resources. Existing planning tools can only support specialists working in isolation from the planning process. Interaction is limited to one-user at a time. Modifications from other collaborators have to be integrated by every specialist after every planning meeting. In this paper we present a cooperative workplace, called KoKoBel, developed for the operative optimization of planning of production, processes and premises under an organizational and technological concept based on open software architecture. At the workplace, the participants of the planning process can discuss their ideas and collaborate to generate better solutions.

Show publication details

Sauerborn, Patrick; Santos, Pedro (Advisor)

Parametrisierbares VR-/AR-Packagemodell für frühere Phasen der Produktentwicklung im Automobildesign

2003

Darmstadt, FH, Bachelor Thesis, 2003

Das virtuelle Modellieren von Automobilen ist ein Gebiet der graphischen Datenverarbeitung, das in Designerkreisen zusehends an Akzeptanz gewinnt. Das Erzeugen des Packagemodells, welches von Entwicklungsingenieuren durchgeführt wird, bildet den ersten Schritt beim Design eines neuen Fahrzeugs. Die Verwendung eines parametrisierbaren Packagemodells in einer virtuellen Designumgebung macht es möglich, verschiedene Fahrzeugkonfigurationen in der virtuellen Umgebung einzusetzen und die Einhaltung ihrer Eigenschaften und Richtlinien durch eine Kollisionserkennung zu gewährleisten. Das Projekt SmartSketches ist ein System zum Modellieren von Freiformoberflächen in virtueller und erweiterter Realität. Ein Anwendungsgebiet dieses Systems ist der virtuelle Entwurf von Automobilen. Dabei gilt ein besonderes Augenmerk der Integration der einzelnen Arbeitsschritte in den frühen Phasen des Automobildesigns in einem einzelnen Softwarepaket. Ein Arbeitsschritt, der in SmartSketches integriert werden soll ist die Erzeugung eines parametrisierbaren Packagemodells. Dieser Schritt wird bislang von Entwicklungsingenieuren auf Seiten des Auftraggebers oder einer speziellen Entwicklungsabteilung des Designunternehmens durchgeführt. D.h. der Designer erhält durch das Packagemodell Richtlinien und Eigenschaften, denen das von ihm entworfene Fahrzeug genügen muss. Zur Integration dieses Arbeitsschritts in SmartSketches muss das Packagemodell in der Lage sein, viele verschiedene Fahrzeugkonfigurationen zu repräsentieren um dem Entwicklungsingenieur seinen gewohnten Freiraum bei der Entwicklung des Packages zu geben. Das Ziel dieser Arbeit ist die Entwicklung eines solchen parametrisierbaren Packagemodells für das virtuell- immersive Modellieren in SmartSketches, sowie die Realisierung einer intuitiven und übersichtlichen Benutzeroberfläche zur Steuerung des virtuellen Modells. Das Modell beinhaltet eine angemessene Zahl von Parametern, so genannten Hard- Points (Richtlinien, Ergonomische Parameter, Wünsche des Kunden, Charakteristik des Fahrzeugs, etc.), die ein zeichnerisch erstelltes Package besitzt, Diese sollen durch möglichst einfache Geometrien in der virtuellen Modellierumgebung repräsentiert werden. Die graphische Ein- und Ausgabe basiert auf Open Inventor, die Interaktionsfunktionalität wird von der VR- Bibliothek und Open Inventor- Erweiterung Studierstube zur Verfügung gestellt. Nach dem Abschluss der Packagemodellierung beginnt der Designer mit dem Entwurf des Fahrzeugs durch Erzeugen von Geometrien. Diese werden von einer Kollisionserkennung ständig auf Konformität mit den Richtlinien des Packagemodells geprüft Etwaige Verstöße gegen die Richtlinien werden dem Designer optisch mitgeteilt, um ihm eine möglichst direkte Rückmeldung zu geben.

Show publication details

Santos, Pedro; Ritter, Tom; Born, Marc

Rapid Engineering of Collaborative and Adaptive Multimedia Systems on Top of CORBA Components

2003

Irmscher, Klaus (Ed.) et al.: Kommunikation in Verteilten Systemen (KiVS). Berlin, Offenbach: VDE-Verlag GmbH, 2003

Fachkonferenz der Gesellschaft für Informatik "Kommunikation in Verteilten Systemen" (KiVS) <13, 2003, Leipzig>

For the development of collaborative multimedia systems two tasks need to be done often. The multimedia connection between distributed systems has to be established and the information about the currently available resources has to be gathered to adapt the application to the environment. We present solutions for these two tasks. The integration of these two solutions became part of a CORBA Component Model (CCM) based middleware and will therefore greatly reduce the development effort of such systems.

Show publication details

Schnabel, Björn; Santos, Pedro (Advisor)

Whiteboard Funktionalität für mobile Konferenzsysteme

2003

Darmstadt, FH, Bachelor Thesis, 2003

Diese Arbeit beschreibt, welche Anforderungen an ein Whiteboard Modul, für mobile Konferenzsysteme, gestellt werden. In dem Kapitel "Stand der Technik" wird eine Auswahl gängiger Whiteboard Module in kommerziellen- sowie nichtkommerziellen Anwendungen präsentiert. Im Anschluß daran werden Anforderungen an ein Whiteboard Modul für den in dieser Arbeit vorgesehenen Einsatzzweck festgelegt. Das Kapitel Grundlagen beschäftigt sich mit den für die Implementierung notwendigen Basistechnologien. Die Entwicklung eines Whiteboard Moduls für mobile Konferenzsysteme wird im darauffolgenden Kapitel beschrieben. Dem schließt sich eine Beispielanwendung an, sowie eine Diskussion der Ergebnisse, die feststellt, ob die Anforderungen erfüllt wurden. Abschließend findet sich ein Ausblick auf zukünftige Erweiterungen.

Show publication details

Graf, Holger; Santos, Pedro; Stork, André

Augmented Prototyping - Combining Physical and Virtual Prototypes Advantageously/ Beneficially

2002

Meyer, Rudolf et al.: Euro-uRapid 2002. International User's Conference on Rapid Prototyping & Rapid Tooling & Rapid Manufacturing. Proceedings : High Tech Solutions and Concepts. Frankfurt/Main, 2002, B-1/2, 7 p.

International User's Conference on Rapid Prototyping & Rapid Tooling & Rapid Manufacturing (uRapid) <2002, Frankfurt/Main, Germany>

Immersive real-time visualisation of complex product models has been widely used within the engineering domain. In recent years a range of different VR applications have been developed for the purposes of design review and analysis. The development of virtual reality techniques lead to a significant reduction of physical models though not replacing them completely within the product development process. Specifically during the analysis and optimisation stage, e.g. in crash tests, structural optimisation, VR techniques contributed to a minimum number of physical models in use. A complete replacement of physical prototypes with its virtual counterpart though, will not be possible within the near future. Hence, a co-existence between virtual reality techniques and physical prototypes in different application areas during the development process will build the basis for further developments. This paper shows how physical and virtual prototypes could be beneficially combined, thus contributing to an improvement of the rapid product development (Augmented Prototyping).

Show publication details

Amicis, Raffaele de; Santos, Pedro; Stork, André; Fiorentino, Michele

SketchAR - Sketching in Mixed Realities

2002

Gausemeier, Jürgen (Ed.) et al.: Augmented und Virtual Reality in der Produktentstehung. Paderborn: Heinz Nixdorf Institut, 2002. (HNI-Verlagsschriftenreihe 107), pp. 145-156

Paderborner Workshop Augmented & Virtual Reality in der Produktentstehung <1, 2002, Paderborn, Germany>

In diesem Beitrag stellen wir ein System zum Skizzieren in Erweiterten Realitäten vor, das für unterschiedliche Anwendungen in der Produktentwicklung, insbesondere im Bereich Styling und Design geeignet ist. Motiviert ist die Entwicklung durch die Tatsache, dass die Virtuelle Realität in der Produktentwicklung viele physikalische Prototypen zwar ersetzt hat, diese aber nicht gänzlich verdrängen konnte und zukünftig wohl auch nicht verdrängen wird. Folglich werden Techniken benötigt, um auch physikalische Prototypen mit computergenerierten Infomationen anzureichern, z.B. um in Design-Review-Sessions physikalische Prototypen mit Annotationen zu versehen, um den Diskussionsstand zu dokumentieren oder sogar mit skizzenhafter Information zu bereichern, um vorgeschlagene Änderungen in Form von Kurven und Flächen über das Modell zu skizzieren und damit allen Beteiligten sichtbar zu machen. Zu diesem Zweck wird ein Computer Aided Styling-System benötigt, das die direkte drei-dimensionale Eingabe und Augmented Reality (AR) unterstützt.