{"title":"Challenges of publishing 3D data in archaeology","authors":"B. Fritsch","doi":"10.1145/3485444.3507686","DOIUrl":"https://doi.org/10.1145/3485444.3507686","url":null,"abstract":"The paper aims to describe the tasks that need to be considered when trying to present and publish 3D data with a web viewer in line with the FAIR data principles. For the data to be used further, most 3D models of archaeological objects need to be well documented and enriched by real-world coordinates and accurate colors. Achieving this requires additional preparation to ensure correct online visualization of the data.","PeriodicalId":362468,"journal":{"name":"The 26th International Conference on 3D Web Technology","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130115383","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rhodora G. Vennarucci, David Fredrick, D. Tanasi, N. Reynolds, K. Kingsland, Brianna Jenkins, S. Hassam
{"title":"In Ersilia's Footsteps: Toward an Interactive WebGL Application for Exploring the Villa Romana del Casale at Piazza Armerina, Sicily","authors":"Rhodora G. Vennarucci, David Fredrick, D. Tanasi, N. Reynolds, K. Kingsland, Brianna Jenkins, S. Hassam","doi":"10.1145/3485444.3487646","DOIUrl":"https://doi.org/10.1145/3485444.3487646","url":null,"abstract":"A UNESCO World Heritage Site, the 4th-Century CE Villa Romana del Casale near Piazza Armerina, Sicily contains the largest collection of mosaics in the Roman world. However, due to accessibility issues (e.g., remote location, weak online presence), the Villa remains nearly unknown in comparison to popular sites like Pompeii, despite its cultural importance. VILLAE, a collaboration between archaeologists, classicists, and game designers at the University of South Florida and the University of Arkansas, aims to build academic and public engagement with the Villa through a serious game played directly online using WebGL. Addressing the issues of accuracy in 3D reconstruction versus digital embodiment and meaningful game play, this paper outlines the project's pipeline for synthesizing the extensive 3D documentation of the site to create the digital prototype for an immersive narrative that unfolds the Villa's history against the development of modern archaeology in Italy and focuses the human story and professional life of a pioneering female archaeologist, Ersilia Caetani-Lovatelli.","PeriodicalId":362468,"journal":{"name":"The 26th International Conference on 3D Web Technology","volume":" 18","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132095340","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Supporting Web-based Collaboration for Construction Site Monitoring","authors":"Andreas Dietze, Yvonne Jung, P. Grimm","doi":"10.1145/3485444.3495180","DOIUrl":"https://doi.org/10.1145/3485444.3495180","url":null,"abstract":"Deviations from the original blueprints could often be found on building sites. To easily identify such constructional modifications, this paper proposes a smart digital twin for construction site monitoring that supports web-based collaboration with external experts to discuss possibly required solutions to this problem. Therefore, a system pipeline was designed that allows automatic detection and visualization of deviations between real and planning data. In addition, the pipeline allows generating an interactive difference visualization that uses the original planning data as well as the 3D scanned real data. The latter is recorded using an AR-capable mobile device or headset like the Microsoft HoloLens, whereas the mentioned differences are obtained via a point-cloud-based algorithm. The differences between real and planning data are then emphasized on the respective client, which uses X3DOM for visualization. Besides the server part of the pipeline, the application consists of several clients that enable a collaborative discussion between the various stakeholders, such as an AR-based mobile viewer for the craftsman on site and a web-based viewer for the building owner at home or the architect.","PeriodicalId":362468,"journal":{"name":"The 26th International Conference on 3D Web Technology","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114800811","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"VIA: Visibility-aware Web-based Virtual Reality","authors":"Carter Slocum, Jingwen Huang, Jiasi Chen","doi":"10.1145/3485444.3487641","DOIUrl":"https://doi.org/10.1145/3485444.3487641","url":null,"abstract":"New standards such as WebXR enable cross-platform VR experiences, relying on the ubiquity of the modern web browser. However, upon measuring performance of WebXR scenes, we found users can suffer from high latency while waiting for all 3D objects appear in their field-of-view. This is because storage and fetching of 3D objects in WebXR (and its underlying WebGL libraries) are agnostic to the user’s orientation and location, leading to latency issues. Specifically, fetching of texture files in arbitrary order results in 3D objects waiting on their texture dependencies, and the storage of all objects’ geometry data in one large file blocks individual objects from rendering even if their texture dependencies are satisfied. To address these issues, we propose a systematic prioritization of which 3D objects and their dependencies should be fetched first, based on the user’s position and orientation in the VR scene. To improve efficiency, the geometry data belonging to each 3D object are optimally grouped together to minimize the average latency. Our experiments with various WebXR scenes under different network conditions show that our scheme can significantly reduce the time to all 3D objects appearing in the user’s field-of-view, by up to 50%, compared the default WebXR behavior.","PeriodicalId":362468,"journal":{"name":"The 26th International Conference on 3D Web Technology","volume":"289 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114263995","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rick William Lentz, D. Brutzman, Michalis Kamburelis
{"title":"X3D and glTF Model Differencing for Conversions, Comparison and Conformance Testing","authors":"Rick William Lentz, D. Brutzman, Michalis Kamburelis","doi":"10.1145/3485444.3493230","DOIUrl":"https://doi.org/10.1145/3485444.3493230","url":null,"abstract":"The Extensible 3D (X3D) Graphics Architecture ISO/IEC 19775-1 International Standard version 4.0 is a major release that includes extensive support for version 2.0 of glTF (glTF2), a standard file format for 3D scenes, and models supporting geometry, appearance, a scene-graph hierarchical structure and model animation. X3D version 4 (X3D4) authors have the option to Inline (i.e. load) glTF models directly or else utilize native X3D nodes to create corresponding 3D models. Physically-based rendering (PBR) and non-photorealistic rendering (NPR), with corresponding lighting techniques, are each important additions to the X3D4 rendering model. These lighting models are compatible and can coexist in real-time with legacy X3D3 and VRML97 models (which utilize classic Phong shading and texturing) either independently or composed together into a single scene. The X3D4 approach to representing glTF2 characteristics is defined in complete detail in order to be functionally identical, thus having the potential to achieve the greatest possible interoperability of 3D models across the World Wide Web. Nevertheless, a persistent problem remains in that glTF renderers do not always appear to produce visually identical results. Best practices for mapping glTF structures to X3D4 nodes are emerging to facilitate consistent conversion. This paper describes a variety of techniques to help confirm rendering consistency of X3D4 players, both when loading glTF assets and when representing native X3D4 conversions. Development of an X3D4 conformance archive corresponding to the publicly available glTF examples archive is expected to reinforce the development of visually correct software renderers capable of identical X3D4 and glTF presentation.","PeriodicalId":362468,"journal":{"name":"The 26th International Conference on 3D Web Technology","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126913582","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Invisible Heritage - Analysis and Technology Digital Platform","authors":"D. Abate, K. Toumbas, M. Faka","doi":"10.1145/3485444.3490378","DOIUrl":"https://doi.org/10.1145/3485444.3490378","url":null,"abstract":"The Invisible Heritage – Analysis and Technology (IH-AT) project aimed to design and develop a portal comprised of reliable and efficient technology-ready tools for the visualization, documentation, and analysis of the UNESCO listed churches in the Troodos area of Cyprus applying geophysics, 3D modeling techniques, and visualization methods, supported by art-historical and archaeological research.","PeriodicalId":362468,"journal":{"name":"The 26th International Conference on 3D Web Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129127031","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jonas Kordt, Paul Brachmann, Daniel Limberger, C. Lippert
{"title":"Interactive Volumetric Region Growing for Brain Tumor Segmentation on MRI using WebGL","authors":"Jonas Kordt, Paul Brachmann, Daniel Limberger, C. Lippert","doi":"10.1145/3485444.3487640","DOIUrl":"https://doi.org/10.1145/3485444.3487640","url":null,"abstract":"Volumetric segmentation of medical images is an essential tool in treatment planning and many longitudinal studies. While machine learning approaches promise to fully automate it, they most often still depend on manually labeled training data. We thus present a GPU-based volumetric region growing approach for semi-automatic brain tumor segmentation that can be interactively tuned. Additionally, we propose multidimensional transfer functions for ray tracing that allow users to judge the quality of the grown region. Our implementation produces a full brain tumor segmentation within a few milliseconds on consumer hardware. The visualization uses adaptive resolution scaling and progressive, asynchronous shading computation to maintain a stable 60 Hz refresh rate.","PeriodicalId":362468,"journal":{"name":"The 26th International Conference on 3D Web Technology","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116094330","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sayra Ranjha, Vera Hoveling, B. V. Gelderen, F. J. Bult, Dennis den Ouden van der Horst, Christophe Smet, Marijn Roelvink, Ilse Bakker
{"title":"Interactive animation on Directional derivatives & Level curves","authors":"Sayra Ranjha, Vera Hoveling, B. V. Gelderen, F. J. Bult, Dennis den Ouden van der Horst, Christophe Smet, Marijn Roelvink, Ilse Bakker","doi":"10.1145/3485444.3490379","DOIUrl":"https://doi.org/10.1145/3485444.3490379","url":null,"abstract":"We present our short series of interactive animations on directional derivatives and level curves. This visualisation was developed for students of first-year mathematics courses at the Delft University of Technology. The interactive animation is an animated video that can be interacted with while it is paused or playing. The user can change, for example, the function that is plotted, drag points of interest or change the angle of the camera to explore the scene.","PeriodicalId":362468,"journal":{"name":"The 26th International Conference on 3D Web Technology","volume":"233 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131599038","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Preserving the Past for an Uncertain Future: Accessible, Low-Cost Methods for 3-D Data Creation, Processing, and Dissemination in Digital Cultural Heritage Preservation","authors":"Sarah Benchekroun, I. Ullah","doi":"10.1145/3485444.3507684","DOIUrl":"https://doi.org/10.1145/3485444.3507684","url":null,"abstract":"Digital heritage techniques such as photogrammetry and laser scanning are revolutionizing the way we can record, analyze, and disseminate 3D information about cultural heritage sites around the world. However, the expense and expertise required to conduct digital heritage work limits access to these exciting techniques, and furthers the divide between stakeholder groups to create artificial silos for “knowledge brokers” and “knowledge consumers.” In this paper, we explore low-cost, simple technological, software, and Web3D solutions to build truly accessible digital heritage pipelines to democratize the field of digital heritage and return agency to previously disenfranchised stakeholder groups. Not only is this important from an equity standpoint, but it is required if we wish to digitally document as many heritage site as possible in the face of ever-increasing threats from climate change, social unrest, and natural disasters.","PeriodicalId":362468,"journal":{"name":"The 26th International Conference on 3D Web Technology","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124365861","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Sharing Ambient Objects Using Real-time Point Cloud Streaming in Web-based XR Remote Collaboration","authors":"Yongjae Lee, Byounghyun Yoo, Soo-Hong Lee","doi":"10.1145/3485444.3487642","DOIUrl":"https://doi.org/10.1145/3485444.3487642","url":null,"abstract":"Extended reality (XR) collaboration enables collaboration between physical and virtual spaces. Recent XR collaboration studies have focused on sharing and understanding the overall situation of the objects of interest (OOIs) and its surrounding ambient objects (AOs) rather than simply recognizing the existence of OOI. The sharing of the overall situation is achieved using three-dimensional (3D) models that replicate objects existing in the physical workspace. There are two approaches for creating the models: pre-reconstruction and real-time reconstruction. The pre-reconstruction approach takes considerable time to create polygon meshes precisely, and the real-time reconstruction approach requires a considerable time to install numerous sensors to perform accurate 3D scanning. In addition, these approaches are difficult to be used on the collaboration in a location beyond the reconstructed space, making them impractical to an actual XR collaboration. The approach proposed in this study separates the objects that form the physical workspace into OOI and AO, models only the OOI as a polygon mesh in advance, and reconstructs the AO into a point cloud using light detection and ranging technology for collaboration. The reconstructed point cloud is shared with remote collaborators through WebRTC, a web-based peer-to-peer networking technology with low latency. Each remote collaborator collects the delivered point cloud to form a virtual space, so that they can intuitively understand the situation at a local site. Because our approach does not create polygon meshes for all objects existing at the local site, we can save time to prepare for collaboration. In addition, we can improve the practicality of XR collaboration by eliminating the need to install numerous sensors at the local site. We introduce a prototype and an example scenario to demonstrate the practicality of our approach.","PeriodicalId":362468,"journal":{"name":"The 26th International Conference on 3D Web Technology","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125363411","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}