Research in image synthesis has mainly concentrated on
realistic images, which is of course very important for a wide
variety of applications, such as AV production, simulation and
digital mockups.
On the other hand, for a number of other domains, realism is not
even necessarily desirable. For example in architecture,
archaeology, or education, a more artistic or "expressive"
representation is often more appropriate, since it allows the
user to focus on specifics aspects of a scene or an image, rather
than be overwhelmed by a multitude of realistic, but possibly
irrelevant details. This is particularly important when realism
is not, or cannot be the central aspect of the activity under
consideration. For example when presenting everyday life in an
archaeological context, an exact representation is either unknown
or impossible to implement.
It is evident that the manual work of an artist to create such
representations is often long and difficult. Since 1994,
researchers in image synthesis have developed methods for
automatic rendering in different styles, often called
"non-photorealistic" rendering, based on 3D models (Winkenbach
94), or as a 2D post-processing in image space (Deussen 00a,
Ostromoukhov 99).
Figure 1. Two of the first NPR images in computer graphics (Winkenbach 94)
In the figure above we show examples of the work developed by the research group at the University of Washington, led by D. Salesin on non-photorealistic rendering, who are the major pioneers in this domain. Notice that the same 3D model was used to generate the two drawings. This work inspired a number of other papers which simulate different drawing, illustration or painting styles in CG (Winkenbach 94, Ostromoukhov 99 etc.). Most of these methods require significant processing time, and thus cannot be used in an interactive context.
More recently, several methods have been developed for interactive NPR. These methods concentrate on specific styles or used tailored rendering methods (Freudenburg 01), such as the replacement of OpenGL calls at a very low level in the library itself (Mohr 01). There have also been some first attempts at using NPR for virtual environments (Klein 01).
Despite these developments, NPR has not been used extensively
in the context of virtual environments and in particular
immersive systems such as CAVEs or RealityCenters. We have
identified two major problems that explain this:
In this research project we address both issues.
Our consortium consists of participants who are experts in computer graphics (REVES, iMAGIS/ARTIS), archaeologists and historians (ERGA, ENS), architects (ARIA), and experts in usage of VE environments for the presentation of cultural heritage, and notably in an educational context (FHW/VR). Our collaboration will permit the definition of application scenarios for virtual visits of archaeological sites and in particular will allow us to determine when a non-photorealistic representation is desirable in the context of an immersive virtual environment or walkthrough. Constant and close interaction between archaeologists, historians, architects and VE/cultural heritage experts will be the key to success of this project.
We will concentrate on the application related to the virtual visit of Argos, which is a project already initiated by iMAGIS and ERGA, and possibly work on a second project through collaboration of REVES/ENS.
We will define the application in close collaboration with the
users, and we hope that the novelty of our approaches will lead
to the presentation of one or two demonstrators at the end of the
project on immersive virtual reality systems, such as the
RealityCenter in Grenoble or the workbench at Sophia-Antipolis.
The demonstrator may be presentation at the celebration for the
50 years of the Argos site, and if the results are satisfactory,
it is possible that they be presented to the general public in
Athens.