| The 4th International
Laboratory for the History of Science Art, Science and Techniques of Drafting in the Renaissance 24 May - 1 June 2001 Florence and Vinci, Italy Organized by Istituto e Museo di Storia della Scienza |
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ANTONIO CRIMINISI The Virtual Trinity
This
presentation describes new computer techniques to construct realis-tic,
three-dimensional models from paintings. Once constructed the 3D environments
can be interactively experienced, in a virtual reality fashion. Computer Vision and Art History Possibly Masaccio’s most famous fresco, “Trinità”
has been analysed over and over again by many in the past. This presentation
inves-tigates new, fast and accurate ways of modelling the three-dimensional
geometry of the represented scene. Once modelled, the scene is automatically
reconstruc-tructed into a virtual reality model. Projective Geometry is the powerful mathematical
theory at the basis of our techniques. In the past twenty years the
Computer Vision community has made heavy use of Projective Geometry
to develop flexible and robust algorithms ca-pable of generating three-dimensional
models of objects and large-scale envi-ronments directly from input
photographs . Projective Geometry can be interpreted as an algebraic
modelling of Linear Perspective. For instance, Alberti’s window
intuition can be translated directly into an algebraic projective
mapping of three-dimensional points onto a planar surface (e.g.
the canvas, the retina in our eyes or the camera film). Traditionally, researchers in Computer Vision have
concentrated on the idea of generating 3D models from two or more
photographs of a real scene (stere-oscopy). More recent research
has led to new algorithms for recovering 3D shape from single
input images. This presentation focuses on this spe-cific technique
and applies it to the particular case of paintings. Single View Metrology comprises non-invasive,
rigorous mathematical tech-niques to measure dimensions of objects and
distances on planar surfaces, as
well as automatic detection of vanishing points (and vantage points)
and van-ishing lines (e.g. the horizon). Thanks to their algebraic nature
these algorithms have been incorporated in an user-friendly, interactive
software ap-plication capable of generating geometrically-consistent
models from an input image of a painting. Once
the virtual model has been constructed it can be observed from different
viewpoints; convincing animations can be created and 3D environments
explored in a virtual reality fashion (e.g. inside a “virtual cave”
or wearing a “virtual reality helmet” etc.). This provides a new and
exciting way of experiencing art, by diving into the paintings third
dimension. Vision-based
algorithms extract the geometric information and the related “texture
mapping” directly from the input image (the painting). Therefore, the
generated models show a very natural and realistic appearance, as supposed
to the cold and artificial look of CAD models. Our techniques apply to any perspective image (e.g. a photograph or a per-spective painting). Consequently, when applied to non-perspective paintings such as cubist or abstract art it cannot generate a geometrically-consistent 3D model. This feature provides a powerful way of assessing to what extent an artist’s perspectival skills conform with the mathematical rules of Linear Per-spective.
Our
reconstruction algorithms have been applied to many paintings from the
Italian Renaissance and later periods. Here we focus on Masaccio’s Trinity. Particular
attention is paid to the accuracy of the computed geometry. A new way
of interpreting and visualizing the ambiguity in the Trinity’s depth
is described. There is an infinite number of geometrically-consistent
re-constructions of the Trinity; amongst those, two solutions are more
likely than others. We show how the shape of vault coffers and the floor
change according to the assumptions made and that all the possible solutions
are related to each other by a simple geometric transformation: an affine
mapping along the direction per-pendicular to the plane of the fresco.
This transformation can be implemented algebraically with a simple matrix
product. The last part of this talk presents examples of 3D virtual models and ani-mations generated from Masaccio’s “Trinità” as well as Piero della Francesca’s “Flagellazione”, Steinwick’s “St Jerome” and Vermeer’s “The Music Lesson”. It is very interesting to compare our results with the ones obtained by manual techniques or CAD tools.
Conclusions and work ahead Without any doubt Computer Vision can provide artists
and art historians with new powerful tools for analyzing and understanding
visual art. A mathematical representation of Linear Perspective has
allowed us an accurate three-dimensional reconstruction of paintings
and a rigorous analysis of the perspectival skills of the artist. Currently we are aiming at increasing the algorithms
level of automation and improving the shape and look of reconstructed
human figures. Other interesting and challenging ideas for future research
include: analysis of colour, textures and shading, automatic filling
of occluded regions, automatic localization of light sources.
A. Criminisi. Accurate Visual Metrology from Single and Multiple Uncalibrated Images. Distinguished Dissertation Series. Springer-Verlag London Ltd., June 2001. to appear. A Criminisi, I. Reid, and A Zisserman. A plane measuring device. Image and Vision Computing, 17(8):625–634, 1999. A. Criminisi, I. Reid, and A. Zisserman. Single view metrology. International Journal of Computer Vision, 40(2), November 2000. ISSN: 0920-5691. M. De Mey. Perspektief in 3-D. Gent Universiteit, 8ste jaargang(3):14–17, Decem-ber 1993. O. D. Faugeras. Three-Dimensional Computer Vision: a Geometric Viewpoint. MIT Press, 1993. J. V. Field. The Invention of Infinity, mathematics and arts in the Renaissance. Oxford University Press, 1997. J. V. Field, R. Lunardi, and T. B. Settle. The Perspective Scheme of Masaccio’s Trinity Fresco. Leo S. Olschki Editore, Firenze, 1989. Y. Horry, K. Anjyo, and K. Arai. Tour into the picture: Using a spidery mesh interface to make animation from a single image. In Proceedings of the ACM SIG-GRAPH Conference on Computer Graphics, pages 225–232, 1997. R. I. Hartley and A. Zisserman. Multiple View Geometry in Computer Vision. Cam-bridge University Press, ISBN: 0521623049, 2000. M. Kemp. The Science of Art. Yale University Press, New Haven and London, 1989. D. Liebowitz, A. Criminisi, and A. Zisserman. Creating architectural models from images. In Proc. EuroGraphics, volume 18, pages 39–50, September 1999. |