A fragmented past: (re) constructing antiquity through 3D artefact modelling and customised structured light scanning at Athienou-Malloura, Cyprus.
Counts, Derek B. ; Averett, Erin Walcek ; Garstki, Kevin 等
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Introduction
The continuing development of 3D-scanning technologies has allowed
an increased range of applications in archaeological contexts, from the
visualisation of specific features and landscapes to the detailed
analysis of artefacts (Frischer & Dakouri-Hild 2008; Javidi 2014;
Remondino & Campana 2014; Olson & Caraher 2015). Creating 3D
models is becoming increasingly common in archaeology, although so far
most projects have focused on a small selection of significant objects
or isolated 'museum-quality' pieces, generating 3D models for
archival purposes, public outreach and education (e.g. Akca et al. 2006;
Bevan et al. 2014). The pilot season of a multi-phase 3D initiative by
the Athienou Archaeological Project (AAP) has employed a customised
structured light scanner to produce 3D models of artefacts recovered
from a rural sanctuary at the site of Athienou-Malloura on Cyprus. The
creation of a 3D corpus is intended to document artefacts and,
ultimately, to address specific research questions regarding the
assemblage of votive offerings from the Malloura sanctuary. This article
outlines our methodological considerations, reviews the equipment used
and technical aspects of the process, contextualises the project within
the broader archaeological use of 3D models and discusses the benefits
and drawbacks of this technology in the context of the material from
Athienou -Malloura.
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The AAP has been investigating long-term cultural change at
Athienou-Malloura and the surrounding region since 1990 through
systematic excavation and pedestrian survey (Figure 1). These
investigations have unearthed domestic, religious and funerary contexts,
with an impressive assemblage of material remains associated with a
3000-year occupation beginning in the early first millennium BC
(Toumazou et al. 2011, 2015). The focus of excavations for over a decade
has been a large rural sanctuary, which has revealed an extensive
history of use from the eighth century BC to the fourth century AD
(Toumazou & Counts 2011) (Figure 2). The artefact assemblage from
the sanctuary includes ceramic vessels, coins, animal bones and other
cult objects. Excavations have also recovered over 3000 fragments of
votive terracotta figurines and limestone sculptures, which are the
focus of our new 3D-imaging project. These include approximately 800
terracotta figurines, most of which are handmade and date to the
Cypro-Archaic period (c. 750-475 BC). The figurine fragments depict
predominantly male subjects (warriors, chariot groups, horse-and-riders,
votaries or worshippers and so on) (Averett 2011). Additionally, over
2500 fragments from limestone dedications, dating from the Cypro-Archaic
to Roman periods (c. sixth century BC to first/second century AD) depict
predominantly male votaries and divine types (including male divine
iconography commonly found in Cypriot sanctuaries, e.g. 'Cypriot
Herakles', Zeus Ammon, Apollo and Pan types), ranging in scale from
statuettes to statues larger than life size (Counts 1998, 2011). The
site of Athienou-Malloura represents one of the few inland rural sites
in Cyprus (distinct from the larger urban centres on the coast) to have
been subject to detailed modern excavation. Moreover, the terracotta and
limestone sculptures recovered from the sanctuary constitute one of the
largest and best-recorded assemblages of Iron Age figural art ever
excavated in Cyprus.
[FIGURE 2 OMITTED]
The state of preservation of the Malloura sculptural dedications is
a direct reflection of the sanctuary's long use. Over time, older
and broken statues and figurines were gathered up and buried or
repurposed as floor packing or wall stones during subsequent renovations
of the sanctuary. More recently, looting has removed caches of broken
sculptural fragments completely from their original context, leaving
them in a state of disarray in modern pits. The large quantity of
excavated sculptural remains, their fragmentary nature and the
project's limited access to the materials, which are stored
remotely in the Larnaka District Archaeological Museum in Cyprus, made a
3D digital repository an ideal platform for post-excavation study. Such
a database is particularly helpful in dealing with challenges such as
the identification of connecting joins among fragmented artefacts.
Although we have successfully discovered many matching joins using
photographs, illustrations and visual memory, the creation of a 3D image
archive for the Malloura artefacts counteracts two significant obstacles
to their study: first, the sheer number of fragments, which makes
individual observation time-consuming, and identifying matching joins
exceedingly difficult; and second, that the objects housed within the
Larnaka Museum are only available to researchers in small numbers and
for very limited periods.
Developing a means of capturing accurate digital models became
paramount for addressing several important research goals:
a) To develop and test a cost-effective 3D scanner with which to
produce models that accurately pinpoint surface geometry (dimensions of
the x, y and z planes) and texture.
b) To create computer-aided, hypothetical reconstructions of
fragmentary sculptures based on established typologies.
c) To explore surface treatments (paint, fingerprints, carving
marks) so as to understand technological aspects of production better
and consider wider implications with regard to identifying regional
styles, evidence of exchange and the influence of different artistic
schools.
d) To identify and match unique joins (i.e. broken fragments that
can be pieced back together) in order to help reconstitute limestone and
terracotta statues.
These data, when integrated with other related information (e.g.
typology, find-location, date, material type), have the potential to
inform a more complete understanding of the sculptural assemblage with
regard to types and attributes. Reducing the total number of fragments
by piecing joins back together also allows for greater insight into the
use of the sanctuary prior to the breakage of these artefacts.
Methods and equipment
In consultation with the University of Kentucky's Center for
Visualization and Virtual Environments (VisCenter), we determined that
structured light scanning was the most appropriate method for attaining
our research goals. This method produces geometrically accurate models
that capture metric measurements with realistic textures. Precision was
crucial as we intended to use the models to identify connecting
fragments, while capturing texture was necessary for the analysis of
surface treatments such as paint, tool marks and fingerprints. This
positioning of 3D visualisation for data collection and subsequent
in-depth interpretative analysis distinguishes our project from those
whose primary concern is artistic facsimile. The portability of the
equipment meant that it could be built at the VisCenter and transported
to Cyprus. Finally, a customised structured light scanner, utilising
affordable components, allowed a relatively low production cost to be
maintained.
In addition to reflectance transformation imaging (RTI), laser
scanning and photogrammetry, structured light scanning is one of several
3D scanning technologies to have been used by archaeologists in recent
years (Bretzke & Conard 2012; Gilboa et al. 2013; Olson et al. 2013;
Wittur 2013; Javidi 2014; Miles et al. 2014; Remondino & Campana
2014; Olson & Caraher 2015; Olson & Placchetti 2015). Structured
light scanning technology involves the projection of a series of
parallel stripes of light onto an object; based on the displacement of
the stripes, as viewed through the camera, the system can identify and
retrieve the 3D coordinates on the surface of any object in view.
Techniques such as RTI and digital photogrammetry present some benefits
for the digital recording of archaeological objects, including their low
cost. There is, however, a distinct increase in the accuracy of the
digital model when using either laser scanning or a structured light
system. The difference in metric accuracy is largely due to the way that
each system gathers spatial information: while photogrammetry or
structure-from-motion relies on the digital comparison of pixels within
and between images to create geometry, range-based modelling techniques
rely on the distance between the scanner and the object, leading to
higher levels of precision and often a more accurate model. Using a
method that created the most accurate 3D models with high resolution,
detailed surface geometry and colour photograph texture was advantageous
because of the ultimate goal of our project; to identify artefact joins.
The pilot project took place between 11 June and 17 July 2014 at
the Larnaka District Archaeological Museum and at the Athienou
Kallinikeio Municipal Museum, which exhibits a small selection of
artefacts from the excavation. Before the season began we developed four
selection criteria for objects to scan in order to optimise efficiency
and test the results of our system: 1) museum-quality artefacts; 2)
objects of different scales ranging from a few centimetres to
approximately 30cm; 3) objects known to conjoin; and 4) objects with
visible surface treatments such as paint, fingerprints or tool marks.
Additionally, a few artefacts of different materials (metal, ceramic,
bone and opaque glass) were scanned to test the full potential of the
equipment for future stages of the project, acknowledging the inherent
limitations of the structured light scanning (e.g. with reflective or
clear materials/ surfaces).
Our structured light system consisted of a BenQ W1080ST 1080p 3D
short throw DLP projector (US$949) to generate the light patterns that
were projected onto the objects, and a Flea3 8.8MP colour camera
(US$895) to capture the 3D coordinates and photograph texture of the
object (Figure 3). The Flea3 camera was chosen because it is a
professional vision camera that comes with a full software development
kit for computer control. A Dell XPS 8700, Windows 8.1 (64-bit) desktop
PC (US$739) was used to run programs for calibration, scanning and
reconstructing. The projector and camera were mounted on a framework
made from aluminium rails and orientated towards a turntable, on which
the objects were placed for scanning. A black cloth backdrop was used to
reduce glare. After the initial setup, customised software
('SLScaner2' written by Bo Fu, University of Kentucky)
together with a checker-patterned board and axis rod were used to
calibrate the camera to ensure that it correctly identified points in
three dimensions. It was necessary to recalibrate every time the
equipment was re-positioned or altered. Following this, the SLScaner2
software was used in combination with the projector and camera to
project structured light patterns onto an object and scan it. The scan
process was repeated with every 45[degrees] rotation and on the
'top' and 'bottom' of each object for a total of 10
scans per object. For each of the 10 scans a point cloud was produced
that was used to create a triangular mesh of the object (Figure 4).
[FIGURE 3 OMITTED]
After scanning each object, significant processing was necessary
using the 'Structured Light Merge Tool' program (written by
Qing Zhang, University of Kentucky), operated in conjunction with
MeshLab (http://meshlab.sourceforge.net/), an open-source application
used for processing and editing 3D meshes. These programs
'cleaned-up' background noise and then merged the 10 scans.
MeshLab was used for the manual alignment of the cleaned files, while
the Structured Light Merge Tool refined this manual alignment (Figure
5). The last step was adding texture to the reconstructed model. A final
mesh of the scans was produced for each artefact, complete with
photograph texture (Figures 6 & 7).
Results and discussion
By the end of our pilot season we were able to scan 78 artefacts
from Athienou-Malloura, 61 of which were fully reconstructed with
accurate surface geometry and texture. Even though we were largely
successful in our goals, we did encounter several issues that we plan to
address in the future. While not unexpected, the transfer of the system
from the controlled environment of the VisCenter's laboratory
(specifically designed for 3D imaging) to an ad hoc workspace in Cyprus
presented some challenges. Although the scanner was designed for use in
any setting, the study space provided by the Larnaka Museum required us
to make a number of procedural adjustments. For example, after initial
attempts to calibrate failed, we realised that the glare from the work
surface was affecting how the camera recorded images; covering the table
and the nearby wall with a dark cloth alleviated the noise created by
the glare. A more difficult issue arose with the ability of the system
to adjust easily for differences of scale. Medium-sized objects (ranging
from 25-30cm) required placement of the turntable further from the
projector and camera in order to capture the entire object when
rotating. In turn, objects smaller than 25cm were positioned closer to
the equipment for higher resolution scans. Each adjustment required
recalibration and repositioning. As a result, our workflow was
determined more by the size of an object than any of the other selection
criteria.
[FIGURE 4 OMITTED]
Despite these setbacks, we were able to fine-tune the scanning
process. The 3D artefact models produced from this pilot season provide
significant data with which to answer our initial research questions. Of
the 78 artefacts scanned, the 42 limestone statue fragments produced the
best results. These range in size from 10-3 5 cm in length, which we
determined to be the ideal scale for our scanner (Figure 6). In
addition, the surface features of the limestone objects are not overly
detailed, and therefore their reconstruction was not constrained by the
resolution of the scanner. In contrast, certain terracotta figures were
difficult to scan due to their detailed composition and complex surfaces
(Figure 7). Each model contains metadata including information on the
object's surface geometry accurate to 0.5mm. This provides us with
the capability not only to view the objects outside Cyprus, but also to
analyse, measure and document these artefacts remotely. In some cases,
the resolution of the surface allowed us to see imperfections in the
stone and human-made tool marks, as well as to begin to experiment with
digitally joining 3D models of broken fragments from the same sculpture.
Moving forward, we plan to build a more robust customised
structured light system that will, in conjunction with the associated
software, improve our original system by: a) capturing higher resolution
models of small scale objects (c. 5-20cm) with a new optic engine; b)
decreasing the risk of human error through further automating and
expediting the scanning process; and c) streamlining and refining the
meshing and reconstruction of scans. The improved system will include
two DLP[R] LightCrafter[TM] 4500 modules for projecting structured light
patterning and two Point Grey[R] high-speed cameras to capture points
more efficiently and accurately than our previous one-camera set-up.
This system will allow scanning at 75 micron resolution (0.075mm) as
opposed to the 0.5mm scanning potential of our current equipment.
Adjustments to the scanning protocol and set-up will resolve minor
issues noted during the pilot season. For example, the creation of a
higher quality calibration board will expedite this process, and
professional lighting and backdrops will allow greater control over the
final product. A computerised turntable will be used to automate the
scanning process, which requires scans from multiple angles, and will
significantly accelerate the scan time.
[FIGURE 5 OMITTED]
A custom-built system is not only more cost efficient than
comparable commercial scanners (US$40 000+), but allows for increased
adaptability (adjustable for artefact scale, materials and so on), as
well as continual upgrade as emerging technologies become available
(e.g. higher quality parts can be added to the system and software can
be re-written). Modifications and upgrades to our system will allow for
higher resolution models that capture more accurate metric data and more
detailed surface texture for analysis. Eventually, we hope to
disseminate a structured light scanning 'kit', although the
main drawback of the system discussed here is the relatively high level
of technical knowledge required to run the software. We hope to mitigate
this by publishing detailed user guides and specifications that will
include a list of components and assembly instructions. We also wish to
make the programming software available as open source via a version
control system, such as GitHub, so that archaeological or cultural
heritage management projects with limited resources can recreate our
set-up. In our case, close collaboration with the VisCenter has created
an active dialogue between technology, process and product, which we
believe will ultimately lead to a more successful application of 3D
visualisation in archaeological investigation.
[FIGURE 6 OMITTED]
Our long-term plan is to develop this pilot project into a truly
innovative contribution to the use of 3D models for research purposes
that builds on several key projects. In partnership with the VisCenter,
we will experiment with predictive matching algorithms that will
consider geometric dimensions, surface texture and break patterns to
propose potential joins from the full collection of 3D object scans. The
increased use of range- and image-based modelling systems in archaeology
has supported attempts to address the widespread problem of reassembling
fragmented artefacts using automated computational methods. Each
breakage surface will be given a unique ID that includes the surface
geometry metadata. The algorithm will use inverse geometry, combined
with information on the artefacts material and stratigraphic data, to
match breakage surfaces amongst artefacts. Using MeshLab, we have
already successfully completed a digital reconstitution of two known
fragmentary joins from a life-sized limestone statue base with sandalled
feet (Figure 8).
Computer-aided reconstruction algorithms are an active area of
research in computer science, and have already been developed for
archaeological and cultural heritage applications. Although some
projects have experimented with geometric shape-matching algorithms,
this technology has not been fully developed for 3D objects exhibiting
breakages on multiple surfaces, often with worn breaks. One of the first
projects to experiment with developing a computer-aided reconstruction
algorithm to find joins among incised fragments was the Stanford Digital
Forma Urbis Romae Project. In order to find matches amongst the hundreds
of stone fragments from the Severan Marble Plan of Rome, the project
experimented with several different types of matching algorithms,
including boundary incision matching, wall feature matching,
multivariate clustering and edge fracture geometry matching (Roller
& Fevoy 2006; Roller et al. 2006; Roller 2008). Ultimately, their
attempt to match edges based on preserved geometry was not successful
and they ended up relying upon matching the plan incisions. A later
project led by Q.-X. Huang was successful in applying a geometric
matching algorithm to sculptural fragments from single objects,
including the Severan Marble Plan (Huang et al. 2006).
A Spanish project has made significant strides using a segmentation
algorithm to reconstruct the so-called Aeneas Group of Roman sculptures
found in pieces at M6rida, Spain. They developed an algorithm that
enabled them to identify the sides of the 3D models belonging to both
original and fractured surfaces (Merchan et al. 2011). In this case, the
algorithm was only applied to models from a single statue group. The
Thera Fresco Project, meanwhile, has set a precedent for the large
volume of data acquisition on a scale necessary for our proposed
research. They were able to use a 3D matching algorithm to recover
potential refit candidates amongst hundreds of fragments of wall
frescoes from the Akrotiri excavations (Brown et al. 2008;
Toler-Franklin et al. 2010).
[FIGURE 7 OMITTED]
Our proposed project differs from previous applications of matching
algorithms in the sheer number of fragments, from hundreds of different
votives, and in attempting to use an algorithm to match complex breaks
from often heavily fragmented or damaged pieces. In the future, we also
plan to experiment with virtual reality (VR) technology to the matching
algorithms process. It would be possible to use a VR system to test the
joins predicted by the algorithms, 'manually' piecing two
fragments together in a digital platform. VR technology is ideal for
this application because it is fast-developing, portable and adds a
human dimension to the automated joining process.
While the potential of computational predictive algorithms has
already been tested with some 3D datasets, a fully automated 3D matching
algorithm applied to a large and complex (with regard to scale and
material, states of preservation) collection remains extremely
challenging. The addition of a human element has the potential to
optimise the process and thus increase our success rate significantly.
Therefore, to supplement the geometric matching process, we aim to build
an interactive VR system that will allow the user to manipulate 3D
models to explore potential fits identified by the algorithm, or to find
fits that are otherwise unidentified. This system will use a VR
head-mount (e.g. Oculus Rift) for immersive display, and a low-cost,
hand-tracking device (e.g. LeapMotion) that will allow virtual
interaction with models using gesture recognition. The hand gestures
will be detected automatically so that virtual 3D pieces can be picked
up, turned and manually tested for refit. In cases where the user is
able to find and complete matches more reliably than the optimisation
algorithm, the VR interface will still allow user-discovered joins to be
established and committed to the archive.
[FIGURE 8 OMITTED]
Conclusion
The dynamic alliance between 3D visualisation, archaeology and
material analyses has emerged as one of the most successful and
promising areas for interdisciplinary collaboration, dramatically
changing the way we collect, archive, interpret and disseminate
information about the past. AAP's 3D pilot in 2014 featured a
useful and cost-effective tool for creating 3D models of a specific
subset of the artefacts recovered from the Malloura Valley. This project
demonstrated that structured light technology provides both accurate
models for detailed artefact analysis and photorealistic images that can
be used for creating a digital corpus of artefacts. From a research
perspective, the emphasis on 3D imaging as a tool rather than just for
demonstration and display, has already granted access to a more robust
data set, and can help develop more complete object biographies. These,
in turn, may lead to a better understanding of the ritual use of the
Athienou-Malloura sanctuary. The results of our work advance current
dialogues on the role of 3D technologies in archaeological recording and
interpretation. Beyond addressing the specific research goals of our own
work, we hope that the exploration of innovative methodological
practices for acquiring, archiving and analysing 3D datasets will allow
our project to demonstrate the potential that 3D visualisation
techniques offer for researchers in both archaeology and other
disciplines.
doi: 10.15184/aqy.2015.181
Acknowledgements
This pilot season was generously funded by a George F. Haddix grant
from Creighton University and a Faculty Research and Creative Activities
Support award from the University of Wisconsin-Milwaukee, in conjunction
with ongoing support from Davidson College and the Athienou
Archaeological Project and its director, Michael Toumazou. For
facilitating our scanning work, special thanks go to Anna Satraki,
archaeological officer of the Department of Antiquities, Cyprus, and her
staff at the Larnaka District Archaeological Museum, as well as mayor
Dimitris Papapetrou and Noni Papasianti, curator of the Kallinikeio
Municipal Museum of Athienou. The project would have not been possible
without the collaborative efforts of our colleagues at the University of
Kentucky's Center for Visualization and Virtual Environments,
especially Brent Seales and Ruigang Yang, as well as Bo Fu and Qing
Zhang. Special thanks are also due to Adam N. Whidden for his technical
expertise supervising the scanning and post-processing of images in
Cyprus.
Supplementary material
To view supplementary material for this article, please visit
http://dx.doi.org/10.15184/aqy.2015.181
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Received: 26 August 2014; Accepted: 18 December 2014; Revised: 2
February 2015
Derek B. Counts (1), Erin Walcek Averett (2), * & Kevin Garstki
(3)
(1) Department of Art History, University of Wisconsin-Milwaukee,
151 Mitchell Hall, 3203 North Downer Avenue, Milwaukee, WI 53211, USA
(Email: dbc@uwm.edu)
(2) Department of Fine and Performing Arts and Classical and Near
Eastern Studies, Creighton University, 2500 California Plaza, Omaha, NE
68178, USA (Email: erinaverett@creighton.edu)
(3) Department of Anthropology, University of Wisconsin-Milwaukee,
290 Sabin Hall, 3414 North Downer Avenue, Milwaukee, WI 53211, USA
(Email: kgarstki@uwm.edu)
* Author for correspondence