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dc.contributor.authorGonçalves, Alexandrino José Marquesen_US
dc.contributor.authorMagalhães, Luís Gonzagaen_US
dc.contributor.authorMoura, João Pauloen_US
dc.contributor.authorChalmers, Alanen_US
dc.contributor.editorMichael Ashley and Sorin Hermon and Alberto Proenca and Karina Rodriguez-Echavarriaen_US
dc.date.accessioned2014-01-31T15:22:28Z
dc.date.available2014-01-31T15:22:28Z
dc.date.issued2008en_US
dc.identifier.isbn978-3-905674-14-9en_US
dc.identifier.issn1811-864Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/VAST/VAST08/101-108en_US
dc.description.abstractThe Human Visual System has a remarkable ability to acquire colour and contrast of all the things that surround us. This is particularly evident in extreme lighting conditions such as bright light or dark environments. However, it is simply not possible to represent such a range of lighting on a typical display today. This is about to change. The field of High Dynamic Range (HDR) imagery allows us to capture and display the full range of human vision. The use of technologies in the preservation and dissemination of cultural heritage can play an important role in the representation and interpretation of our past legacy. A major field of application is virtual reconstructions of ancient historical environments. In this domain, the way we see such (reconstructed) environments is particularly important in order to establish a correct interpretation of that historical setting. In this paper we present a case study of the reconstruction of a Roman site. We generate HDR images of mosaics and frescoes from one of the most impressive monuments in the ruins of Conimbriga, Portugal, an ancient city of the Roman Empire. We show that the HDR viewing paradigm is well suited for archaeological interpretation, since its high contrast and chromaticity can disclose and present us an enhanced viewing experience, closer to how the artefacts may have been perceived in the past. To achieve the requisite level of precision, in addition to a precise geometric 3D model, it is crucial to integrate in the virtual simulation authentic physical data of the light used in the period under consideration. Thereby in order to create a realistic physical based environment we use in our lighting simulations real data obtained from Roman luminaries of that time.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation - Display Algorithms; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual Reality; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Color, Shading, Shadowing and Textures.en_US
dc.titleAccurate Modelling of Roman Lamps in Conimbriga using High Dynamic Rangeen_US
dc.description.seriesinformationVAST: International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritageen_US


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