Conference
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Keynote
Speakers
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Alan
Chalmers
Department
of Computer Science Bristol
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Title
of talk:
The Need
for Realism: Graphics and Archaeology
Recent developments
in computer graphics are providing powerful tools to help archaeologists
investigate the multi-dimensional aspects of data they have gathered.
Computer graphics techniques can be used to reconstruct and visualise
features of ancient environments which may otherwise be difficult
to appreciate. However, if we are to avoid the very real danger
of misrepresenting the past, then the computer generated images
should not only look ``real'', they must also simulate very accurately
all the physical evidence for the the site being considered.
This paper
discusses the application of high fidelity computer graphics with
respect to the ``real'' archaeological scenes they are intended
to depict.
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Biographical
Sketch:
Alan Chalmers
is a Reader in the Department of Computer Science at the University
of Bristol. He has published over 90 papers in journals and international
conferences on high fidelity graphics. He is a former Vice President
of ACM SIGGRAPH. His research
is investigating the use of very realistic graphics in the accurate
visualisation of archaeological site reconstructions and techniques
which can be used to reduce overall computation time of high quality
images without reducing the perceptual quality of the images.
ArchLight Director.
Current
Research Interests: Very
realistic graphics, Visual perception, Archaeological site reconstructions,
Presence in virtual environments, Parallel processing.
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Leif
Kobbelt
Department
of Computer Science, Aachen, Germany
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Title
of talk:
Freeform
Shape Representations for Efficient Geometry Processing
Abstract:
The most
important concepts for the handling and storage of freeform shapes
in geometry processing applications are parametric representations
and volumetric representations. Both have their specific advantages
and drawbacks. While the algebraic complexity of volumetric representations
S = {(x,y,z) | f(x,y,z) = 0} is independent from the shape complexity,
the domain D of a parametric representation f : D -> S usually
has to have the same structure as the surface S itself (which sometimes
makes is necessary to update the domain when the surface is modified).
On the other hand, the topology of a parametrically defined surface
can be controlled explicitly while in a volumetric representation,
the surface topology can change accidentally during deformation.
A volumetric representation reduces distance queries o inside/outside
tests to mere function evaluations but the geodesic neighborhood
relation between surface points is difficult to resolve. As a consequence,
it seems promising to combine parametric and volumetric representations
to effectively exploit both advantages.
In this
talk, a number of projects is presented and discussed where such
a combination leads to efficient and numerically stable algorithms
for the solution of various geometry processing tasks. Applications
include global error control for mesh decimation and smoothing,
topology control for level-set surfaces, and multiresolution editing
without local self-intersections.
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Biographical
Sketch:
Leif P. Kobbelt
is a full professor and the head of the Computer Graphics group
at the Aachen University of Technology, Germany. His research interests
include all areas of Computer Graphics and Geometry Processing with
a focus on multiresolution and free-form modeling as well as the
efficient handling of polygonal mesh data. He was a senior researcher
at the Max-Planck-Institute for Computer Sciences in Saarbruücken,
Germany from 1999 to 2000 and received his Habilitation degree from
the University of Erlangen, Germany where he worked from 1996 to
1999. In 1995/96 he spent a post-doc year at the University of Wisconsin,
Madison. He received his master's (1992) and Ph.D. (1994) degrees
from the University of Karlsruhe, Germany.
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Chris
Gaffney
GSB
Prospection, UK
Time Team
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Title
of talk:
Image of Archaeological Geophysics from the Small
Screen
There
are few more rewarding experiences than confidently predicting to
over 3 million people what is buried under the ground, watching
the 'ground truth' appear..and being thrust back in front of the
cameras to spontaneous applause. Anyway, less of my dreams, the
reality of TV archaeology is usually very different and does not
always end to great acclaim.
In this talk I shall chart the use, and occasional abuse, of geophysical
techniques in archaeological investigations on television. I hope
to answer the questions:
- Does
my image look big (on the small screen)?
- Can
we say anything other than the blindingly obvious on TV?
- Why do
we put ourselves through mental torment and professional suicide
on a regular basis?
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Biographical
Sketch: Chris has worked in geophysics
since 1983, including extensive site-based experience in the UK,
Greece and the former Yugoslavia. In 1989, he formed a partnership
with John
Gater at GSB
Prospection. He, too, is an associate editor of the Journal
of Archaeological Prospection.
Chris has worked
on the Time
Team digs. Athelney
was probably his favourite Time
Team dig ('a cracker'), but he also remembers Tockenham
the site of a Roman villa in Wiltshire fondly: 'It was huge.
The scale of the results was never really captured on the programme.
Everything was really clear, and for once on Time Team, the gradiometry
worked well usually it's only resistance that does, unlike
90% of our other work.' The excavation in Maryland was also memorable:
'It was amazing how the remains of the first brick-built building
in Maryland just popped out. This happened on the first morning
of the first day, which made the rest of the dig fairly anti-climactic
for us but got everyone else off to a running start.'
Chris' ideal
site is a monastery: 'Monastic sites conform to certain patterns,
and are nice and simple and very clear.' However, he admits that
simplicity and clarity are not the words that he would use to describe
the geophysics team's experience.
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Local
Speaker |
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Title
of talk:
Three
dimensional visualisation in archaeology fact or fiction?
The binocular
vision enjoyed by humans means that we perceive our world in three
dimensions. Until comparatively recently
this 3-D visualisation was not available for the dissemination of
ideas. However with the development of 3-D computer graphics there
has been a fundamental shift in how such information may be presented.
Within the field of archaeology such virtual reality has been readily
assimilated as a way of
presenting complex archaeological reconstructions of monuments or
landscapes. It seems certain that this trend will continue and will
develop perhaps in interactive ways which previously existed only
in the realm of science fiction. Recent developments in methods
by which archaeological data is collected digitally in the field,
in particular high resolution GPS and air or ground based laser
scanning, offers a resolution of 3-D data previously not available.
Can 3-D visualisation therefore be used not only to reconstruct
but to explore the reality of archaeological data captured by such
modern day survey equipment.
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