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Prix2004
Prix 1987 - 2007

 
 
Organiser:
Ars Electronica Linz & ORF Oberösterreich
 


HONORARY MENTION
The Parthenon
Paul Debevec


The animation The Parthenon uses new computer graphics research to present an interpretation of the history of the Parthenon and its sculptures. The film begins with models of the Parthenon’s frieze, metopes, and pediment sculptures obtained using a structured light 3D scanning. A Christian column carving and a Turkish-era cannonball impact were recorded on-site using photometric stereo. With high dynamic range timelapse illumination, a complete day of light is simulated on a 90-million polygon model of the Parthenon obtained through laser scanning. Inverse global illumination reflectometry techniques were used to recover lighting-independent texture maps for the Parthenon, and renderings were created using Monte-Carlo based global illumination. The sunset is shown from a virtual reconstruction of the Erechtheion featuring scanned models of the Caryatid figures. A 3D model of the Parthenon Gallery in the British Museum created using photogrammetry is used to show the current location of most of the Parthenon’s remaining sculptures. High dynamic range lighting and image-based rendering are used to create virtual camera moves within the virtual version of the museum. The final sequence uses all of these techniques together to perform several crossdissolves between the sculptures in the museum and the locations they once occupied on the Parthenon.

The textured 3D model of the Parthenon was produced using novel techniques described in “Estimating Surface Reflectance Properties of a Complex Scene under Captured Natural Illumination”. The paper describes the reflectometry techniques used for building the textured 3D model of the Parthenon from laser scans, digital photographs, and incident illumination measurements taken on site. The outdoor scenes are lit with captured real-world outdoor illumination using new techniques.

This is not the final version of the piece—we are still improving the lighting and modeling for many of the shots in the second half of the film.