41.3: Invited Paper: High Dynamic Range Displays for High Fidelity Archaeological Site Reconstructions

2005 ◽  
Vol 36 (1) ◽  
pp. 1402 ◽  
Author(s):  
Alan Chalmers ◽  
Patrick Ledda ◽  
Veronica Sundstedt
2020 ◽  
Author(s):  
Mónica Palmero Fernández

This article presents a cost-effective method for digitising photographic film for archival purposes using a DSLR camera, focussing on the widely used colour reversal Kodachrome film produced by Eastman Kodak between 1935 and 2009. I discuss the digitisation of an archive of 787 Kodachrome slides taken between 1988 and 1989 during the excavation of Jemdet Nasr, an archaeological site located in southern Iraq (Project website). I compare results obtained using a film scanner (Nikon Coolscan IV ED) with two different scanning software solutions (SilverFast and VueScan), a flatbed scanner (HP Scanjet 8300), and two DSLR cameras with macro lens (a Canon EOS KissX3 with 105mm lens and a Canon EOS 80D with 90mm lens). The results demonstrate the cost-effective value of the DSLR method for archives where time and resources are limited, but where digital photography equipment might be readily available, such as an archaeological unit or a university department. The method allows for high quality, fast and economical digitisation of excavation and collection archives that will enhance research. The method also offers superior results in rendering the high dynamic range of photographic film such as Kodachrome.


2019 ◽  
Vol 9 (1) ◽  
pp. 73-109
Author(s):  
Zi Siang See ◽  
Lizbeth Goodman ◽  
Craig Hight ◽  
Mohd Shahrizal Sunar ◽  
Arindam Dey ◽  
...  

Abstract This research explores the development of a novel method and apparatus for creating spherical panoramas enhanced with high dynamic range (HDR) for high fidelity Virtual Reality 360 degree (VR360) user experiences. A VR360 interactive panorama presentation using spherical panoramas can provide virtual interactivity and wider viewing coverage; with three degrees of freedom, users can look around in multiple directions within the VR360 experiences, gaining the sense of being in control of their own engagement. This degree of freedom is facilitated by the use of mobile displays or head-mount-devices. However, in terms of image reproduction, the exposure range can be a major difficulty in reproducing a high contrast real-world scene. Imaging variables caused by difficulties and obstacles can occur during the production process of spherical panorama facilitated with HDR. This may result in inaccurate image reproduction for location-based subjects, which will in turn result in a poor VR360 user experience. In this article we describe a HDR spherical panorama reproduction approach (workflow and best practice) which can shorten the production processes, and reduce imaging variables, and technical obstacles and issues to a minimum. This leads to improved photographic image reproduction with fewer visual abnormalities for VR360 experiences, which can be adaptable into a wide range of interactive design applications. We describe the process in detail and also report on a user study that shows the proposed approach creates images which viewers prefer, on the whole, to those created using more complicated HDR methods, or to those created without the use of HDR at all.


1986 ◽  
Vol 133 (1) ◽  
pp. 26
Author(s):  
J. Mellis ◽  
G.R. Adams ◽  
K.D. Ward

2009 ◽  
Vol 35 (2) ◽  
pp. 113-122 ◽  
Author(s):  
Ke-Hu YANG ◽  
Jing JI ◽  
Jian-Jun GUO ◽  
Wen-Sheng YU

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