|
Scientists and artists partner to create virtual Petra
Digital technology electronically preserves the deteriorating temple and its artifacts.
by Mary Jo Curtis
Professor Martha
Joukowsky has spent more than 10 years excavating the Great Temple of Petra,
racing against time and the ravages of the desert to uncover the architecture
and artifacts of the ancient Jordanian site.
Now, supported
by a grant of more than $2 million from the National Science Foundation, Joukowsky and her students from the
Center for Old World Archaeology and Art are receiving some unusual and
innovative assistance from a team of scientists and artists. Together they are
using technology to capture and restore aspects of Petra for future
generations.
Led by principal
investigators and Professors of Engineering David Cooper and Benjamin Kimia, a
team comprised of Professor of Applied Mathematics David Mumford, Professor of
Visual Art Richard Fishman, post-doctoral research associates Frederic Leymarie
and Pierre-Louis Bazin, and New
York University Professor of Computer Science and Mathematics Demetri
Terzopoulos is collaborating with Joukowsky in a multi-faceted project that
bridges research in the physical sciences and humanities.
 Data recorded at the temple is later manipulated by a computer program to help analyze the site.
The group is
building upon work begun three years ago with funding from an initial $1.25
million NSF grant. Cooper, Joukowsky, Kimia, Mumford, Assistant Professor of
Computer Science David Laidlaw and then- graduate students Leymarie and Eileen
Vote collaborated to digitally represent and manipulate two- and
three-dimensional shapes from data recorded by laser range scanners and digital
and video cameras – and then apply those theories to archaeological site
analysis.
One dramatic
result of that effort was the development of an immersive virtual reality
rendering of the Great Temple in Brown’s supercomputing lab, the Cave. In
this second phase, the team will create a “fish tank” virtual
reality, that is, a desktop version that will be less expensive and more
readily available to students and researchers.
“The Cave
demonstrates the usefulness of this, but it needs to be more practical, so
we’re developing a prototype
of that technology,” said Leymarie, the project manager.
During the
decade Joukowsky and her colleagues have spent in Petra, they’ve
unearthed more than 10,000 architectural fragments – and nearly 326,000
cultural objects.
“Petra is
very rapidly eroding, so the team is eager to build accurate models” of
what’s there, said Cooper. “Some of the geometry has been recorded
pretty accurately with surveying equipment, but that’s very time
consuming. We want to do it with new techniques and get data faster and much
cheaper with video and digital cameras , instead of long-range scanners, to
make it more automated.”
Reconstructing
pots from the thousands of excavated sherds may take anywhere from a few hours
to a few days – or may be impossible, Kimia noted. New computer programs,
however, reassemble the puzzle-like pieces, offering mathematical probabilities
for each potential match. Using various mathematical models, the team is also
developing programs that can project how the original objects are likely to
have looked – even when only a few pieces are available.
 “You can
get a fair amount of information from an individual piece,” noted Cooper.
The shapes – eroded rectangles, spheres and cylinders, as well as the
irregular and free-form – provide rich data for developing shape
theories.
That effort is
enhanced by Fishman, who advised the scientists on the artistic process;
he’s now collaborating with them on digital virtual sculpting.
Terzopoulos, a computer vision and animation specialist, was brought in to make
inferences about the appearances of people and mammals of the period.
Masks constructed by Prof. Richard Fishman based on data provided by the computer program.
“With a
3-D reconstruction of the site, we want to have animated reconstructions of
people and animals there – and maybe eventually tie this to forensics,
using bones from the site,” Cooper explained.
“We work
on state-of-the-art multimedia trying to make the computer do what the senses
do automatically – we want to make the computer perceive, to bring
cognition into the process,” said Kimia.
“It’s
been a real synergistic effort,” Cooper said. “It looks as if these
tools will be very powerful in helping archaeologists to extract more
information from finds and make it easier to analyze these things … this
could really be a revolutionary contribution to archaeology.”
“The gains
are immeasurable, both short term and long term,” agreed Joukowsky.
“I know our use of technology has improved learning.”
While there are
a few similar projects elsewhere – a team from Columbia is using
earth-penetrating radar to scan sites beneath the surface in Egypt to identify
potential digs, and another from Stanford is using scanning technology to
reassemble an ancient 10-by-30-foot map of Rome – the Brown scholars are
pioneers, according to Cooper.
“In terms
of automatically reassembling 3-D shapes from fragments, we are further along
than anyone else in the world,” he said.
In addition to
the archaeological applications, the project is aiding the development of a
common language and understanding among the collaborators. Fishman sees his
digital sculpting as a “link between arts, humanities and technology
[that is] important for Brown and timely for education and the way society is
moving.”
“Many
artists continually look for something that’s unique to the time in which
they’re working, but many are put off by technology,” he said.
“For most artists, this is not the way they visualize the world. …
This exposes me to things I don’t know about, and it’s important
for us in the art department to expose students to this technology.”
Together, Kimia
said, the team “can see things from different angles.” He believes it’s important to
bridge the gap between engineering and the humanities, as well as between
engineering and medicine.
“We speak
completely different languages, and we have to learn a lot to work in a common
interface,” he said. “I don’t know too many others who do
this. People have to have a vision of where this will go before they invest the
energy.”
Ultimately,
Cooper predicted, this technology will be available on a wide scale to the
community and schools, where students can trade in their video games for an
Indiana Jones fedora “and feel like they’re on a site – and
learn about mathematics at the same time.”
Said Joukowsky,
“The greatest lesson I’ve learned is that creative thinking can
achieve unimaginable results.”
|