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The '''Digital Michelangelo Project''' was a pioneering initiative undertaken during the 1998–1999 academic year to digitize the sculptures and architecture of ] using advanced ] technology. The project was led by a team of 30 faculty, staff, and students from ] and the University of Washington, with the aim of creating high-resolution 3D models of Michelangelo's works for scholarly, educational, and preservation purposes.<ref name=":0">{{cite journal
{{Multiple issues|
{{More citations needed|date=January 2025}}
{{One source|date=January 2025}}
{{AI-generated|date=January 2025}}
}}
The '''Digital Michelangelo Project''' was a pioneering initiative undertaken during the 1998–1999 academic year to digitize the sculptures and architecture of ] using advanced ] technology. The project was led by a team of 30 faculty, staff, and students from ] and the University of Washington, with the aim of creating high-resolution 3D models of Michelangelo's works for scholarly, educational, and preservation purposes.<ref>{{cite book
|first1=Levoy |first1=Levoy
|last1=Marc |last1=Marc
Line 11: Line 6:
|first3=Matt |first3=Matt
|last3=Ginzton |last3=Ginzton
|title=SIGGRAPH '00: Proceedings of the 27th annual conference on Computer graphics and interactive techniques |journal=SIGGRAPH '00: Proceedings of the 27th annual conference on Computer graphics and interactive techniques
|chapter=The Digital Michelangelo Project: 3D Scanning of Large Statues |title=The Digital Michelangelo Project: 3D Scanning of Large Statues
|year=2000 |year=2000
|pages=131–144 |pages=131–144
|isbn=9781581132083}}</ref> |isbn=9781581132083
|url=https://graphics.stanford.edu/papers/dmich-sig00/dmich-sig00-nogamma-comp-low.pdf}}</ref><ref>{{Cite magazine |date=1999-03-01 |title=Michelangelo's sculptures transported into the digital age with new scanning technology |url=https://www.theartnewspaper.com/1999/03/01/michelangelos-sculptures-transported-into-the-digital-age-with-new-scanning-technology |access-date=2025-01-03 |website=The Art Newspaper}}</ref>


== Objectives == == Objectives ==
{{Unsourced|section|date=January 2025}}
The primary goals of the Digital Michelangelo Project were: The primary goals of the Digital Michelangelo Project were:


* To apply recent advancements in ] for ] large ]. * To apply recent advancements in ] for ] large ].
* To create detailed digital archives of ]'s sculptures and architectural spaces for future study and analysis. * To create detailed digital archives of ]'s sculptures and architectural spaces for future study and analysis.<ref name="stanfordmag"></ref>
* To explore potential educational and curatorial applications for ] data. * To explore potential educational and curatorial applications for ] data.


=== Artworks digitized === === Artworks digitized ===
The project involved scanning several iconic works by Michelangelo, including: The project involved scanning several iconic works by Michelangelo<ref name=":0" />, including:


* '']'' * '']''
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== Technology and methodology == == Technology and methodology ==
{{Unsourced|section|date=January 2025}}] ]
=== 3D scanning === === 3D scanning ===
The project's primary scanner was a ] mounted on a motorized gantry, custom-built by ] Inc. The scanner used a laser sheet to project onto an object, capturing its shape through ]. Multiple scans were taken from various angles and combined into a single, detailed ]. The resolution achieved was fine enough to capture even ]'s ] marks, with triangles approximately 0.25 mm on each side. The project's primary scanner was a ] mounted on a motorized gantry, custom-built by ] Inc. The scanner used a laser sheet to project onto an object, capturing its shape through ]. Multiple scans were taken from various angles and combined into a single, detailed ]. The resolution achieved was fine enough to capture even ]'s ] marks, with triangles approximately 0.25 mm on each side.<ref>{{Cite news |last=Seymour |first=Mike |date=September 4, 2017|title=Seeing David in a new light |url=https://www.fxguide.com/fxfeatured/seeing-david-in-a-new-light/ |work=FX Guide Magazine}}</ref>


In addition to shape data, color data was captured using a spotlight and a secondary ], enabling the creation of textured ]. In addition to shape data, color data was captured using a spotlight and a secondary ], enabling the creation of textured ].<ref name="3DIM99" />


=== Data processing === === Data processing ===
The project developed a software suite for processing the scanned data. This included: The project developed a software suite for processing the scanned data.<ref name="stanfordmag"></ref><ref name="3DIM99"></ref>
This included:


* Aligning and merging multiple ] into a seamless ]. * Aligning and merging multiple ] into a seamless ].
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== Logistical challenges == == Logistical challenges ==
{{Unsourced|section|date=January 2025}}
The scale and complexity of the project presented several challenges: The scale and complexity of the project presented several challenges:


* '''Data size:''' The dataset for '']'' alone comprised 2 billion polygons and 7,000 color images, occupying 60 GB of storage. * '''Data size:''' The dataset for '']'' alone comprised 2 billion polygons and 7,000 color images, occupying 60 GB of storage.
* '''Artifact safety:''' Ensuring the safety of the statues during scanning required extensive crew training, foam-encased equipment, and collision-prevention mechanisms. * '''Artifact safety:''' Ensuring the safety of the statues during scanning required extensive crew training, foam-encased equipment, and collision-prevention mechanisms.<ref name="3DIM99">{{cite journal
|first1=Levoy
|last1=Marc
|journal=Proceedings of the 2nd international conference on 3-D digital imaging and modeling
|title=The digital michelangelo project
|year=1999
|pages=2-11
|isbn=978-0-7695-0062-1
|url=https://graphics.stanford.edu/papers/digmich-3dimaging99/}}</ref>


== Applications and impact == == Applications and impact ==
{{Unsourced|section|date=January 2025}}
The digitized models have numerous potential applications: The digitized models have numerous potential applications:


* '''Art history:''' Allowing precise measurements and geometric analysis, such as determining chisel types or evaluating structural balance. * '''Art history:''' Allowing precise measurements and geometric analysis, such as determining chisel types or evaluating structural balance.<ref name="stanfordmag"></ref>
* '''Education:''' Providing new ways to study art, including interactive viewing from unconventional angles and with custom lighting. * '''Education:''' Providing new ways to study art, including interactive viewing from unconventional angles and with custom lighting.<ref>{{Cite news |last=Coonin |first=Victor |date=September 12, 2019 |title=Lecture and Book Signing: The Renaissance Reality of Michelangelo's David |url=https://www.etix.com/ticket/p/7484900/lecture-and-book-signingthe-renaissance-reality-of-michelangelos-david-raleigh-north-carolina-museum-of-arteducation-and-programming |publisher=North Carolina Museum of Art |type=Lecture}}</ref>
* '''Museum curation:''' Enhancing visitor experiences through interactive kiosks and virtual models. * '''Museum curation:''' Enhancing visitor experiences through interactive kiosks and virtual models.<ref>{{Cite journal |date=August 19, 2019 |title=Virtual Reality Exhibition of Michelangelo's David |url=https://issuu.com/ncartmuseum/docs/fall_2019_preview_updates_forweb__1_ |journal=PREVIEW |publisher=North Carolina Muscum of Art |volume=Fall 2019 |pages=4-5}}</ref>


The project demonstrated the potential for 3D technology to preserve and disseminate cultural heritage. The project demonstrated the potential for 3D technology to preserve and disseminate cultural heritage.


== Data distribution == == Data distribution ==
The project's models are available through Stanford University for scholarly purposes, under strict licensing due to Italian intellectual property laws. To provide public access, the team developed a remote rendering system that allows users to explore low-resolution models locally while accessing high-resolution images from Stanford servers.<ref> The project's models are available through Stanford University for scholarly purposes, under strict licensing due to Italian intellectual property laws.

=== ScanView ===
To provide public access to the 3D models while respecting usage restrictions, the project developed '''ScanView''', a client/server rendering system. ScanView allows users to view and interact with high-resolution 3D models without downloading the data.

The client component consists of a freely available viewer program and simplified 3D models. Users can navigate these models locally, adjusting position, orientation, lighting, and surface appearance. When a user finalizes a view, the client queries a remote server for a high-resolution rendering of the model, which is sent back to overwrite the simplified version on the user’s screen. A typical query-response cycle takes 1–2 seconds, depending on network conditions.<ref name=":1" />

To protect the models from unauthorized reconstruction, the system employs several security measures, including<ref name=":2" />:

* Encrypting queries
* Perturbing viewpoint and lighting parameters
* Adding noise and warping rendered images
* Compressing images before transmission

ScanView operates on Windows-based PCs and provides access to selected models, including ''David'' and ''St. Matthew'', as well as other artifacts such as fragments of the ''Forma Urbis Romae'' and items from the Stanford 3D Scanning Repository.
<ref name=":1">
{{cite web {{cite web
|date = 2003 |date = 2003
Line 75: Line 93:
|publisher = Stanford University |publisher = Stanford University
}}</ref> }}</ref>
<ref name=":2">{{cite journal
|first1=Levoy
|last1=Marc
|first2=David
|last2=Koller
|first3=Michael
|last3=Turitzen
|journal=ACM Transactions on Graphics (TOG), Volume 23, Issue 3
|title=Protected interactive 3D graphics via remote rendering
|year=2004
|pages=695-703
|publisher=Association for Computing Machinery
|issn=0730-0301
|url=https://graphics.stanford.edu/papers/protected/protected.pdf}}</ref>


== Sponsors == == Sponsors ==
The Digital Michelangelo Project was supported by Stanford University, Interval Research Corporation, and the Paul G. Allen Foundation for the Arts.<ref name="stanfordmag">{{cite journal | vauthors=((Jan, T.)) | journal=Stanford Magazine | title=Michelangelo Goes 3-D | date= March 1999 | url=https://stanfordmag.org/contents/michelangelo-goes-3-d}}</ref>
{{Unsourced|section|date=January 2025}}
The Digital Michelangelo Project was supported by Stanford University, Interval Research Corporation, and the Paul G. Allen Foundation for the Arts.


== External links == == External links ==


* *
*


==References== ==References==
{{reflist}} {{reflist}}


]
{{Uncategorized|date=January 2025}}
]
]
]
]
]

Latest revision as of 22:47, 8 January 2025

The Digital Michelangelo Project was a pioneering initiative undertaken during the 1998–1999 academic year to digitize the sculptures and architecture of Michelangelo using advanced laser scanning technology. The project was led by a team of 30 faculty, staff, and students from Stanford University and the University of Washington, with the aim of creating high-resolution 3D models of Michelangelo's works for scholarly, educational, and preservation purposes.

Objectives

The primary goals of the Digital Michelangelo Project were:

Artworks digitized

The project involved scanning several iconic works by Michelangelo, including:

Technology and methodology

Laser scanning of Michelangelo's David

3D scanning

The project's primary scanner was a laser triangulation rangefinder mounted on a motorized gantry, custom-built by Cyberware Inc. The scanner used a laser sheet to project onto an object, capturing its shape through triangulation. Multiple scans were taken from various angles and combined into a single, detailed 3D mesh. The resolution achieved was fine enough to capture even Michelangelo's chisel marks, with triangles approximately 0.25 mm on each side.

In addition to shape data, color data was captured using a spotlight and a secondary camera, enabling the creation of textured 3D models.

Data processing

The project developed a software suite for processing the scanned data.

This included:

  • Aligning and merging multiple scans into a seamless 3D model.
  • Filling holes in the geometry caused by inaccessible areas.
  • Correcting color data for lighting inconsistencies and shadowing.

Non-photorealistic rendering techniques were also applied, highlighting surface features such as Michelangelo’s chisel marks for enhanced visualization.

Logistical challenges

The scale and complexity of the project presented several challenges:

  • Data size: The dataset for David alone comprised 2 billion polygons and 7,000 color images, occupying 60 GB of storage.
  • Artifact safety: Ensuring the safety of the statues during scanning required extensive crew training, foam-encased equipment, and collision-prevention mechanisms.

Applications and impact

The digitized models have numerous potential applications:

  • Art history: Allowing precise measurements and geometric analysis, such as determining chisel types or evaluating structural balance.
  • Education: Providing new ways to study art, including interactive viewing from unconventional angles and with custom lighting.
  • Museum curation: Enhancing visitor experiences through interactive kiosks and virtual models.

The project demonstrated the potential for 3D technology to preserve and disseminate cultural heritage.

Data distribution

The project's models are available through Stanford University for scholarly purposes, under strict licensing due to Italian intellectual property laws.

ScanView

To provide public access to the 3D models while respecting usage restrictions, the project developed ScanView, a client/server rendering system. ScanView allows users to view and interact with high-resolution 3D models without downloading the data.

The client component consists of a freely available viewer program and simplified 3D models. Users can navigate these models locally, adjusting position, orientation, lighting, and surface appearance. When a user finalizes a view, the client queries a remote server for a high-resolution rendering of the model, which is sent back to overwrite the simplified version on the user’s screen. A typical query-response cycle takes 1–2 seconds, depending on network conditions.

To protect the models from unauthorized reconstruction, the system employs several security measures, including:

  • Encrypting queries
  • Perturbing viewpoint and lighting parameters
  • Adding noise and warping rendered images
  • Compressing images before transmission

ScanView operates on Windows-based PCs and provides access to selected models, including David and St. Matthew, as well as other artifacts such as fragments of the Forma Urbis Romae and items from the Stanford 3D Scanning Repository.

Sponsors

The Digital Michelangelo Project was supported by Stanford University, Interval Research Corporation, and the Paul G. Allen Foundation for the Arts.

External links

References

  1. ^ Marc, Levoy; Rusinkiewicz, Szymon; Ginzton, Matt (2000). "The Digital Michelangelo Project: 3D Scanning of Large Statues" (PDF). SIGGRAPH '00: Proceedings of the 27th annual conference on Computer graphics and interactive techniques: 131–144. ISBN 9781581132083.
  2. "Michelangelo's sculptures transported into the digital age with new scanning technology". The Art Newspaper. 1999-03-01. Retrieved 2025-01-03.
  3. ^ Jan, T. (March 1999). "Michelangelo Goes 3-D". Stanford Magazine.
  4. Seymour, Mike (September 4, 2017). "Seeing David in a new light". FX Guide Magazine.
  5. ^ Marc, Levoy (1999). "The digital michelangelo project". Proceedings of the 2nd international conference on 3-D digital imaging and modeling: 2–11. ISBN 978-0-7695-0062-1.
  6. Coonin, Victor (September 12, 2019). "Lecture and Book Signing: The Renaissance Reality of Michelangelo's David" (Lecture). North Carolina Museum of Art.
  7. "Virtual Reality Exhibition of Michelangelo's David". PREVIEW. Fall 2019. North Carolina Muscum of Art: 4–5. August 19, 2019.
  8. ^ "ScanView: a system for remote visualization of scanned 3D models". Stanford University. 2003.
  9. ^ Marc, Levoy; Koller, David; Turitzen, Michael (2004). "Protected interactive 3D graphics via remote rendering" (PDF). ACM Transactions on Graphics (TOG), Volume 23, Issue 3. Association for Computing Machinery: 695–703. ISSN 0730-0301.
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