Juan Bordes, Sculpture

Today in our blog we start a new series of articles with sculptures that we have scanned in 3D. With this initiative we want to continue sharing from Moøkan our work, especially in the field of cultural diffusion and promotion. Thanks to the agreement with some of our clients we will share some of the sculptures of their private collections giving public access to them in a digital environment.

We have chosen to start, the most contemporary of this series. A complete body of sculptor and architect Juan Bordes, A 46 cm piece in bronze lacquered in white.

The sculptor, member of the Royal Academy of Fine Arts of San Fernando and author among other publications "History of the human figure: drawing, anatomy, proportion, physiognomy". He is one of the greatest theoreticians on the human figure and its representation. Which is why we chose this sculpture to start this series.

The model was made by photogrammetry. Using 117 photos and generating a detailed model of 10 million polygons and an 8k texture. The version presented here, designed for web, has been simplified to 36 thousand polygons after been retopologized, and two textures, the color (diffuse) and the normal map, that collects the information lost in the polygons reduction.

Pictures from the original model.

Photogrammetry process, from left to right: cloud point, mesh, polisurface, vertex color, texture color

Picture from real time 3D in Moøkan virtual museum.

This sculpture as our previous models, is available for download in Sketchfab and for sale in its high definition version in Snaptank.

 

 

Category: Work

Photo-sculpture and Photogrammetry a 150 year leap

Photogrammetry is a modern technique of digital capture of real models, which we have already talked about in this blog. Technique we work on rebuilding sculptures or buildings. This technique analyzes a group of photos of a model from different points of view and with them and many triangulation operations we obtain an automatic model in 3D.

The resulting model thanks to 3D printing is not limited to the digital world but can materialize as a sculpture in an automatic process. This is now possible thanks to the current technology, but it was similarly imagined by Fraçoise Willème in 1860. He called it photo-sculpture, a technique that still needed a lot of human handcraft but really dreamed of industrializing sculpture process.

left:Photo-sculpture Fraçoise Willème self portrait. right: Photo-sculpture comtesse Walewska
 

The photo-sculpture came to have a certain fame at the time and portrayed the French imperial court, or the Spanish court of Isabel II by his partner in Spain Jean Laurent. Unfortunately this technique had a high cost and would find the rejection of the majority of the artists of its time who stood against the technological advances that began to dominate their world.

This technique is a clear antecedent of what we do today with photogrammetry. It consisted of taking 24 simultaneous photographs of the person to be portrayed in a room prepared for it. With these photographs and the aid of a pantograph the silhouettes of the model were drawn to the desired scale. These silhouettes were like segments with which a model was built that finally an artist would work to give sufficient detail to the sculpture.

left: photo-sculpture studio. right: sculpture from the photos
 

left: from photo to sculpture. right: patent for photo-sculpture

 

The most interesting thing is that the material with which they worked, photographs from different points of view is the same as we used in photogrammetry, so the photographic material that Willème and his partners created could serve to create photorealistic models of the high society of the nineteenth century, Creating a link that leaps 150 years in time and technology, linking the era of steam with digital.

In Moøkan we have decided to try to achieve this leap and to honor the work of the French sculptor by searching original files of his studio to be able to process his photographs and reconstruct them in 3D. We hope to be able to update this project soon with new information and if possible some virtual model.

 

 

Category: Research

照片雕塑和摄影测量:150年的飞跃

Photogrammetry is a modern technique of digital capture of real models, which we have already talked about in this blog. Technique we work on rebuilding sculptures or buildings. This technique analyzes a group of photos of a model from different points of view and with them and many triangulation operations we obtain an automatic model in 3D.

The resulting model thanks to 3D printing is not limited to the digital world but can materialize as a sculpture in an automatic process. This is now possible thanks to the current technology, but it was similarly imagined by Fraçoise Willème in 1860. He called it photo-sculpture, a technique that still needed a lot of human handcraft but really dreamed of industrializing sculpture process.

left:Photo-sculpture Fraçoise Willème self portrait. right: Photo-sculpture comtesse Walewska
 

The photo-sculpture came to have a certain fame at the time and portrayed the French imperial court, or the Spanish court of Isabel II by his partner in Spain Jean Laurent. Unfortunately this technique had a high cost and would find the rejection of the majority of the artists of its time who stood against the technological advances that began to dominate their world.

This technique is a clear antecedent of what we do today with photogrammetry. It consisted of taking 24 simultaneous photographs of the person to be portrayed in a room prepared for it. With these photographs and the aid of a pantograph the silhouettes of the model were drawn to the desired scale. These silhouettes were like segments with which a model was built that finally an artist would work to give sufficient detail to the sculpture.

left: photo-sculpture studio. right: sculpture from the photos
 

left: from photo to sculpture. right: patent for photo-sculpture

 

The most interesting thing is that the material with which they worked, photographs from different points of view is the same as we used in photogrammetry, so the photographic material that Willème and his partners created could serve to create photorealistic models of the high society of the nineteenth century, Creating a link that leaps 150 years in time and technology, linking the era of steam with digital.

In Moøkan we have decided to try to achieve this leap and to honor the work of the French sculptor by searching original files of his studio to be able to process his photographs and reconstruct them in 3D. We hope to be able to update this project soon with new information and if possible some virtual model.

 

 

Category: Research

Fotoescultura y fotogrametría un salto de 150 años.

La fotogrametría es una técnica moderna de la captura digital de modelos reales, de la que ya hemos hablado anteriormente en este blog. técnica con la que trabajamos en la reconstrucción de esculturas o edificios. Esta técnica analiza un grupo de fotos de un modelo de diversos puntos de vista y con ellas y bastantes operaciones de triangulación obtenemos un modelo automático en 3D.

El modelo resultante gracias a la impresión 3D no queda limitado al mundo digital sino que puede materializarse como una escultura en un proceso también automatico. Esto que hoy día es posible gracias a la tecnología actual, pero fue imaginado de forma similar por Fraçoise Willème en 1860. Lo llamo fotoescultura, una técnica que necesitaba aun de mucha mano humana pero que realmente soñaba industrializar la escultura.

left:Photo-sculpture Fraçoise Willème self portrait. right: Photo-sculpture comtesse Walewska
 

La fotoescultura llegó a tener cierta fama en su época y retrató a la corte imperial francesa, o a la corte española de Isabel II por su socio en España Jean Laurent. Lamentablemente esta técnica tenía un elevado coste y encontraría el rechazo de la mayoría de los artistas de su época quienes se posicionaron en contra los avances tecnológicos que empezaban a dominar el mundo.

La técnica es un claro antecedente de lo que hacemos hoy día con la fotogrametría. Consistía en tomar 24 fotografías simultáneas de la persona a retratar, en un sala dispuesta para ello. Con estas fotografías y la ayuda de un pantógrafo se dibujaban las siluetas del modelo a la escala deseada. Estas siluetas eran como gajos con los que se construía un modelo que finalmente un artista trabajaría para dar el detalle suficiente a la escultura.

left: photo-sculpture studio. right: sculpture from the photos
 

izquierda: from photo to sculpture. right: patent for photo-sculpture

 

Lo más interesante es que el material del que partían, fotografías desde distintos puntos de vista es lo mismo que utilizamos en la fotogrametría por lo que el material fotográfico que Willème y sus socios crearon podría servir para crear modelos fotorrealistas de la alta sociedad del siglo XIX, creando un vínculo que salta 150 años en el tiempo y tecnología, uniendo la era del vapor con la digital.  

En Moøkan nos hemos decidido a intentar lograr este vínculo y homenajear la obra del escultor francés buscando archivos originales de sus estudio para poder procesar sus fotografías y reconstruirlas en 3D. Esperamos poder actualizar pronto este proyecto con nueva información y si es posible algún modelo virtual.

 

Category: Research

Vulkan: gráficos móviles de alta calidad

Día a día la capacidad de los teléfonos inteligentes se aproxima más a la de los ordenadores de sobremesa acercándose poco a poco a la llamada convergencia. Cuando ambas plataformas ofrecerán funcionalidades y calidades similares.

Esto supone muchas ventajas tanto para los usuarios que encontrarán mayores y mejores compatibilidades como para los desarrolladores que podremos producir más fácilmente en entornos multiplataforma.

Vulkan es un nueva API grafica (una herramienta de sistema que las aplicaciones con graficos 3D usan) que poco a poco reemplazará al OpenGL en en todo tipo de dispositivos para generar gráficos 3D de última generación. Pero lo que nos interesa en caso es es que Vulkan funciona tanto en windows como en Android, acercándonos a la convergencia.  

Sin duda el mayor avance supone para las aplicaciones en el mundo móvil, que hasta ahora estaban limitadas por OpenGL. Esta nueva tecnología permitirá un gran aumento en el realismo del 3D en tiempo real para Android. Por ahora apenas es compatible con el Samsung Galaxy 7, Google Pixel o el nuevo Xiaomi Mix, pero pronto lo veremos en muchos más teléfonos.

Como una muestra de esta tecnología Epic Games, desarrolladores del motor gráfico que usamos en Moøkan para generar nuestras aplicaciones, ha creado una aplicacion para la presentación del Samsung Galaxy 7, Protostar una demo en tiempo real que funciona en estos telefonos mostrandonos todo el potencial de Vulkan y Unreal Engine 4.

 

 

Vulkan realmente supone un gran salto para los dispositivos móviles que junto a Google Daydream nos confirman nuestras expectativas para el mercado de las Experiencias Virtuales y la Realidad Virtual, como algo accesible para todos en los próximos 2 años.

 

 

Category: News

Vulkan:高品质的移动图形

Day by day the capacity of smartphones is closer to that of desktop computers gradually approaching the so-called convergence. When both platforms will offer similar functionalities and qualities.

This will brings many advantages for users who will find greater and better compatibilities as well as for developers who can more easily produce in cross-platform environments.

Vulkan is a new graphics API  (a system tool that 3D graphics applications use) that will gradually replace OpenGL on all kinds of devices to generate next-generation 3D graphics. But what interests us in the case is that Vulkan works on both windows and Android, approaching convergence.

No doubt the biggest advance is for the applications in the mobile world, which until now were limited by OpenGL. This new technology will allow a big increase in the realism of real-time 3D for Android. For now it only supports the Samsung Galaxy 7, Google Pixel or the most recent Xiaomi Mix, but soon we will see it on many more phones.

As a sample of this technology Epic Games, developers of the graphics engine that we use in MooKan to generate our applications, has created an application for the presentation of Samsung Galaxy 7, Protostar a real-time demo that showing the full potential of Vulkan and Unreal Engine 4.

 

 

Vulkan really is a big leap for the mobile devices that together with Google Daydream confirm our expectations for the Virtual Experiences and Virtual Reality market as something accessible to everyone in the next 2 years.

 

 

Category: News

Vulkan: high quality mobile graphics

Day by day the capacity of smartphones is closer to that of desktop computers gradually approaching the so-called convergence. When both platforms will offer similar functionalities and qualities.

This will brings many advantages for users who will find greater and better compatibilities as well as for developers who can more easily produce in cross-platform environments.

Vulkan is a new graphics API  (a system tool that 3D graphics applications use) that will gradually replace OpenGL on all kinds of devices to generate next-generation 3D graphics. But what interests us in the case is that Vulkan works on both windows and Android, approaching convergence.

No doubt the biggest advance is for the applications in the mobile world, which until now were limited by OpenGL. This new technology will allow a big increase in the realism of real-time 3D for Android. For now it only supports the Samsung Galaxy 7, Google Pixel or the most recent Xiaomi Mix, but soon we will see it on many more phones.

As a sample of this technology Epic Games, developers of the graphics engine that we use in MooKan to generate our applications, has created an application for the presentation of Samsung Galaxy 7, Protostar a real-time demo that showing the full potential of Vulkan and Unreal Engine 4.

 

 

Vulkan really is a big leap for the mobile devices that together with Google Daydream confirm our expectations for the Virtual Experiences and Virtual Reality market as something accessible to everyone in the next 2 years.

 

 

Category: News

Pabellón Virtual 1.2.14 ¡Actualizado!

En primer lugar desde Moøkan queremos agradecer a todos los que se han descargado nuestra Aplicación: Pabellón Virtual, en especial a todos aquellos que nos han ofrecido sus comentarios y sugerencias.

Hoy gracias a esas generosas aportaciones lanzamos una actualización para mejorar la experiencia de nuestro sala de exposiciones virtual. Con importantes mejoras especialmente en el el apartado de la interfaz de usuario (UI) y el rendimiento gráfico.

A continuación una lista de las mejoras realizadas:

  • Homogeneización de la fuente de texto utilizada en toda la Aplicación.
  • Mejora gráfica con las nuevas actualizaciones del motor de juego.
  • Mejora del menú de opciones para las nuevas calidades gráficas.
  • Mejora del Antialiasing ofreciendo más definición en los ejes
  • Corrección de la geometrías (mallas) para su correcta visualización.
  • Corrección de los límites de movimiento en modo Drone.
  • Corrección en UI para no sobreimprimir menús.
  • Mejoras de en el tutorial.
  • Opción para volver a ejecutar el tutorial.
  • Corrección textos descriptivos de las esculturas.
  • Compresión de los archivos para que ocupen menos memoria.

La nueva versión ya está lista para su descarga ¡Pruebala y danos tu opinión!

 

 

Category: Projects

虚拟大厅​1.2.14 版本更新!

Firstly from Moøkan we want to thank all those who have downloaded our Application: Virtual Hall, especially to all those who have offered us their comments and suggestions.

Today thanks to these generous contributions we launched an update to improve the experience of our virtual exhibition hall. With significant improvements especially in the user interface (UI).

Below the list of the improvements made:

  • Homogenization of the text font used throughout the application.
  • Graphic enhancement with new game engine updates.
  • Improved menu options for new graphic qualities.
  • Improved Antialiasing offering more definition on the axes
  • Correction of the geometries (meshes) for proper display.
  • Correction of movement limits in Drone mode.
  • Correction in UI to not overprint menus.
  • Improvements in the tutorial.
  • Option to re-play the tutorial.
  • Correction of descriptive texts of the sculptures.
  • Compression of files to take up less memory.

 

The new version is ready to download. Try it and give us your opinion!

 

 

Category: Projects

Virtual Hall 1.2.14 Updated!

Firstly from Moøkan we want to thank all those who have downloaded our Application: Virtual Hall, especially to all those who have offered us their comments and suggestions.

Today thanks to these generous contributions we launched an update to improve the experience of our virtual exhibition hall. With significant improvements especially in the user interface (UI).

Below the list of the improvements made:

  • Homogenization of the text font used throughout the application.
  • Graphic enhancement with new game engine updates.
  • Improved menu options for new graphic qualities.
  • Improved Antialiasing offering more definition on the axes
  • Correction of the geometries (meshes) for proper display.
  • Correction of movement limits in Drone mode.
  • Correction in UI to not overprint menus.
  • Improvements in the tutorial.
  • Option to re-play the tutorial.
  • Correction of descriptive texts of the sculptures.
  • Compression of files to take up less memory.

 

The new version is ready to download. Try it and give us your opinion!

 

 

Category: Projects

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