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<p>[QUOTE="messydesk, post: 2557144, member: 1765"]VR is usually equated with someone being able to immerse themselves in and control a 3D world. What is put into that 3D world depends on the task you want someone to accomplish in it. Simply blowing up a picture isn't sufficient to call something VR. You'd need an environment by which someone can manipulate the object (or other objects in its environment) such that you can accomplish the same task as you would with real objects in your real environment.</p><p><br /></p><p>For grading, there are two real objects -- a coin and a light. You need to aim the light at the coin and manipulate the coin under the light. Magnifying glass? Doesn't count. VR gives you really good eyesight at arbitrary magnifications, obviating the need for a magnifying glass. Of course, that good eyesight is predicated on a model of the object that accurately represents the object at arbitrary magnifications. Hairline scratches can be as small as 0.01 mm, so if you want to model them, you'll need to represent the coin down to that resolution in 3D, which comes out to about 22.8 million surface triangles for each side of a silver dollar. Creating this surface requires accurate 3D digitization of the coin to that level, too.</p><p><br /></p><p>The light is much easier to model than the coin, and as a bonus isn't constrained to real-world lighting attributes. With a VR light, you could easily change not only the position, but the color, intensity, and diffusion. This would be really nice for assessing eye appeal with a softer light and then examining the surfaces with a really hard light. You could also have an arbitrary number of lights.</p><p><br /></p><p>Die varieties require the same model as grading, but perhaps not to the same resolution. These have already been done to some degree by people doing focus-stacked images. A 3D model can be created from the slices, but with surfaces that have no specular reflection, as this can't be modeled with a static light source.</p><p><br /></p><p>One technology that came up here some time ago is Reflectance Transformation Imaging (RTI). It seems to me this would be a very interesting technology to apply to viewing coins in a VR environment. The image capture is a bit involved, as you have to reposition lights precisely and take a few dozen pictures that are then processed into a 3D surface map, but it does seem like it would be pretty cool. One of these days, if I get time, I'd like to build a rig for digitizing coins that would generate these images. I don't know how practical it would be, but I'd like to find out first hand.</p><p><br /></p><p>Many people can now produce excellent 2D images of coins, but the utility of a static 2D image is definitely limited. So what else can be done that's more than just really good 2D images that are bigger than they used to be? Stereoscopic imaging, whether using a viewer like Google cardboard or simply crossing your eyes, gives a much better look at the depth of a coin. Animations show a coin's interaction with light. Combining them precisely should give you the best of both worlds. I've done each separately, but haven't combined them yet. Another thing for my to do list, I guess.[/QUOTE]</p><p><br /></p>
[QUOTE="messydesk, post: 2557144, member: 1765"]VR is usually equated with someone being able to immerse themselves in and control a 3D world. What is put into that 3D world depends on the task you want someone to accomplish in it. Simply blowing up a picture isn't sufficient to call something VR. You'd need an environment by which someone can manipulate the object (or other objects in its environment) such that you can accomplish the same task as you would with real objects in your real environment. For grading, there are two real objects -- a coin and a light. You need to aim the light at the coin and manipulate the coin under the light. Magnifying glass? Doesn't count. VR gives you really good eyesight at arbitrary magnifications, obviating the need for a magnifying glass. Of course, that good eyesight is predicated on a model of the object that accurately represents the object at arbitrary magnifications. Hairline scratches can be as small as 0.01 mm, so if you want to model them, you'll need to represent the coin down to that resolution in 3D, which comes out to about 22.8 million surface triangles for each side of a silver dollar. Creating this surface requires accurate 3D digitization of the coin to that level, too. The light is much easier to model than the coin, and as a bonus isn't constrained to real-world lighting attributes. With a VR light, you could easily change not only the position, but the color, intensity, and diffusion. This would be really nice for assessing eye appeal with a softer light and then examining the surfaces with a really hard light. You could also have an arbitrary number of lights. Die varieties require the same model as grading, but perhaps not to the same resolution. These have already been done to some degree by people doing focus-stacked images. A 3D model can be created from the slices, but with surfaces that have no specular reflection, as this can't be modeled with a static light source. One technology that came up here some time ago is Reflectance Transformation Imaging (RTI). It seems to me this would be a very interesting technology to apply to viewing coins in a VR environment. The image capture is a bit involved, as you have to reposition lights precisely and take a few dozen pictures that are then processed into a 3D surface map, but it does seem like it would be pretty cool. One of these days, if I get time, I'd like to build a rig for digitizing coins that would generate these images. I don't know how practical it would be, but I'd like to find out first hand. Many people can now produce excellent 2D images of coins, but the utility of a static 2D image is definitely limited. So what else can be done that's more than just really good 2D images that are bigger than they used to be? Stereoscopic imaging, whether using a viewer like Google cardboard or simply crossing your eyes, gives a much better look at the depth of a coin. Animations show a coin's interaction with light. Combining them precisely should give you the best of both worlds. I've done each separately, but haven't combined them yet. Another thing for my to do list, I guess.[/QUOTE]
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