Digitization of specimens is becoming an ever more important part of palaeontology, both for archival and research purposes. The advent of mainstream hardware containing depth sensors and RGB cameras, used primarily for interacting with video games, in conjunction with an open platform used by developers, has led to an abundance of highly affordable technology with which to digitize specimens. Here, the Microsoft® Kinect™ is used to digitize specimens of varying sizes in order to demonstrate the potential applications of the technology to palaeontologists. The resulting digital models are compared with models produced using photogrammetry. Although the Kinect™ generally records morphology at a lower resolution, and thus captures less detail than photogrammetric techniques, it offers advantages in speed of data acquisition, and generation of a completed mesh in real time at the point of data collection. Whilst it is therefore limited in archival applications, the ease of use and low cost, driven by strong market competition, make this technology an enticing alternative for studies where rapid digitization of general morphology is desired.
|ScienceOpen disciplines:||Databases, General earth science, Paleontology, Microscopy & Imaging, Cartography & Photogrammetry|
|Keywords:||Scanning, 3D, digital, model, photogrammetry, laser, Kinect, digitization|