3D Object Matching and Reconstruction
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3D Object Repair Using 2D Algorithms
P. Stavrou, P. Mavridis, G. Papaioannou, G. Passalis, T. Theoharis,
Proc. 5th International Workshop on Computer Graphics and
Geometric Modeling (CGGM 2006), Lecture Notes in Computer Science,
2006, Volume 3992, Computational Science – ICCS 2006,
pp. 271-278.
Abstract. A number of three-dimensional algorithms
have been proposed to solve the problem of patching surfaces to rectify and extrapolate
missing information due to model problems or bad geometry visibility
during data capture. On the other hand, a number of similar yet more simple
and robust techniques apply to 2D image data and are used for texture
restoration. In this paper we make an attempt to bring these two-dimensional techniques
to the 3D domain due to their obvious advantage of simplicity and controllability.
Creating a depth image with the help of a voxelisation algorithm will allow us
to apply a variety of image repair algorithms in order to mend a 3D object. The
use of three variations of the texture synthesis algorithm is investigated.
Constrained texture synthesis and its variations using the Haar wavelet and
image decomposition methods are also proposed in order to preserve patterns
appearing on the object while trying to maintain its geometry intact.
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paper
Reference: BibTex
doi:10.1007/11758525_36
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Efficient
3D Object Retrieval Using Depth Images
N. Vajramushti, I. A. Kakadiaris, T. Theoharis, G. Papaioannou,
6th ACM SIGMM International Workshop on Multimedia Information
Retrieval (ACM SIGMM MIR '04), New York, USA, pp. 189-196, 2004.
Abstract. In this paper, we present a new
three-dimensional object retrieval method. This method employs
depth buffers for representing and comparing the objects. Specifically,
multiple depth buffers per object (computed from different
points of view) are compared for surface and volume similarity.
Our method is easily extensible for hierarchical comparisons
at multiple resolutions and is highly parallelizable. We have
employed this method for both inter-class and intra-class retrieval
tasks on a gallery of over 3 000 three-dimensional objects
of vehicles with very encouraging results. The accuracy of
the method depends on the number of depth buffers and the depth
buffer resolution.
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paper
Reference: BibTex
doi:10.1145/1026711.1026743
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On the Automatic Assemblage of Arbitrary Broken Solid Artefacts
G. Papaioannou, E. A. Karabassi,
Elsevier, 21(5), pp. 401-412, 2003.
Abstract. Presented here is a fast method that combines curve matching techniques
with a surface matching algorithm to estimate the positioning and respective matching error for the joining of
three-dimensional fragmented objects. Furthermore, this paper describes how multiple joints are
evaluated and how the broken artefacts are clustered and transformed to form potential solutions
of the assemblage problem.
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paper
Reference: BibTex
doi:10.1016/S0262-8856(03)00008-8
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Fast Fragment Assemblage Using Boundary Line and Surface Matching
G. Papaioannou, T. Theoharis, Proc. IEEE/CVPR Workshop
on Applications of Computer Vision in Archaeology (ACVA), 2003.
Abstract. In the recent past, fragment matching
has been treated
in two different approaches, one using curve matching
methods and one that compares whole surfaces or
volumes, depending on the nature of the broken artefacts.
Presented here is a fast, unified method that combines
curve matching techniques with a surface matching
algorithm to estimate the positioning and respective
matching error for the joining of three-dimensional
fragmented objects. Combining both aspects of fragment
matching, essentially eliminates most of the ambiguities
present in each one of the matching problem categories
and helps provide more accurate results with low
computational cost.
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Reference: BibTex
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Reconstruction of Three-dimensional Objects through Matching of their Parts
G. Papaioannou, E.A. Karabassi, T. Theoharis,
IEEE Transactions on Pattern Analysis and Machine Intelligence,
24(1), pp.114-124, 2002.
Abstract. The problem of reassembling an
object from its parts or fragments has never been addressed
with a unified computational approach, which depends on the
pure geometric form of the parts and not application-specific
features. We propose a method for the automatic reconstruction
of a model based on the geometry of its parts, which may be
computer-generated models or range-scanned models. The matching
process can benefit from any other external constraint imposed
by the specific application.
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Reference: BibTex
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Virtual Archaeologist: Assembling the Past
G. Papaioannou, E.A. Karabassi, T. Theoharis, IEEE Computer Graphics and Applications, 21(2), pp. 53-59, 2001.
Abstract. This article describes a semi-automatic
system for the reconstruction of archaeological finds from
their fragments. Virtual Archaeologist is a system that uses
computer graphics to calculate a measure of complementary matching
between scanned data and employs optimization algorithms in
order to estimate the correct relative pose between fragments
and cluster those fragments that belong to the same entity.
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Reference: BibTex
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Segmentation and Surface Characterization of Arbitrary 3D Meshes for Object Reconstruction and Recognition
G. Papaioannou, E.A. Karabassi, T. Theoharis, Proc. International Conference on Pattern Recognition ‘2000, IEEE, 2000, pp. 734-737.
Abstract. Polygonal models are the most common
representation of structured 3D data in computer graphics,
pattern recognition and machine vision. The method presented
here automatically identifies and labels all compact surface
regions of a polygonal mesh, visible or not, and extracts
valuable invariant features regarding their geometric attributes.
A method that is independent of the mesh topology is also presented
for the surface bumpiness estimation and the identification
of coarse surface regions.
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Reference: BibTex
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Automatic Reconstruction of Archaeological Finds – A Graphics Approach
G. Papaioannou, E.A. Karabassi, T. Theoharis,
Proc. 4th International Conference on Computer Graphics
and Artificial Intelligence (3IA' 2000), Limoges, France,
pp117-125, 2000.
Abstract. Reconstruction of archaeological finds from fragments, is a tedious task
requiring many hours of work from the archaeologists and restoration personnel. Up to now, computers
have significantly simplified this work by providing tools for the data encoding, storage, classification
and visualisation in some cases. In this paper we go one step further by presenting a semi-automatic procedure
for the full reconstruction of the original objects using computer graphics and artificial intelligence
algorithms on geometrical information.
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Reference: BibTex
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Automatic Reconstruction of Objects from their Parts and its Application to Digital Archaeology
G. Papaioannou, Ph.D. Dissertation (in Greek), Department
of Informatics and Telecommunications, National and Kapodestrian
University of Athens, 2001.
Abstract. In this PhD thesis, a general computational method for the automatic reconstruction and assemblage of three-dimensional objects from parts or fragments was proposed and developed. This reconstruction problem may be regarded as a generalization of the jigsaw puzzle, where the number and shape of the pieces are unknown and some parts may be missing or damaged. The above problem arises mostly in archaeological reconstruction and restoration nut also in other scientific fields. The proposed method operates on the of digitized part models, estimates a measure of the complementary fitting between different pieces and forms clusters of these (properly aligned) models that represent the final reconstructed entities. The method relies on the geometry of the digitized data to solve the problem. However, additional available information, such as material attributes or structural details or patterns can improve both the method's performance and the quality of the results. The matching and data analysis algorithms used take advantage of graphics hardware to achieve high performance and combine techniques from the computer graphics, pattern analysis and optimization theory fields.
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Ph.D. dissertation (in Greek)
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