Author
Niv Derech
Bio: Niv Derech is an academic researcher from Technion – Israel Institute of Technology. The author has an hindex of 2, co-authored 2 publications receiving 12 citations.
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TL;DR: In this paper, a state-of-the-art algorithm was proposed to correctly reassemble dozens of broken artifacts and frescoes from the point of view of computer vision.
Abstract: Puzzle solving is a difficult problem in its own right, even when the pieces are all square and build up a natural image. But what if these ideal conditions do not hold? One such application domain is archaeology, where restoring an artifact from its fragments is highly important. From the point of view of computer vision, archaeological puzzle solving is very challenging, due to three additional difficulties: the fragments are of general shape; they are abraded, especially at the boundaries (where the strongest cues for matching should exist); and the domain of valid transformations between the pieces is continuous. The key contribution of this paper is a fully-automatic and general algorithm that addresses puzzle solving in this intriguing domain. We show that our state-of-the-art approach manages to correctly reassemble dozens of broken artifacts and frescoes.
19 citations
TL;DR: This paper presents a fully-automatic and general algorithm that addresses puzzle solving in archaeology, and shows that the state-of-the-art approach manages to correctly reassemble dozens of broken artifacts and frescoes.
Abstract: This paper focuses on the re-assembly of an archaeological artifact, given images of its fragments. This problem can be considered as a special challenging case of puzzle solving. The restricted case of re-assembly of a natural image from square pieces has been investigated extensively and was shown to be a difficult problem in its own right. Likewise, the case of matching “clean” 2D polygons/splines based solely on their geometric properties has been studied. But what if these ideal conditions do not hold? This is the problem addressed in the paper. Three unique characteristics of archaeological fragments make puzzle solving extremely difficult: (1) The fragments are of general shape; (2) They are abraded, especially at the boundaries (where the strongest cues for matching should exist); and (3) The domain of valid transformations between the pieces is continuous. The key contribution of this paper is a fully-automatic and general algorithm that addresses puzzle solving in this intriguing domain. We show that our approach manages to correctly reassemble dozens of broken artifacts and frescoes.
9 citations
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TL;DR: In this paper, the authors tackle the image reassembly problem with wide space between the fragments, in such a way that the patterns and colors continuity is mostly unusable and crop-square the fragments borders to compel their algorithm to learn from the content of the fragments.
Abstract: We tackle the image reassembly problem with wide space between the fragments, in such a way that the patterns and colors continuity is mostly unusable. The spacing emulates the erosion of which the archaeological fragments suffer. We crop-square the fragments borders to compel our algorithm to learn from the content of the fragments. We also complicate the image reassembly by removing fragments and adding pieces from other sources. We use a two-step method to obtain the reassemblies: 1) a neural network predicts the positions of the fragments despite the gaps between them; 2) a graph that leads to the best reassemblies is made from these predictions. In this paper, we notably investigate the effect of branch-cut in the graph of reassemblies. We also provide a comparison with the literature, solve complex images reassemblies, explore at length the dataset, and propose a new metric that suits its specificities.
Keywords: image reassembly, jigsaw puzzle, deep learning, graph, branch-cut, cultural heritage
23 citations
TL;DR: This paper notably investigates the effect of branch-cut in the graph of reassemblies, and provides a comparison with the literature, solve complex images re assemblies, explore at length the dataset, and propose a new metric that suits its specificities.
Abstract: We tackle the image reassembly problem with wide space between the fragments, in such a way that the patterns and colors continuity is mostly unusable. The spacing emulates the erosion of which the archaeological fragments suffer. We crop-square the fragments borders to compel our algorithm to learn from the content of the fragments. We also complicate the image reassembly by removing fragments and adding pieces from other sources. We use a two-step method to obtain the reassemblies: 1) a neural network predicts the positions of the fragments despite the gaps between them; 2) a graph that leads to the best reassemblies is made from these predictions. In this paper, we notably investigate the effect of branch-cut in the graph of reassemblies. We also provide a comparison with the literature, solve complex images reassemblies, explore at length the dataset, and propose a new metric that suits its specificities.
23 citations
13 Jan 2021
TL;DR: The ArchAIDE project realised an AI-based application to recognise archaeological pottery, developed two complementary machine-learning tools to propose identifications based on images captured on-site, for optimising and economising this process, while retaining key decision points necessary to create trusted results.
Abstract: In the last ten years, artificial intelligence (AI) techniques have been applied in archaeology. The ArchAIDE project realised an AI-based application to recognise archaeological pottery. Pottery is of paramount importance for understanding archaeological contexts. However, recognition of ceramics is still a manual, time-consuming activity, reliant on analogue catalogues. The project developed two complementary machine-learning tools to propose identifications based on images captured on-site, for optimising and economising this process, while retaining key decision points necessary to create trusted results. One method relies on the shape of a potsherd; the other is based on decorative features. For the shape-based recognition, a novel deep-learning architecture was employed, integrating shape information from points along the inner and outer profile of a sherd. The decoration classifier is based on relatively standard architectures used in image recognition. In both cases, training the algorithms meant facing challenges related to real-world archaeological data: the scarcity of labelled data; extreme imbalance between instances of different categories; and the need to take note of minute differentiating features. Finally, the creation of a desktop and mobile application that integrates the AI classifiers provides an easy-to-use interface for pottery classification and storing pottery data.
14 citations
TL;DR: This study shows Machine Learning analyses to be a valuable tool for the processing of spatial data in an efficient and quantitative manner, successfully identifying the presence of discrete fossiliferous levels in both Batallones-3 and BatAllones-10.
Abstract: The separation of discrete fossiliferous levels within an archaeological or paleontological site with no clear stratigraphic horizons has historically been carried out using qualitative approaches, relying on two-dimensional transversal and longitudinal projection planes. Analyses of this type, however, can often be conditioned by subjectivity based on the perspective of the analyst. This study presents a novel use of Machine Learning algorithms for pattern recognition techniques in the automated separation and identification of fossiliferous levels. This approach can be divided into three main steps including: (1) unsupervised Machine Learning for density based clustering (2) expert-in-the-loop Collaborative Intelligence Learning for the integration of geological data followed by (3) supervised learning for the final fine-tuning of fossiliferous level models. For evaluation of these techniques, this method was tested in two Late Miocene sites of the Batallones Butte paleontological complex (Madrid, Spain). Here we show Machine Learning analyses to be a valuable tool for the processing of spatial data in an efficient and quantitative manner, successfully identifying the presence of discrete fossiliferous levels in both Batallones-3 and Batallones-10. Three discrete fossiliferous levels have been identified in Batallones-3, whereas another three have been differentiated in Batallones-10.
10 citations
TL;DR: This article argues that the use of numerical representation and data analysis methods offers a new language for describing cultural artifacts, experiences and dynamics through numerical measurements of image properties standard in Computer Vision.
Abstract: What is the most important reason for using Computer Vision methods in humanities research? In this article, I argue that the use of numerical representation and data analysis methods offers a new language for describing cultural artifacts, experiences and dynamics. The human languages such as English or Russian that developed rather recently in human evolution are not good at capturing analog properties of human sensorial and cultural experiences. These limitations become particularly worrying if we want to compare thousands, millions or billions of artifacts—i.e. to study contemporary media and cultures at their new twenty-first century scale. When we instead use numerical measurements of image properties standard in Computer Vision, we can better capture details of a single artifact as well as visual differences between a number of artifacts–even if they are very small. The examples of visual dimensions that numbers can capture better then languages include color, shape, texture, contours, composition, and visual characteristics of represented faces, bodies and objects. The methods of finding structures and relationships in large numerical datasets developed in statistics and machine learning allow us to extend this analysis to very big datasets of cultural objects. Equally importantly, numerical image features used in Computer Vision also give us a new language to represent gradual and continuous temporal changes—something which natural languages are also bad at. This applies to both single artworks such as a film or a dance piece (describing movement and rhythm) and also to changes in visual characteristics in millions of artifacts over decades or centuries.
7 citations