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Hauptverfasser: Tsesmelis, Theodore, Palmieri, Luca, Khoroshiltseva, Marina, Islam, Adeela, Elkin, Gur, Shahar, Ofir Itzhak, Scarpellini, Gianluca, Fiorini, Stefano, Ohayon, Yaniv, Alali, Nadav, Aslan, Sinem, Morerio, Pietro, Vascon, Sebastiano, Gravina, Elena, Napolitano, Maria Cristina, Scarpati, Giuseppe, Zuchtriegel, Gabriel, Spühler, Alexandra, Fuchs, Michel E., James, Stuart, Ben-Shahar, Ohad, Pelillo, Marcello, Del Bue, Alessio
Format: Preprint
Veröffentlicht: 2024
Schlagworte:
Online-Zugang:https://arxiv.org/abs/2410.24010
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author Tsesmelis, Theodore
Palmieri, Luca
Khoroshiltseva, Marina
Islam, Adeela
Elkin, Gur
Shahar, Ofir Itzhak
Scarpellini, Gianluca
Fiorini, Stefano
Ohayon, Yaniv
Alali, Nadav
Aslan, Sinem
Morerio, Pietro
Vascon, Sebastiano
Gravina, Elena
Napolitano, Maria Cristina
Scarpati, Giuseppe
Zuchtriegel, Gabriel
Spühler, Alexandra
Fuchs, Michel E.
James, Stuart
Ben-Shahar, Ohad
Pelillo, Marcello
Del Bue, Alessio
author_facet Tsesmelis, Theodore
Palmieri, Luca
Khoroshiltseva, Marina
Islam, Adeela
Elkin, Gur
Shahar, Ofir Itzhak
Scarpellini, Gianluca
Fiorini, Stefano
Ohayon, Yaniv
Alali, Nadav
Aslan, Sinem
Morerio, Pietro
Vascon, Sebastiano
Gravina, Elena
Napolitano, Maria Cristina
Scarpati, Giuseppe
Zuchtriegel, Gabriel
Spühler, Alexandra
Fuchs, Michel E.
James, Stuart
Ben-Shahar, Ohad
Pelillo, Marcello
Del Bue, Alessio
contents This paper proposes the RePAIR dataset that represents a challenging benchmark to test modern computational and data driven methods for puzzle-solving and reassembly tasks. Our dataset has unique properties that are uncommon to current benchmarks for 2D and 3D puzzle solving. The fragments and fractures are realistic, caused by a collapse of a fresco during a World War II bombing at the Pompeii archaeological park. The fragments are also eroded and have missing pieces with irregular shapes and different dimensions, challenging further the reassembly algorithms. The dataset is multi-modal providing high resolution images with characteristic pictorial elements, detailed 3D scans of the fragments and meta-data annotated by the archaeologists. Ground truth has been generated through several years of unceasing fieldwork, including the excavation and cleaning of each fragment, followed by manual puzzle solving by archaeologists of a subset of approx. 1000 pieces among the 16000 available. After digitizing all the fragments in 3D, a benchmark was prepared to challenge current reassembly and puzzle-solving methods that often solve more simplistic synthetic scenarios. The tested baselines show that there clearly exists a gap to fill in solving this computationally complex problem.
format Preprint
id arxiv_https___arxiv_org_abs_2410_24010
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Re-assembling the past: The RePAIR dataset and benchmark for real world 2D and 3D puzzle solving
Tsesmelis, Theodore
Palmieri, Luca
Khoroshiltseva, Marina
Islam, Adeela
Elkin, Gur
Shahar, Ofir Itzhak
Scarpellini, Gianluca
Fiorini, Stefano
Ohayon, Yaniv
Alali, Nadav
Aslan, Sinem
Morerio, Pietro
Vascon, Sebastiano
Gravina, Elena
Napolitano, Maria Cristina
Scarpati, Giuseppe
Zuchtriegel, Gabriel
Spühler, Alexandra
Fuchs, Michel E.
James, Stuart
Ben-Shahar, Ohad
Pelillo, Marcello
Del Bue, Alessio
Computer Vision and Pattern Recognition
This paper proposes the RePAIR dataset that represents a challenging benchmark to test modern computational and data driven methods for puzzle-solving and reassembly tasks. Our dataset has unique properties that are uncommon to current benchmarks for 2D and 3D puzzle solving. The fragments and fractures are realistic, caused by a collapse of a fresco during a World War II bombing at the Pompeii archaeological park. The fragments are also eroded and have missing pieces with irregular shapes and different dimensions, challenging further the reassembly algorithms. The dataset is multi-modal providing high resolution images with characteristic pictorial elements, detailed 3D scans of the fragments and meta-data annotated by the archaeologists. Ground truth has been generated through several years of unceasing fieldwork, including the excavation and cleaning of each fragment, followed by manual puzzle solving by archaeologists of a subset of approx. 1000 pieces among the 16000 available. After digitizing all the fragments in 3D, a benchmark was prepared to challenge current reassembly and puzzle-solving methods that often solve more simplistic synthetic scenarios. The tested baselines show that there clearly exists a gap to fill in solving this computationally complex problem.
title Re-assembling the past: The RePAIR dataset and benchmark for real world 2D and 3D puzzle solving
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2410.24010