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A Search Method for Reassembling the Elements of a Broken 2D Object

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EN
Abstrakty
EN
Searching for and reassembling the elements that used to form one whole is a very common issue faced by archaeologists. This is because preparing an interesting museum exhibition consists in the presentation of the objects that have been put together, not a pile of messily disassembled puzzle pieces. The article presents the concept of using the linguistic methods in the process of joining the elements of a 2D jigsaw puzzle. The method developed in the first stage creates the edge description of an object by defined unit vectors of the same length but different directions, and assigns them a designation in the form of letters, which leads to the creation of abstract words in the form of a sequence of signs. In the second stage, the words with a defined length of strings belonging to two different objects are compared. The authors have created a program that performs an exhaustive search until the pool of available elements is fully exhausted. The conducted numerical experiments indicate the correctness of the method and effectiveness in determining the places of joining elements. The developed method will be useful to automate the reassembly of 2D elements from archaeological excavations.
Twórcy
  • Department of Computer Science, Faculty of Electrical Engineering and Computer Science, Lublin University of Technology, Nadbystrzycka 36B, 20-618 Lublin
  • Department of Computer Science, Faculty of Electrical Engineering and Computer Science, Lublin University of Technology, Nadbystrzycka 36B, 20-618 Lublin
Bibliografia
  • 1. Lau C., Schwartzburg Y., Shaji A., Sadeghipoor Z., Süsstrunk S., Creating Personalized Jigsaw Puzzles, In Proceedings of the Workshop on NonPhotorealistic Animation and Rendering (NPAR ’14). Association for Computing Machinery, New York, NY, USA, 2014, 31–39.
  • 2. Guo K., Chen X., Liu Y., Zhou B., Guo Y., Geometric Based Structure Propagation and Texture Matching for 3D Texture Completion, International Conference on Virtual Reality and Visualization, Xi’an, 2013, 87–93.
  • 3. Demaine E.D., Demaine M.L., Jigsaw Puzzles, Edge Matching, and Polyomino Packing: Connections and Complexity, Graphs and Combinatorics 23, 2007, 195–208.
  • 4. Rasheed N.A., Nordin M.J., A Survey of Computer Methods in Reconstruction of 3D Archaeological Pottery Objects, International Journal of Advanced Research, 2015, 712–724.
  • 5. Willis A. R., Computational Analysis of Archaeological Ceramic Vessels and their Fragments, Digital Imaging for Cultural Heritage Preservation, 2011, 323–352.
  • 6. Zhou M., Geng G., Wu Z., Zheng X., Shui W., Lu K., and Gao Y., A System for Re-assembly of fragment Objects and Computer Aided Restoration of Cultural Relics, Virtual Retrospect 2007, 21–27.
  • 7. Kong W., and Kimia B., On solving 2D and 3D puzzles using curve matching, Computer Vision and Pattern Recognition, Proceedings of the 2001 IEEE Computer Society Conference on, 2001, 583–590.
  • 8. Andreadis A., Papaioannou G. and Mavridis P., Generalized Digital Reassembly using Geometric Registration, 2015 Digital Heritage, 2015, 549–556.
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  • 13. Karczmarek P., Kiersztyn A., Pedrycz W., Dolecki M., An application of chain code-based local descriptor and its extension to face recognition, Pattern Recognition, 2017, 26–34.
  • 14. Ernest P., What’s the Use of LOGO?, Mathematics in School, JSTOR, 1988, 16–20.
  • 15. Eureka!, 3 compass games that teach kids to use a compass, https://www.eurekacamping.com/blog/ article/3-compass-games-teach-kids-use-compass, access: 07.04.2020
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  • 17. Buschmann, T., Bystrykh, L.V., Levenshtein errorcorrecting barcodes for multiplexed DNA sequencing, BMC Bioinformatics 14, 2013, 272.
Uwagi
Opracowanie rekordu ze środków MNiSW, umowa Nr 461252 w ramach programu "Społeczna odpowiedzialność nauki" - moduł: Popularyzacja nauki i promocja sportu (2020).
Typ dokumentu
Bibliografia
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bwmeta1.element.baztech-819ce40b-0952-4093-af13-a5017ee9cc8b
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