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All content in this area was uploaded by Roberto Scopigno on Apr 18, 2017
Content may be subject to copyright.
A computer-assisted constraint-based system for
assembling fragmented objects
Gregorio Palmas1,2, Nico Pietroni1, Paolo Cignoni1, Roberto Scopigno1
1Visual Computing Lab, CNR-ISTI, Pisa, Italy
2Max-Plank-Institute fur Informatik, Saarbruecken, Germany
Email: firstname.familyname@isti.cnr.it
Abstract—We propose a computer-assisted constraint-based
methodology for virtual reassembly of Cultural Heritage (CH)
artworks. Instead than focusing on automatic, unassisted re-
assembly, we targeted the scenarios where the reconstruction
process is not be based on shape properties only but it is
build over the experience and intuition of a CH expert. Our
purpose is therefore to design a flexible interactive system, based
on the selection of a set of constraints which relates different
fragments, according to the understanding and experience of
the CH operator. Once the user has defined those constraints,
the system searches for a suitable solution, using a global
energy minimization strategy that considers simultaneously all the
pieces involved in the reconstruction process. Additionally, our
framework provides the possibility to work in a hierarchical way,
mimicking the traditional physical procedure that archaeologists
use to reassemble tangible fractured objects.
The frameworks is designed to work even with fragments that
could have been severely damaged or eroded. On those datasets,
automatic approaches may often fail, since the fractured regions
do not contain enough geometric information to infer the correct
matches.
We present some successful uses of our framework on real
application scenarios.
I. INTRODUCTION
The progress of the technologies for the acquisition of high-
quality 3D models of real CH artworks has been impressive.
The adoption of active or passive approaches for sampling the
shape of artworks is becoming a common task in several CH
activities, such as: study/research, documentation of findings
in excavations, virtual presentation and restoration. 3D digital
models provides several important advantages, such as the
independence from time and space constraints. Scholars may
exploit a wide and common knowledge base, due to the avail-
ability of enhanced searching engine over digital repositories
of CH assets, interactive visual analysis even on the web,
flexible tools for shape comparisons and improved shape rea-
soning capabilities. All these technologies are going to become
available and accessible. One interesting application of visual
technology to CH is the virtual reassembly of fragmented
artworks.
A. Motivation
Reconstructing fragmented objects is a common problem
for archaeologists or restorers. Ancient artifacts are often
discovered in a fragmented status, broken apart by human
or natural intervention; those fragments are inevitably eroded
and/or incomplete. The reconstruction process performed by
archaeologists or restores consists in four stages:
1) Visual fragment analysis;
2) Devising matching hypotheses;
3) Rehearsing and cross-comparing this hypotheses on
the real fragments (an action that can introduce
further degradation);
4) Reunion of adjoining pieces according to the assessed
reconstruction hypothesis.
Each reconstruction phase presents several issues which are
strictly related to the difficulty of the manual work, indeed
the matching process is executed by manually checking each
candidate matching pair. Moreover, most of the non-trivial
cases require the design of a supporting structure to dispose
the fragments according to a temporary global recombination
layout and to support restorer’s assessment.
Being the classical approach very labour-intensive, this task
was the focus of several research initiative, with the aim of de-
signing computer-aided methods which should overcome some
of the practical problems related to the manual reconstruction.
Most of these approaches are focusing on the automation of
the process, whie a beware focusing on the design of specific
GUIs or haptic systems.
B. Contribution
We propose an assisted virtual reconstruction method,
focusing our attention on the inclusion of the user experience
and intuition in the processing loop. The majority of the
current computer-assisted methods proposes automatic com-
putation of a complete/partial reassembly solution, which is
determined uniquely by geometric characteristics. Conversely,
our approach provides the user an interactive system (see
Figure 1) with enough degree of freedom to use his experience,
by suggesting possible pair-wise connections or more generic
constraints between fragments. The idea is not to oblige the
user to align each pair of fragments in the correct matching
position, but to offer a flexible and extendable set of operators
that allows to express constraints to be used to find a plausible
respective position of the fragments. In our vision, several
constraints can be specified and offered to the operator to
define the scenario that should lead to the computation of a
possible solution (see Section III). In the current prototypal
system we have incorporated only the adjacency constraint,
that allows the user to specify pairs of expected adjoining
areas between two fragments, see Figure 2. These selection of
possibly correspondent areas is used by the system to compute
the rigid transformation for each connected entity that allows to
support an optimal mapping over the set of constraints given in
input by the user. Our method is designed to be user-assisted,
Fig. 1. A snapshot of our Fragment Reassembler tool
however is possible to extend it to include automatic feature
matching strategies, such as [6]. Another important aspect
of our design is to support a hierarchical approach, taking
inspiration from the classical restoration methodologies. The
user may organize the work by subsets, treating subgroups in
an independent manner and then assembling those groups us-
ing the same operators used to solve pair-wise recombination.
Once a group has been recombined, it can be considered by
the system as a single composed fragment. This feature implies
that the assembling procedure can be modeled as a tree which
has fragments at the leaves, groups as intermediate nodes and
the reconstructed object as the root.
The system provides also some tools to verify the accuracy
of the solution in terms of interpenetration detection and
residual distance visualization.
We verified the usability of our framework on several real
application scenarios. Among them, we report here results
from: the restoration of the Madonna of Pietranico (L’Aquila,
Italy), a 15th century terracotta statue, which was severely
damaged during the 2009 earthquake[1]; the study of a com-
plex object part of the Victoria and Albert Museum collection
(London, UK).
II. STATE OF THE ART
In the following subsections we present a brief description
of the state of the art, which is also the subject of a survey
paper [2].
A. The Classical Physical Approach
With the term ”classical approach” we refer to the meth-
ods currently used by restorers or archaeologist, focused on
physical reconstruction methods which do not involve the use
of digital models. This class of methods involves a direct
manual work and the use of consolidated technologies, such as
photography. Usually the reconstruction process starts directly
at the field excavation, where all the discovered fragments
are meticulously classified. In such stage the archaeologists
establish categorization and chronological sequences of vessel
types that have been developed during the occupation timeline
of a excavation field [3]. This cataloging process is performed
by examining a few precise features of indicative fragments.
After this cataloguing phase, the archaeologists proceed by
physically matching pairs of fragments, choosing them among
the set of possible candidates.
The main issues in classical approaches are: the experience
expected from the operator, the time needed, the potential
degradation introduced (in the case of very fragile fragments),
the complexity of manipulation (e.g. for heavy fragments), and
the need of building supporting structures (a complex and time-
consuming sub-task).
Fig. 3. An image presented in [3] to show an intermediate reconstruction
stage, with the set of sherds and some partially reconstructed regions of a
vessel.
B. Automatic Methods
Automatic methods aim to compute the reassembled posi-
tion of each fragment by identifying corresponding geometric
or appearance features between different fragments. Hence, the
crucial step is to provide a robust, yet expressively powerful
shape descriptor to identify matching features coming from
different fractured regions. Shape descriptors are usually based
on a local characterization of geometric neighborhoods which
should be invariant with respect to rigid transformations. Under
these assumptions, the problem is somehow similar to the
automatic registration of range scan [4], [5].
Huang et al. [6] presented a reconstruction pipeline composed
by a segmentation algorithm (used to identifying fracture sur-
faces), followed by a feature-based robust global registration
for pairwise matching of fragments, and by a simultaneous
local registration of multiple fragments. Toler et al. [7] pro-
posed a multiple-feature approach for determining matches
between small fragments of archaeological artifacts such as
frescoes ; they introduce a set of feature descriptors that are
based not only on color and shape, but take into account also
normal maps. Another study on computer-assisted reassembly
of frescoes fragments has been presented in [8]. A similar
approach has been proposed in [9] for the reconstruction of the
Severan Marble Plan of Rome. McBride et al [10] proposed
a method based on two stages: they first compare every pair
of fragments and use partial curve matching to find similar
portions of their respective boundaries; in the second stage
they search for a globally optimal arrangement which is based
on a best-first strategy to attach fragments with the highest
pairwise affinity. Winkelbach et al [11] proposed an automatic
method based on matching of clusters of points organized
as a hierarchical structure. Belenguer et al. [12] proposed an
automatic matching approach using a shape-descriptor based
on a discrete sampling of the fracture surface.
The above methods rely on the capability of finding a good
match of geometric/appearance characteristics over the frag-
ments. However, in many case missing portions and eroded
surfaces make this assumption rather unpractical.
Fig. 2. The user specifies adjacency constraints by setting pairs of points that are supposed to be close each other (and not coincident) in the final configuration.
C. Semi-Assisted methods
Semi-assisted methods put the user into the reconstruction
loop, i.e. using his experience to drive the system towards
a plausible solution. The user could suggest to the system
possible matches or some constraints to influence the recon-
struction process. Involving the user in the reconstruction loop
is mandatory for cases where missing or highly damaged
pieces are part of the puzzle. Moreover, user’s experience
can even help to improve the efficiency of the reconstruction
process. If we introduce constraints which depend on user’s
experience and knowledge, the search for a plausible solution
could be much faster than for a pure automatic system.
Papaioannou et al [13] presented a semi-automatic re-
assembly procedure based on artificial intelligence algorithms
working on geometrical information. Parikh et al [14] proposed
an approach where the user can easily assemble a desired
object from a large collection of pieces (many of which are
irrelevant) by iteratively selecting compatible parts. Mellado et
al [15] proposed a method based on a real-time interaction and
manipulation loop: an expert user steadily specifies approxi-
mate initial relative positions and orientations between two
fragments by means of a tangible user interface. These initial
poses are continuously improved and validated in real-time by
the system.
III. OUR SCENARIO
Our reconstruction scenario is based on an interactive ap-
proach. Our system should support the user in the specification
of the rules and actions which, according on his experience,
should guide the reassembly of the fragmented artwork.
The entities which are involved in our process are:
•Pieces: digitized 3D fragments, encoded with triangle
meshes.
•Sample: a point placed on the surface of a piece. The
list of samples belonging to the fragment Ais denoted
as sA
0...sA
n.
•Constraint: a rule that defines the spatial relation
between two fragments; a single constraint can com-
pletely or even only partially specify the way in which
two fragments are related.
•Groups: a set of fragments interconnected by con-
straints can be grouped to form a solid entity. A group
may be also composed by other groups. Groups are
fundamental for hierarchical fragments reassembly.
In our scenario, the list of constraints that should be offered
to the user might be wide; the selection of a minimal subset
is a critical action, since extending the set will increase the
flexibility and descriptive power of the system, but at the same
time increasing the complexity of implementation. We list here
some possible constraints:
•Adjacency: the user defines a couple of samples,
belonging to different fragments, possibly located
on corresponding fracture surfaces; the goal of this
constraint is to keep the selected pair of samples
as close as possible while computing the optimal
spatial configuration of the respective fragments. The
Adjacency Costraint could be enriched by a weight
value, expressing the importance of this single con-
straint when we find a solution to a multi-constraints
problem.
•Area-to-area: similar to the Adjacency constraint, this
is a constraint which creates a link between corre-
sponding surface parcels defined over two fragments;
in this case the user selects a surface portion on each
piece rather than a single sample point (again, usually
on the fractured surface). This constrain could be used
in the automatic optimization process by searching the
best matching features in the corresponding regions
and trying to detect an optimal adjoining pose.
•Surface iso-planarity: the user selects two corre-
sponding regions on two pieces and states that these
two regions should have similar average direction of
the normal vector. Introducing this constrain allows
to force to displace those pieces in 3D space only
on configurations that will preserve the co-planarity
over those selected regions. Co-planarity could be
verified as an hard constrain (the two regions should
lie on the same plane) or a weaker one (they could be
on parallel, iso-oriented planes). This constrain could
allow the user to define the respective orientation of
two pieces even in presence of a highly degraded
fractured surface or in the case of a missing connecting
fragment.
•Distance: the user specifies two fragments and two
location over this pieces, and then defines the ideal
distance between this fragments in the overall recom-
bination. The goal of this constraint is to allow the
user to specify how to compose fragments in the case
in which we have missing elements, allowing to define
the bridge that allows to relate components which are
not connected by available fragments (e.g. a broken
hand to be reconnected to a statue even if we do not
have anymore a portion of the broken arm). It is ideal
A
BC
D
A
BC
D
E(A,B) F(C,D)
A
BC
D
E(A,B) F(C,D)
G(E,F)
A
B
C
D
E(A,B,C,D)
(a) (b) (c) (d)
Fig. 4. A simple 2D reconstruction scenario: (a) The constraints graph express the hierarchy of pieces and constraints; (b) according to such hierarchical
structure fragment Ais matched with fragment B, and similarly fragment Cwith D; (c) The system propagates the solution to the upper levels of the hierarchy,
solving for the groups; (d) The hierarchy is deleted and constraints are minimized all at once, by producing a more globally consistent solution.
if used in conjunction with the Surface iso-planarity
constraint.
Each of these constraints require a specific user interface
component for selecting its parameters. All user-selected con-
straints can be encoded with a graph.
In our prototypal implementation we have included so far
only the Adjacency constraints. The extension of our system to
other constraints is part of our future work. In the following
thus we describe how do we represent the Constrain Graph
and how do we solve the recombination problem in the case
of Adjacency constraints. It is important to state explicitly that
the only interactive part is the definition of the constraints that
interlink the fragments. All other steps (construction of the
graph, solution of the problem by energy minimization) are
completely automatic.
A. Constraints Graph
The constraints graph encodes the relation interlinking
pieces, groups and constraints. This graph encodes the hi-
erarchy between different fragments or groups of fragments,
with the latter interconnected by constraints. The constraints
graph has one node for each fragment (or group) and one
edge for each constraint. The constraints graph defines the
solving sequence, i.e. the sequence of constraints that should be
satisfied to find a proper reassembly configuration, according
to the user-defined hierarchy.
It should be noted that, in order to preserve the uniqueness of
the solving sequence, this graph must necessarily be a tree;
this condition guarantees the uniqueness and the coherence
of the solving sequence. In our scenario, to satisfy a specific
Adjacency constraint means to retrieve the rigid transformation
that minimizes the distance between its samples.
We refer to the example of Figure 4 to explain the concept of
a solving sequence:
1) In the first step, according to a hierarchical strategy,
we compute and apply the transformations relative to
pairs of fragments at the lower levels, i.e. the leaves
of the Constraints Graph. Therefore, we retrieve
the transformations that satisfy constraints between
fragments Aand B, and fragments Cand D(Figure
4.b).
2) The system repeats the previous step by considering
the groups formed by fragments that have been solved
in the previous step. A solution is found to reassemble
group Eand F. Note that, when a transformation is
applied to a group, it is implicitly inherited by all
of its members. The example in Figure 4.c shows
how the group formed by the fragment previously
assembled could be matched with another one.
3) Those two steps are repeated until all the involved
fragments are placed in their final position (according
to the structure of the Constraints Graph specified by
the user) and the object is reassembled.
4) Finally, the user can delete the group hierarchy and
minimize again the global energy. The resulting trans-
formations will provide a more globally coherent
solution (see Figure 4.d).
B. Energy minimization
For each adjacency constraint, we minimize the distance
between its two samples. In this sense, we associate to each
constraint a local energy term, defined as the squared distance
between its samples (multiplied by its weight factor). From a
global perspective, we minimize the sum of all per-constraint
local energy contributes. For the sake of simplicity, we con-
sider in the following a setup composed by only two fragments,
Aand B, and nconstraints. The energy term can be formulated
as:
E=X(sA
i−sB
i0)2·k(i,i0)∀constraints(sA
i, sB
i0)∈[1, n](1)
where k(i,i0)is the stiffness factor of the constraint (sA
i, sB
i0).
This formulation can be extended to an arbitrary number of
pieces.
C. Dealing with rigid transformations
We associate a rigid transformation, i.e. a transformation
which does not have any scaling or skewing factor, to each
fragment or group (which represents a rigid entity). For a given
fragment (or group) A, the rigid transformation is therefore
defined as a 3×3rotation matrix RAand a translation vector
TA. We can consequently reformulate the energy term of
Equation 1 as follows:
Graph modification area Working areas Result visualization area
Fig. 5. A screenshot of the user interface of our Fragment Reassembler tool.
E=X(RA·sA
i+TA−RB·sB
i0+TB)2·k(i,i0)(2)
It is important to note that, since the rigid transformation
(R, T )is unique for each fragment, this constraints all the
samples belonging to a given fragment to move rigidly.
This problems is solved by defining a linear system that
includes either the least squares energy term of Equation 1, and
the linear constraints that relates the each rigid transformations
to corresponding samples.
More precisely, we introduce a linear constraint for each
sample sA
i:
RA·sA
i+TA=s0A
i(3)
Then we minimize energy term of Equation 1 by considering
all the samples s0A
ifor whom the rigid transformation has been
applied. Finally, to make the system solvable, it is sufficient
to fix a fragment on a default position, and force its rigid
transformation to be the identity.
At this point, the output of our minimization process is a set
of transformations (RA, T A), one for each piece A. However,
we do not ensure the obtained transformations to be rigid. As
the properties of rotation matrices det(R) = 1 and RT
q=
R−1are not linear, then they cannot be imposed directly as
a linear constraint: thus we have no guarantee the obtained
transformation to be rigid. Then we use an iterative method to
find the rotation matrix R0Awhich is the most similar to the
generic 3×3matrix RA. Once we found the rotation matrix, we
update the samples and iterate the process until convergence.
Convergence is achieved by checking if the residual energy
due to all the constraints is increased during the optimization
process.
The system can be further optimized by encoding rotations by
relying on skew symmetric matrices. This makes the number of
variables encoding each rotation matrix to be reduced from 9
to 3. Skew symmetric matrices linearly approximate infinitive
rotations.
In order to solve the overall system we used the Eigen[?] linear
algebra C++ library. Since the overall system is symmetric
positive-definite, we used a Cholesky decomposition.
D. Comparing with range map alignment approaches
Since we have implemented so far only the Adjacency
constraint, there could be a number of affinities between our
approach and the canonical problem of aligning a few range
maps, therefore some clarification is needed. Range maps
alignment solutions are based first on a pair-wise iteration
of the ICP algorithm [16], that can find a good pairwise
transformation that brings two similar maps together, and then
on a global registration step to distribute the error introduced
in the pairwise matching phase [17].
In our case we start from a very different premise: we cannot
rely on the geometric properties of the surface but only on
the matching points indicated by a skilled users, so the ICP
approach is of little use (adjoining surfaces can be degraded
and eroded). Similarly, in the second global phase we proceed
in a more structured way, by defining the problem as a
simultaneous minimization problem that can take into account
the weight/importance of the constraints as indicated by the
user.
IV. THE US ER IN TE RFAC E OF O UR P ROT OTY PE T OOL
Given our reassembly approach, the design and implemen-
tation of the user interface of the interactive tool assumes a
crucial role. The user must be able to manipulate fragments
and to assign efficiently the required constraints. The inter-
face we implemented supports real time creation or groups,
which connects fragments by using constraints, exploiting the
hierarchical nature of the recombination process. In addition,
after the system derived the final position of each fragment
(via energy minimization, as explained in Section III), the tool
offers instruments to check and quantify the quality of the
current reassembly results.
The interface is divided in tree macro-areas (see Figure 5):
•Graph modification Area. This area is designed to
define the constraint graph. It allows to: create a new
group or to split an existing one; add, delete o modify
an existing constraint.
•Working Areas. This area allows the user to select
points on two different fragments or groups in order
to define new adjacency constraints. Those two areas
act like the hands of the restorer. Their main purpose
is to allow him to explore each piece of the current
pair individually and pick the samples from different
pieces that he/she guesses to be close each other.
•Result Visualization Area. This area visualizes the
intermediate and final result of the reconstruction
process (i.e. the results of each energy minimization
iteration).
A. Results validation
The validation of the final results requires specific attention
and, hopefully, should be also assisted by the system. Since
recombination is a user-driven interactive approach, the user
may introduces inconsistencies between constraints. We pro-
vide two main tools to visualize such inconsistencies:
•Residual Energy Visualization. Constraints are visu-
alized as colored edges that connects spherical dots
(samples) in the result visualization area. We associ-
ated a color proportional to the residual energy of the
constraint after the minimization process (blue is low
energy, while red means hight energy).
•Interpenetration. It may happen that inconsistent con-
straints could create interpenetration between frag-
ments. These cases should be detected and corrected.
We detect such situations by using a depth-peeling
approach implemented on GPU. The interpenetrations
are colored in red in the 3D contexts of our interface
(Constraints Insertion Area and Result Visualization
Area). Figure 6 shows an interpenetration example.
(a) (b)
(c) (d)
Fig. 6. An example of an incorrect solution where two fragments are interpen-
etrating each other: (a) global view of the recombination of three fragments;
(b) closeup of the interpenetrating region; (c) and (d) the interpenetrating
regions of each piece are highlighted in red.
Fig. 7. If the constraints are not uniformly distributed on the fragments, then
it may happens that the pieces will no match precisely in their final position
(see the red regions in the two top-most images). In this case, it is sufficient to
provides a few additional constraints (see the two pairs of adjacency constraints
visualized with the red lines in the left-bottom image) to force the pieces to
be attached each other correctly (right-bottom image).
Instantiating an insufficient number of constraints, or defin-
ing incorrect locations of the corresponding points, may pro-
duce a poor layout of the fragments. The example in Figure
7 shows that a wrong placement of constraints may result in
a misalignment of some pieces. In this case, the user can fix
the problem by adding just two additional constraints (see the
red lines in Figure 7).
B. Saving and loading of intermediate states
As the reconstruction process can be very long and com-
plicated, any intermediate state of the process can be saved
and restored. The possibility of saving and loading a project
has been provided by generating an XML file which contains
all the needed information to restore the current work (the
fragments loaded, the hierarchy of the reconstruction graph
and the points on which the constraints have been defined).
The user can also export the final work as a MeshLab[18]
project, to use MeshLab either for visualization of results or
for applying further geometric processing filters.
V. R ESULTS
We tested our framework on several real cases. We would
like to emphasize that two out of the three examples we show
here are real application scenarios that have been commis-
sioned us by restorers or curators, while the last example is
a laboratory test. For all the test cases, our system is able to
reassemble the final object with a few user interaction gestures.
Fig. 9. Pietranico Madonna, a terracotta statue severely damaged during the
2009 earthquake in Abruzzo, Italy.
The first case study is the Madonna of Pietranico. This
artwork is a devotional terracotta statue of the 15th century,
originally located in the main church of the Pietranico village
in Abruzzo, Italy. This statue was severely damaged during
the 2009 earthquake. It was fragmented in many pieces of
different size (see Figure 9). Those pieces are very eroded
(because, being an old terracotta, the fractures produced many
small material chips and thus the adjoining surfaces have
missing material in-between). Moreover, several small-size
fragments are missing. Deriving all the matches between
pieces is therefore a complex task for a purely automatic
approach. Conversely, our user-assisted approach performed
nicely. Notice that the upper and lower parts of the sculpture
were processed separately, since they were originally produced
as two independent portions. The upper part of this sculpture
is composed by 12 pieces, while the lower part required to
reassemble 5 pieces.
Our user needed about 3 minutes to complete the reassembly
of the lower part and about 20 minutes for the upper part.
We provide some statistics on the minimization process in
Table I. The performances of the solver are very good: even
in the more complex case, like the upper part of the Madonna
(12 pieces which required the definition of 49 constraints) the
minimization process converges, after few iterations, in just
0.5 seconds.
(a) (b) (c) (d)
(e) (f) (g) (h)
Fig. 8. Reassembly of the upper section of the Pietranico Madonna (a..d): intermediate results in (a), (b) and (c); image (d) shows the result after the global
minimization step, tapplied to the intermediate result presented in (c). Image (h) presents the reassembly of the lower part, from several fragments (images e, f
and g).
Ph. # Entities # Con Time (sec) # It.
1 2 4 0.021 5%
2 2 4 0.01 3%
3 2 4 0.013 3%
4 2 4 0.009 2%
5 5 16 0.16 3%
TABLE I. DETAILS ON THE RECONSTRUCTION OF THE LOWER PART
OF THE MADONNA OF PIETRANICO:THE TABLE REPORTS FOR EACH
PHASE OF THE PROCESS (PH)THE NUMBER OF ENTITIES INVOLVED (#
ENTITIES), THE NUMBER OF CONSTRAINTS (# CON), THE TIME NEEDED
BY THE SOLVER TO PROVIDE A SOLUTION (TIME)AND FINALLY THE
NUMBER OF ITERATIONS EXECUTED BY THE SOLVER (# IT.); THE LAST
PHASE CORRESPONDS TO THE GLOBAL MINIMIZATION.
Fig. 10. The Meissen fountain.
The second case study was the Meissen Fountain, a table
ornament made of hard-paste porcelain, from the Victoria and
Albert (VAM) Museum (London, UK, [19]) , made of five
pieces. This artwork is composed by a large set of independent
pieces and represents a fountain in the grounds of Count
Bruhl’s Dresden palace. Some of the original pieces and the re-
sult of a partial reconstruction are presented in Figure 10. This
artifact is not an example of a fractured objects; conversely,
it was originally designed as a considerably large assembly
of several pieces, which were supposed to be attached each
others, to be used as a scenic decoration of a noble table.
A few pieces are also fragmented in pieces (due to accidents
incurred in their long life).
The goal of the VAM curators is to study digitally the plausible
dispositions of the many pieces that form the table fountain
(since these are too delicate and fragile to work with them
in a physical recombination rehearsal). In this test case, the
work has to be driven by a scholar/curator, since we do not
have a fragmented object with matching fracture surfaces.
The corresponding surfaces of adjoining portions have been
produced with different molds and a manual process, therefore
we cannot rely on the automatic detection of relevant and
corresponding features (since there is no fractured region on
the surface). This is an ongoing project, since VAM has 3D
scanned only around one fourth of the pieces so far; some
preliminary results of the reassembling process, obtained on
the subset of pieces we have in digital format, is shown in
Figure 10.
The last example we present is a laboratory experiment (see
Figure 11) that we include for comparison purpose with one
of the automatic recombination approaches. The fragmented
object is the same used by [6] in their experiments and kindly
distributed by the authors of that paper. Our user needed about
35 minutes to compete the reassembly process. This example
makes it clear how much the final global minimization step
allows to improve the convergence to a better, more regular,
recombination.
VI. CONCLUSIONS AND FUTURE WORK
We introduced a semi-assisted approach for reassembling
fractured or composed objects. Our system has been designed
to involve the user in the reconstruction loop, exploiting its
experience and knowledge. The idea is to offer a number
of constraints that the user can instantiate to define how the
artifact fragments or portions should recombine. We have
implemented the overall framework, building an interactive
tool that incorporates only a single type of constraint, to test
the feasibility, the efficiency of the constraints-based solver
and to produce some preliminary results on the effectiveness
and acceptance by the users of this approach. Concerning the
latter objective, we successfully tested our framework with a
few real application scenarios. We also demonstrated that our
system is robust to very eroded or missing pieces (see Figure
8), that is a result hard to accomplish with other alignments
approaches that rely only on geometrical criteria.
Our approach has been designed for being extensible and
for offering different types of constraints, to go beyond the
adjacency constraint incorporated in the current prototype.
A prototype of the proposed framework is available at http:
//vcg.isti.cnr.it/∼pietroni/reassebly/index.html.
Fig. 11. A laboratory experiment based on the same model used in [6]. It is
important to note how the fragments converge to a more regular shape after
a global minimization step is performed.
ACKNOWLEDGMENTS
The authors would like to thank the Pietranico Madonna
restoration equipe and the colleagues at the Photographic
Department at Victoria & Albert Museum ( http://www.
vam.ac.uk/index.html ). The research leading to these results
was co-funded by EU FP7 projects IST IP ”3D-COFORM”
(http://www.3d-coform.eu/ , G.A. no. 231809) and INFRA
”ARIADNE” (http://www.ariadne-infrastructure.eu/ , G.A. no.
313193).
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