Alexey Zalesny’s research while affiliated with Swiss Federal Institute of Technology in Lausanne and other places

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Publications (23)


Modelling Sagalassos: Creation of a 3D Archaeological Virtual Site
  • Article

January 2012

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30 Reads

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1 Citation

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Alexey Zalesny

This chapter discusses the goals of the Murale project, an Information Society Technologies (IST) project, which is funded by the European Commission in order to advance the use of computer technology in the field of archaeology. The Murale project aims to offer solutions on the basis of photo-realistic modelling tools. The creation of the Murale project allowed archaeologists to solve old tasks with new means. This new technology has been applied to the Sagalassos site in the hopes of creating a convincing impression of how this Turkish province developed over the centuries. In this chapter, the focus is on the work carried out by three of the partners of the Murale: ETH Zurich, Eyetronics, and the University of Leuven. The results of their work predominantly pertain to 3D shape acquisition and image-based texture synthesis.



Figure 1: BTF setup with multiple lamps and single camera. 
Figure 2: Imaging Condition
Figure 4: 3D Reconstruction of Toy Car and Painted Roof. 
Figure 5: Double Image. Top row: image pairs from the database, taken for the same viewing and lighting direction but with two different lamps. Bottom row: intensity differences of the two images (after alignment and smoothing) without (left) and with (right) lamp calibration. 
Figure 6: Computed Light Fields of Two Lamps. 
Light Source Calibration for IBR and BTF Acquisition Setups
  • Conference Paper
  • Full-text available

June 2006

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151 Reads

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3 Citations

Working with IBR/BTF data requires a complete calibration. Modern setups speed up recordings by using multiple lamps and cameras. Therefore, the calibration task gets more time consuming and challenging, especially for an accurate calibration of multiple light sources. Most works are dedicated to the calibration of cameras, whereas the light field calibration problem remains as a rule overlooked. Our experiments have shown that the spatial variance of light strength can be vigorous, inducing serious damage to the IBR/BTF data. We propose a novel method based on Helmholtz reciprocity, which derives light field information directly from the target IBR/BTF data rather than from specially dedicated calibration objects. Instead of repeating the recording of a huge number of images, only one additional image is needed.

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Composite Texture Synthesis

April 2005

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187 Reads

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43 Citations

International Journal of Computer Vision

Many textures require complex models to describe their intricate structures. Their modeling can be simplified if they are considered composites of simpler subtextures. After an initial, unsupervised segmentation of the composite texture into the subtextures, it can be described at two levels. One is a label map texture, which captures the layout of the different subtextures. The other consists of the different subtextures. This scheme has to be refined to also include mutual influences between textures, mainly found near their boundaries. The proposed composite texture model also includes these. The paper describes an improved implementation of this idea. Whereas in a previous implementation subtextures and their interactions were synthesized sequentially, this paper proposes a parallel implementation, which yields results of higher quality.


Figure 1. KULETH Dome for BTF recordings.  
Figure 2. Complicated surfaces. The oblique pixel j has no correspondence in frontal view. Therefore it is assigned to i j+1 (black circle) without influencing the final height estimation due to overwriting by the correct higher correspondence (i j+1 , j + 1).  
Figure 3. Viewpoint invariant features for a single oblique view. Top: m&ms, middle: spirelli needles, bottom: moss. mean median robust Lambertian viewpoint robust
Figure 5. Transformation of frontal view to oblique view. Left: original oblique view, middle: transformation via height map, right: simple perspective transformation.  
3D Texture Reconstruction from Extensive BTF Data

January 2005

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83 Reads

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21 Citations

Textures often result from complicated surface geome-tries. We propose a method that extracts such geometry from raw BTF data. Exploiting the huge amount of input data, only a few and rather weak assumptions about reflectance and geometry suffice. A key element of our approach are viewpoint robustness of reflectance features. We propose a few and compare them for 3D reconstruction.


Viewpoint Consistent Texture Synthesis.

January 2004

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148 Reads

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9 Citations

The purpose of this work is to synthesize textures of rough, real world surfaces under freely chosen viewing and illumination directions. Moreover, such textures are produced for continuously changing directions in such a way that the different textures are mutually consistent, i.e. emulate the same piece of surface. This is necessary for 3D animation. It is assumed that the mesostructure (small-scale) geometry of a surface is not known, and that the only input consists of a set of images, taken under different viewing and illumination directions. These are automatically aligned to build an appropriate bidirectional texture function (BTF). Directly extending 2D synthesis methods for pixels to complete BTF columns has drawbacks which are exposed, and a superior sequential but highly parallelizable algorithm is proposed. Examples demonstrate the quality of the results.


Figure 1. Natural and synthetic textures.
Figure 2. Natural (left) and synthetic (right) collages of colour and greyscale textures.
Figure 3. Natural (left) and synthetic (right) 3D textures: multiple pairwise pixel interactions make it possible to not only easily deform their geometric structure in line with changing viewpoints, but also use the same technique of selecting mutually dependent characteristic interactions [20] to seamlessly synthesize the views.
To FRAME or not to FRAME in probabilistic texture modelling?

The maximum entropy principle is a cornerstone of FRAME (Filters, RAndom fields, and Maximum Entropy) model considered at times as a first-ever step towards a universal theory of texture modelling or even as "the in-evitable texture model". This paper disputes such opinions. That a wealth of exponential families of probability distri-butions is deduced from the ME principle is well known for decades. The ME property by itself in no way leads to an adequate probabilistic description, and to model a particu-lar texture, specific limitations have to be imposed on signal statistics. Frequency distributions of outputs from a bank of linear filters (the second FRAME's cornerstone) are hardly the only choice outperforming all other alternatives. The paper points also to other hidden drawbacks of FRAME.


Realistic Textures for Virtual Anastylosis

July 2003

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547 Reads

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2 Citations

Alexey Zalesny

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Dominik Auf der Maur

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In the construction of 3D models of archaeological sites, especially during the anastylosis (piecing together dismembered remains of buildings), much more emphasis has been placed on the creation of the 3D shapes rather than on their textures. Nevertheless, the overall visual impression will often depend more on these textures than on the precision of the underlying geometry. This paper proposes a hierarchical texture modeling and synthesis technique to simulate the intricate appearances of building materials and landscapes. A macrotexture or "label map" prescribes the layout of microtextures or "subtextures". The system takes example images, e.g. of a certain vegetation landscape, as input and generates the corresponding composite texture models. From such models, arbitrary amounts of similar, non-repetitive texture can be generated (i.e. without verbatim copying). The creation of the composite texture models follows a kind of bootstrap procedure, where simple texture features help to generate the label map and then more complicated texture descriptions are called on for the subtextures.


Providing Multimedia Tools for Recording, Reconstruction, Visualisation and Database Storage/Access of Archaeological Excavations.

January 2003

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1,778 Reads

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11 Citations

Over the years archaeologists have been swift to embrace new advances in technology that allow them to more comprehensively document the results of their work. Today it is commonplace to find information technologies, in the form MS Office-type tools with some CAD and GIS, deployed for primary data capture, analysis, presentation and publication. While these computing technologies can be used effectively to record and interpret archaeological sites, the radical developments in 3D recording, reconstruction and visualisation tools have had relatively limited impact upon the archaeological community. This is unfortunate as these new technologies have the potential to (a) enable the archaeologists to record their unrepeatable experiments to unprecedented levels of accuracy, (b) enable the archaeologists to reconstruct artefacts such as pottery from sherds, textures and sites from different eras (c) visualise the wealth of excavated information in dynamic new ways away from the archaeological site during post-excavation analysis, (d) make this wealth of detail available to the scholarly community as part of the publication process and secure its digital longevity through its deposition in a trusted digital library/archive and (e) communicate the excitement and importance of their archaeological site and its finds to an interested non-academic audience. This paper describes the overall concept of the EU funded project, 3D Measurement and Virtual Reconstruction of Ancient Lost Worlds of Europe (3D MURALE), that has developed and created a set of low-cost multimedia tools for recording, reconstructing, encoding, and visualising archaeological artefacts and site.


Fig. 1. (top left) patches with identical texture and different illumination. (bottom left) traditional intensity histograms of the paches. (right) weighted histograms of the patches.
Fig. 4. Relationship between noise level and error, for a 100 vertices, 5 cliques problem. The average percentage of misclassified vertices (X-axis) is still low with as much as 36% noise level.
Analyzing the Layout of Composite Textures

June 2002

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62 Reads

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7 Citations

The synthesis of many textures can be simplified if they are first decomposed into simpler subtextures. Such bootstrap procedure allows to first consider a `label texture', that captures the layout of the subtextures, after which the subtextures can be filled in. A companion paper focuses on this latter aspect. This paper describes an approach to arrive at the label texture. Pairwise pixel similarities are computed by matching simple color and texture features histograms in pixel neighbourhoods, using efficient mean-shift search. A graph-based, unsupervised algorithm segments the image into subtextures, based on the similarities.


Citations (19)


... Creation of photo-realistic three-dimensional (3D) calibrated models of observed scenes and objects has been an active research topic for many years. Such 3D models can be used for both visualization and measurements, and are useful for many applications including planetary rover exploration [27], forensics, mining, geology, archaeology [31], virtual reality, etc. ...

Reference:

Instant Scene Modeler for Crime Scene Reconstruction
Modelling Sagalassos: Creation of a 3D Archaeological Virtual Site
  • Citing Article
  • January 2012

... The non-contact method is based on active and passive sensors [16]. The active sensors are directly involved in providing the range of data containing the 3D coordinates required for the network or mesh generation, and the passive sensors give images that require further processing to extract the data required for the 3D data coordinates [17]. Image-based rendering (IBR) is the technique that uses images as a basis for modeling and rendering. ...

Image-Based 3D Modeling: Modeling from Reality

... With recent hardware developments and increased software automation, the range of applications of photorealistic 3D models of real-world scenes has diversified rapidly. Such models are used in heritage documentation (Aguilera and Lahoz, 2006), virtual tourism (Remondino, 2011) and archaeology (van Gool et al. (2002)), as well as in urban planning (Benitez and Baillard, 2009) and the earth sciences, such as in geology (Buckley et al., 2010). Depending on the domain requirements, different approaches to model creation and data acquisition are applied. ...

The MURALE project: Image-based 3D modeling for archaeology

... Patch-based texture synthesis algorithms are working by joining the patches together, " quilting " them, and making sure that they fit well. Implementations include the simple and generic image quilting algorithm proposed by Efros and Freeman [4], the efficient graph-cut algorithm [5] and the smart-copy algorithm [6]. These techniques are much more efficient than pixel-based approach since the texture is built at a much coarser scale, while being able to keep high frequencies of the sample. ...

Cut-primed smart copying

... A method for selecting the features of the model which is both intuitive and theoretically sound is to use greedy sequential structure selection, as has been used by various authors [14,18,[34][35][36] with a number of details varying. This alternates between adding one or more features/factors to the current model from a candidate set according to an estimate of the best feature to add, and then finding the new MLE of the parameters (initialised at those from the previous iteration). ...

Analysis and synthesis of textures with pairwise signal interactions
  • Citing Article
  • March 1999

... Existing camera array setups either consist of a few fixed cameras [10,[56][57][58][59][60][61][62][63] that sample only a slice or sparse set of the possible view directions-sometimes complemented with a turntable [21,[64][65][66][67][68][69][70][71] to cover a larger set of directions-or employ a dense hemispherical camera arrangement [5,23]. ...

Light Source Calibration for IBR and BTF Acquisition Setups

... This paper presents an improved version of an earlier composite texture approach that we presented in [Zalesny 2002]. An idea similar to our composite texture approach has been propounded independently in [Hertzmann], but their "texture by numbers" scheme (based on smart copying from the example [Efros, Wei]) did not include the automated extraction or synthesis of the label maps (they were hand drawn). ...

Composite Texture Descriptions

Lecture Notes in Computer Science