Vasileios Toulatzis

2papers

2 Papers

2.9CVApr 21
MESA: A Training-Free Multi-Exemplar Deep Framework for Restoring Ancient Inscription Textures

Vasileios Toulatzis, Sofia Theodoridou, Ioannis Fudos

Ancient inscriptions frequently suffer missing or corrupted regions from fragmentation, erosion, or other damage, hindering reading, and analysis. We review prior image restoration methods and their applicability to inscription image recovery, then introduce MESA (Multi-Exemplar, Style-Aware) -an image-level restoration method that uses well-preserved exemplar inscriptions (from the same epigraphic monument, material, or similar letterforms) to guide reconstruction of damaged text. MESA encodes VGG19 convolutional features as Gram matrices to capture exemplar texture, style, and stroke structure; for each neural network layer it selects the exemplar minimizing Mean-Squared Displacement (MSD) to the damaged input. Layer-wise contribution weights are derived from Optical Character Recognition-estimated character widths in the exemplar set to bias filters toward scales matching letter geometry, and a training mask preserves intact regions so synthesis is restricted to damaged areas. We also summarize prior network architectures and exemplar and single-image synthesis, inpainting, and Generative Adversarial Network (GAN) approaches, highlighting limitations that MESA addresses. Comparative experiments demonstrate the advantages of MESA. Finally, we provide a practical roadmap for choosing restoration strategies given available exemplars and metadata.

GRSep 15, 2021
Temporal Parameter-free Deep Skinning of Animated Meshes

Anastasia Moutafidou, Vasileios Toulatzis, Ioannis Fudos

In computer graphics, animation compression is essential for efficient storage, streaming and reproduction of animated meshes. Previous work has presented efficient techniques for compression by deriving skinning transformations and weights using clustering of vertices based on geometric features of vertices over time. In this work we present a novel approach that assigns vertices to bone-influenced clusters and derives weights using deep learning through a training set that consists of pairs of vertex trajectories (temporal vertex sequences) and the corresponding weights drawn from fully rigged animated characters. The approximation error of the resulting linear blend skinning scheme is significantly lower than the error of competent previous methods by producing at the same time a minimal number of bones. Furthermore, the optimal set of transformation and vertices is derived in fewer iterations due to the better initial positioning in the multidimensional variable space. Our method requires no parameters to be determined or tuned by the user during the entire process of compressing a mesh animation sequence.