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Ofir Itzhak Shahar

dblp:384/8510 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0001-3688-1159ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Geometric modeling and processing · 60% Image and video processing · 40%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video processing
jigsaw puzzle solving
0.812024
Pictorial and Apictorial Polygonal Jigsaw Puzzles from Arbitrary Number of Crossing Cuts · Int. J. Comput. Vis. 2024
Geometric modeling and processing › deformation modeling
mass-spring model
0.812024
Pictorial and Apictorial Polygonal Jigsaw Puzzles from Arbitrary Number of Crossing Cuts · Int. J. Comput. Vis. 2024
Geometric modeling and processing › surface reconstruction
shape reconstruction
0.812024
Pictorial and Apictorial Polygonal Jigsaw Puzzles from Arbitrary Number of Crossing Cuts · Int. J. Comput. Vis. 2024

Methods — techniques the papers use, named apart from their topics

multimodal data · 0.8layered reconstruction · 0.8hierarchical loop constraints · 0.83d scanning · 0.8
YearPublicationVenuePosition
2026 Pairwise Alignment and Compatibility for Arbitrary Irregular and Eroded Image Fragments
Ofir Itzhak Shahar, Gur Elkin, Ohad Ben-Shahar
ICPR (10)1
2024 Re-assembling the past: The RePAIR dataset and benchmark for real world 2D and 3D puzzle solving
abstract
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.
Theodore Tsesmelis, Luca Palmieri 0002, Marina Khoroshiltseva, Adeela Islam, Gur Elkin, Ofir Itzhak Shahar, Gianluca Scarpellini, Stefano Fiorini, Yaniv Ohayon, Nadav Alali, Sinem Aslan, Pietro Morerio, Sebastiano Vascon, Elena Gravina, Maria Cristina Napolitano, Giuseppe Scarpati, Gabriel Zuchtriegel, Alexandra Spühler, Michel E. Fuchs, Stuart James, Ohad Ben-Shahar, Marcello Pelillo, Alessio Del Bue
NeurIPS6
2024 Pictorial and Apictorial Polygonal Jigsaw Puzzles from Arbitrary Number of Crossing Cuts
abstract
Abstract Jigsaw puzzle solving, the problem of constructing a coherent whole from a set of non-overlapping unordered visual fragments, is fundamental to numerous applications, and yet most of the literature of the last two decades has focused thus far on less realistic puzzles whose pieces are identical squares. Here we formalize a new type of jigsaw puzzle where the pieces are general convex polygons generated by cutting through a global polygonal shape/image with an arbitrary number of straight cuts, a generation model inspired by the celebrated Lazy caterer’s sequence. We analyze the theoretical properties of such puzzles, including the inherent challenges in solving them once pieces are contaminated with geometrical noise. To cope with such difficulties and obtain tractable solutions, we abstract the problem as a multi-body spring-mass dynamical system endowed with hierarchical loop constraints and a layered reconstruction process. We define evaluation metrics and present experimental results on both apictorial and pictorial puzzles to show that they are solvable completely automatically.
Peleg Harel, Ofir Itzhak Shahar, Ohad Ben-Shahar
Int. J. Comput. Vis.2