Download - Texture Synthesis
![Page 1: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/1.jpg)
Texture Synthesis
![Page 2: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/2.jpg)
No Texture
Using a sampling of 2D perlin Noise provides smooth hills.
![Page 3: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/3.jpg)
Terrain Coloring Using a 1D texture map based on the
altitude can provide many useful mapping.
![Page 4: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/4.jpg)
Terrain Coloring
Striped 1D texture map.
![Page 5: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/5.jpg)
Terrain Coloring
Using a 2D texture map provides richer detail, but is independent of the terrain.
![Page 6: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/6.jpg)
Terrain Coloring More advanced coloring is based on
altitude and slope.
![Page 7: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/7.jpg)
Rolling Hills
Flowers, trees, paths, …
![Page 8: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/8.jpg)
Procedural texture synthesis [Gardner 85] sum a small number of sine
waves of different periods and amplitudes.
[Perlin 85]use band-limited noise function [Turing 52] Reaction-diffusion system in
developmental biology.
Two or more chemicals can diffuse through an embryo and react with each other until a stable pattern of chemical concentration is reached.
![Page 9: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/9.jpg)
Reaction-diffusion
Texture buttons – Andrew Witkin and Michael Kass
![Page 10: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/10.jpg)
![Page 11: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/11.jpg)
Texture synthesis on surfaces
Retiling– Sprinkle some new vertices onto the mesh– Space them uniformly over the mesh using point
repulsion.– Remove old vertices and re-triangulate– Create a hierarchy of meshes
Neighborhood Construction: – flatten a set of nearby vertices– resample the flattened patch
![Page 12: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/12.jpg)
Point Repulsion
![Page 13: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/13.jpg)
Point Repulsion
![Page 14: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/14.jpg)
Mutual Tesselation
![Page 15: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/15.jpg)
Neighborhood Construction
![Page 16: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/16.jpg)
Neighborhood Construction
![Page 17: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/17.jpg)
Texture Synthesis on meshes
![Page 18: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/18.jpg)
Texture Synthesis on meshes
![Page 19: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/19.jpg)
Texture Synthesis on meshes
![Page 20: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/20.jpg)
2D Texture Synthesis
nxm Input Texture
NxM Output Texture The goal: Synthesize an output texture
which is perceptually similar to the input texture. Also ensure that the result contains sufficient variation.
![Page 21: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/21.jpg)
Tiled Textures
Take up little texture memory
![Page 22: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/22.jpg)
Visual Comparison
Synthesized textureSimple tiling
Synthetic tilabletexture
![Page 23: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/23.jpg)
Existing (and Impressive) Technology
Pixel-Based:– Non-parametric Sampling [Efros and Leung 1999]– Tree-structured Vector Quantization [Wei and
Levoy 2000]– Synthesizing Natural Textures [Ashikhmin 2001]– Image Analogies [Hertzmann et al. 2001]
Patch-Based:– Patch-Based Sampling [Guo et al. 2001]– Image Quilting [Efros and Freeman 2001]– Hierarchical Pattern Mapping [Soler et al. 2002]
![Page 24: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/24.jpg)
Pixel-Based Texture Synthesis
Input Output
Step n in Algorithm
![Page 25: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/25.jpg)
Pixel-Based Texture Synthesis
Input Output
Build L-shaped Neighborhood
![Page 26: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/26.jpg)
Pixel-Based Texture Synthesis
Input Output
Find Matching Neighborhood(s) in Input
![Page 27: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/27.jpg)
Pixel-Based Texture Synthesis
Input Output
Select Best Neighborhood from all Candidates
![Page 28: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/28.jpg)
Pixel-Based Texture Synthesis
Input Output
Copy Selected Pixel to Output
![Page 29: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/29.jpg)
Pixel-Based Texture Synthesis
Input Output
Repeat for all Pixels in this Row...
![Page 30: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/30.jpg)
Pixel-Based Texture Synthesis
Input Output
...and all other Output Rows
![Page 31: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/31.jpg)
Patch-Based Texture Synthesis
Input Output
Step n in Algorithm
![Page 32: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/32.jpg)
Patch-Based Texture Synthesis
Input Output
Patch to be Synthesized in this Step
![Page 33: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/33.jpg)
Patch-Based Texture Synthesis
Input Output
Build Neighborhood (Image Mask)
![Page 34: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/34.jpg)
Patch-Based Texture Synthesis
Input Output
Find Matching Neighborhood(s) in Input
![Page 35: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/35.jpg)
Patch-Based Texture Synthesis
Input Output
Select Best Neighborhood from all Candidates
![Page 36: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/36.jpg)
Patch-Based Texture Synthesis
Input Output
Copy Selected Patch to Output
![Page 37: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/37.jpg)
Patch-Based Texture Synthesis
Input Output
Apply some Overlap Repair Strategy ...
![Page 38: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/38.jpg)
Patch-Based Texture Synthesis
Input Output
... And we are done with this patch
![Page 39: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/39.jpg)
Patch-Based Texture Synthesis
Input Output
Repeat for all Patches in Output
![Page 40: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/40.jpg)
Texture Synthesis
Solid texture from 2D views– Heeger & Bergen 1995– Ghazanfarpour & Dischler 1999
Images from [Heeger&Bergen 1995]
2D Source 3D result
![Page 41: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/41.jpg)
Previous Work
Texture varying, morphing, and mixture– Portilla & Simoncelli 1999– Bar-Joseph, El-Yaniv, Lichinski, Werman 2001– Z. Liu, C. Liu, Shum, Yu 2003– PVT paper in SIGGRAPH 2003
Image from [Portilla&Simoncelli 1999]
Source 1 Source 2morphing
![Page 42: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/42.jpg)
Brodatz Resultsaluminum wirereptile skin
![Page 43: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/43.jpg)
More Brodatz Results
french canvas rafia weave
![Page 44: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/44.jpg)
More Resultswood granite
![Page 45: Texture Synthesis](https://reader036.vdocuments.mx/reader036/viewer/2022062321/5681351d550346895d9c7876/html5/thumbnails/45.jpg)
More Resultswhite bread brick wall