Synthesizing natural textures

ACM Symposium on interactive 3D graphics, pp.217-226, (2001)

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摘要

We present a simple texture synthesis algorithm that is well-suited for a specific class of naturally occurring textures. This class in- cludes quasi-repeating patterns consisting of small objects of fa- miliar but irregular size, such as flower fields, pebbles, forest un- dergrowth, bushes and tree branches. The algorithm starts from a s...更多

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简介
  • Texture mapping [2] is a common method that adds realism to computer generated images.
  • Dischler and Ghazanfarpour [6] address a more difficult problem of extracting 3D macrostructures from texture images
  • Once this is done, the shape of the macrostructures can be interactively changed and mapped onto a model.
  • The shape of the macrostructures can be interactively changed and mapped onto a model
  • Since this problem is much more complicated than the usual 2D texture synthesis, it is not surprising that their algorithm is much more involved than the one the authors present
重点内容
  • Texture mapping [2] is a common method that adds realism to computer generated images
  • Most texture synthesis algorithms attempt to deal with as large class of textures as possible
  • The particular class of textures this paper deals with includes many naturally occuring quasi-repeating patterns consisting of familiar elements, such as pebbles, leaves, bushes, flowers, tree branches, etc
  • Easy to implement, efficient and produces good visual results. These qualities allow it to be extended to handle direct user interaction with the synthesis process and create textures based on a user-created input image
  • The technique used to take into account user input is not unique to our algorithm and can probably be used with the original WL algorithm once processor speeds make the iteration of the WL algorithm faster
结果
  • Results and Discussion

    Some synthesis results are shown on Figure 9 along with WLgenerated images.
  • Information necessary to find pixels near boundaries between individual texture patches is readily available in the algorithm (Figure 5) and, if desired, some selective blurring can be applied to these pixels to help hide the seams.
  • This has not been done for any of the images presented in this paper
结论
  • The WL algorithm works surprisingly well given its simplicity. For many textures the quality of synthesized images is as good as with any other known technique but with runtime orders of magnitude faster.
  • A black-and-white image is the extreme case of this, see Figure 3, top left
  • Another case where applying the algorithm produces excellent results occurs when the underlying textures are smooth and the absence of well-defined edges is what is wanted.
  • Easy to implement, efficient and produces good visual results
  • These qualities allow it to be extended to handle direct user interaction with the synthesis process and create textures based on a user-created input image.
  • The technique used to take into account user input is not unique to the algorithm and can probably be used with the original WL algorithm once processor speeds make the iteration of the WL algorithm faster
基金
  • This work was supported by NSF awards 97-31859, 97-20192 and 8920219
引用论文
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