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Fast texture synthesis using tree-structured vector quantization
, 2000
"... Figure 1: Our texture generation process takes an example texture patch (left) and a random noise (middle) as input, and modifies this random noise to make it look like the given example texture. The synthesized texture (right) can be of arbitrary size, and is perceived as very similar to the given ..."
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Cited by 354 (7 self)
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Figure 1: Our texture generation process takes an example texture patch (left) and a random noise (middle) as input, and modifies this random noise to make it look like the given example texture. The synthesized texture (right) can be of arbitrary size, and is perceived as very similar to the given example. Using our algorithm, textures can be generated within seconds, and the synthesized results are always tileable. Texture synthesis is important for many applications in computer graphics, vision, and image processing. However, it remains difficult to design an algorithm that is both efficient and capable of generating high quality results. In this paper, we present an efficient algorithm for realistic texture synthesis. The algorithm is easy to use and requires only a sample texture as input. It generates textures with perceived quality equal to or better than those produced by previous techniques, but runs two orders of magnitude faster. This permits us to apply texture synthesis to problems where it has traditionally been considered impractical. In particular, we have applied it to constrained synthesis for image editing and temporal texture generation. Our algorithm is derived from Markov Random Field texture models and generates textures through a deterministic searching process. We accelerate this synthesis process using tree-structured vector quantization.
Pyramid-Based Texture Analysis/Synthesis
, 1995
"... This paper describes a method for synthesizing images that match the texture appearanceof a given digitized sample. This synthesis is completely automatic and requires only the "target" texture as input. It allows generation of as much texture as desired so that any object can be covered. It can be ..."
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Cited by 331 (0 self)
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This paper describes a method for synthesizing images that match the texture appearanceof a given digitized sample. This synthesis is completely automatic and requires only the "target" texture as input. It allows generation of as much texture as desired so that any object can be covered. It can be used to produce solid textures for creating textured 3-d objects without the distortions inherent in texture mapping. It can also be used to synthesize texture mixtures, images that look a bit like each of several digitized samples. The approach is based on a model of human texture perception, and has potential to be a practically useful tool for graphics applications. 1 Introduction Computer renderings of objects with surface texture are more interesting and realistic than those without texture. Texture mapping [15] is a technique for adding the appearance of surface detail by wrapping or projecting a digitized texture image ontoa surface. Digitized textures can be obtained from a variety ...
Synthesizing Natural Textures
- In ACM Symposium on Interactive 3D Graphics
"... We present a simple texture synthesis algorithm that is well-suited for a specific class of naturally occurring textures. This class includes quasi-repeating patterns consisting of small objects of familiar but irregular size, such as flower fields, pebbles, forest undergrowth, bushes and tree branc ..."
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Cited by 196 (0 self)
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We present a simple texture synthesis algorithm that is well-suited for a specific class of naturally occurring textures. This class includes quasi-repeating patterns consisting of small objects of familiar but irregular size, such as flower fields, pebbles, forest undergrowth, bushes and tree branches. The algorithm starts from a sample image and generates a new image of arbitrary size the appearance of which is similar to that of the original image. This new image does not change the basic spatial frequencies the original image; instead it creates an image that is a visually similar, and is of a size set by the user. This method is fast and its implementation is straightforward. We extend the algorithm to allow direct user input for interactive control over the texture synthesis process. This allows the user to indicate large-scale properties of the texture appearance using a standard painting-style interface, and to choose among various candidate textures the algorithm can create by performing different number of iterations.
Minimax Entropy Principle and Its Application to Texture Modeling
, 1997
"... This article proposes a general theory and methodology, called the minimax entropy principle, for building statistical models for images (or signals) in a variety of applications. This principle consists of two parts. The first is the maximum entropy principle for feature binding (or fusion): for a ..."
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Cited by 165 (33 self)
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This article proposes a general theory and methodology, called the minimax entropy principle, for building statistical models for images (or signals) in a variety of applications. This principle consists of two parts. The first is the maximum entropy principle for feature binding (or fusion): for a certain set of feature statistics, a distribution can be built to bind these feature statistics together by maximizing the entropy over all distributions that reproduce these feature statistics. The second part is the minimum entropy principle for feature selection: among all plausible sets of feature statistics, we choose the set whose maximum entropy distribution has the minimum entropy. Computational and inferential issues in both parts are addressed, in particular, a feature pursuit procedure is proposed for approximately selecting the optimal set of features. The model complexity is restricted because of the sample variation in the observed feature statistics. The minimax entropy principle is applied to texture modeling, where a novel Markov random field (MRF) model, called FRAME (Filter, Random field, And Minimax Entropy), is derived, and encouraging results are obtained in experiments on a variety of texture images. Relationship between our theory and the mechanisms of neural computation is also discussed.
Filters, Random Fields and Maximum Entropy . . .
- INTERNATIONAL JOURNAL OF COMPUTER VISION
, 1998
"... This article presents a statistical theory for texture modeling. This theory combines filtering theory and Markov random field modeling through the maximum entropy principle, and interprets and clarifies many previous concepts and methods for texture analysis and synthesis from a unified point of vi ..."
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Cited by 157 (15 self)
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This article presents a statistical theory for texture modeling. This theory combines filtering theory and Markov random field modeling through the maximum entropy principle, and interprets and clarifies many previous concepts and methods for texture analysis and synthesis from a unified point of view. Our theory characterizes the ensemble of images I with the same texture appearance by a probability distribution f (I) on a random field, and the objective of texture modeling is to make inference about f (I), given a set of observed texture examples. In our theory, texture modeling consists of two steps. (1) A set of filters is selected from a general filter bank to capture features of the texture, these filters are applied to observed texture images, and the histograms of the filtered images are extracted. These histograms are estimates of the marginal distributions of f (I). This step is called feature extraction. (2) The maximum entropy principle is employed to derive a distribution p(I), which is restricted to have the same marginal distributions as those in (1). This p(I) is considered as an estimate of f (I). This step is called feature fusion. A stepwise algorithm is proposed to choose filters from a general filter bank. The resulting model, called FRAME (Filters, Random fields And Maximum Entropy), is a Markov random field (MRF) model, but with a much enriched vocabulary and hence much stronger descriptive ability than the previous MRF models used for texture modeling. Gibbs sampler is adopted to synthesize texture images by drawing typical samples from p(I), thus the model is verified by seeing whether the synthesized texture images have similar visual appearances
Lapped Textures
- Proceedings of SIGGRAPH 2000, Computer Graphics, Annual Conference Series
"... Figure 1: Four different textures pasted on the bunny model. The last picture illustrates changing local orientation and scale on the body. We present a method for creating texture over an arbitrary surface mesh using an example 2D texture. The approach is to identify interesting regions (texture pa ..."
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Cited by 139 (7 self)
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Figure 1: Four different textures pasted on the bunny model. The last picture illustrates changing local orientation and scale on the body. We present a method for creating texture over an arbitrary surface mesh using an example 2D texture. The approach is to identify interesting regions (texture patches) in the 2D example, and to repeatedly paste them onto the surface until it is completely covered. We call such a collection of overlapping patches a lapped texture. It is rendered using compositing operations, either into a traditional global texture map during a preprocess, or directly with the surface at runtime. The runtime compositing approach avoids resampling artifacts and drastically reduces texture memory requirements. Through a simple interface, the user specifies a tangential vector field over the surface, providing local control over the texture scale, and for anisotropic textures, the orientation. To paste a texture patch onto the surface, a surface patch is grown and parametrized over texture space. Specifically, we optimize the parametrization of each surface patch such that the tangential vector field aligns everywhere with the standard frame of the texture patch. We show that this optimization is solved efficiently as a sparse linear system.
Texture Synthesis on Surfaces
- ACM SIGGRAOH 2001
, 2001
"... Many natural and man-made surface patterns are created by interactions between texture elements and surface geometry. We believe that the best way to create such patterns is to synthesize a texture directly on the surface of the model. Given a texture sample in the form of an image, we create a simi ..."
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Cited by 132 (4 self)
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Many natural and man-made surface patterns are created by interactions between texture elements and surface geometry. We believe that the best way to create such patterns is to synthesize a texture directly on the surface of the model. Given a texture sample in the form of an image, we create a similar texture over an irregular mesh hierarchy that has been placed on a given surface. Our method draws upon texture synthesis methods that use image pyramids, and we use a mesh hierarchy to serve in place of such pyramids. First, we create a hierarchy of points from low to high density over a given surface, and we connect these points to form a hierarchy of meshes. Next, the user specifies a vector field over the surface that indicates the orientation of the texture. The mesh vertices on the surface are then sorted in such a way that visiting the points in order will follow the vector field and will sweep across the surface from one end to the other. Each point is then visited in turn to determine its color. The color of a particular point is found by examining the color of neighboring points and finding the best match to a similar pixel neighborhood in the given texture sample. The color assignment is done in a coarse-to-fine manner using the mesh hierarchy. A texture created this way fits the surface naturally and seamlessly.
Prior Learning and Gibbs Reaction-Diffusion
, 1997
"... This article addresses two important themes in early visual computation: rst it presents a novel theory for learning the universal statistics of natural images { a prior model for typical cluttered scenes of the world { from a set of natural images, second it proposes a general framework of designi ..."
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Cited by 126 (16 self)
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This article addresses two important themes in early visual computation: rst it presents a novel theory for learning the universal statistics of natural images { a prior model for typical cluttered scenes of the world { from a set of natural images, second it proposes a general framework of designing reaction-diusion equations for image processing. We start by studying the statistics of natural images including the scale invariant properties, then generic prior models were learned to duplicate the observed statistics, based on the minimax entropy theory studied in two previous papers. The resulting Gibbs distributions have potentials of the form U(I; ; S) = P K I)(x; y)) with S = fF g being a set of lters and = f the potential functions. The learned Gibbs distributions con rm and improve the form of existing prior models such as line-process, but in contrast to all previous models, inverted potentials (i.e. (x) decreasing as a function of jxj) were found to be necessary. We nd that the partial dierential equations given by gradient descent on U(I; ; S) are essentially reaction-diusion equations, where the usual energy terms produce anisotropic diusion while the inverted energy terms produce reaction associated with pattern formation, enhancing preferred image features. We illustrate how these models can be used for texture pattern rendering, denoising, image enhancement and clutter removal by careful choice of both prior and data models of this type, incorporating the appropriate features. Song Chun Zhu is now with the Computer Science Department, Stanford University, Stanford, CA 94305, and David Mumford is with the Division of Applied Mathematics, Brown University, Providence, RI 02912. This work started when the authors were at ...
Real-time texture synthesis by patch-based sampling
- ACM Transactions on Graphics
, 2001
"... We present a patch-based sampling algorithm for synthesizing textures from an input sample texture. The patch-based sampling algorithm is fast. Using patches of the sample texture as building blocks for texture synthesis, this algorithm makes high-quality texture synthesis a real-time process. For g ..."
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Cited by 105 (9 self)
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We present a patch-based sampling algorithm for synthesizing textures from an input sample texture. The patch-based sampling algorithm is fast. Using patches of the sample texture as building blocks for texture synthesis, this algorithm makes high-quality texture synthesis a real-time process. For generating textures of the same size and comparable (or better) quality, patch-based sampling is orders of magnitude faster than existing texture synthesis algorithms. The patch-based sampling algorithm synthesizes high-quality textures for a wide variety of textures ranging from regular to stochastic. By sampling patches according to a non-parametric estimation of the local conditional MRF density, we avoid mismatching features across patch boundaries. Moreover, the patch-based sampling algorithm remains effective when pixel-based non-parametric sampling algorithms fail to produce good results. For natural textures, the results of the patch-based sampling look subjectively better.
Illustrating Surface Shape in Volume Data via Principal Direction-Driven 3D Line Integral Convolution
, 1997
"... The three-dimensional shape and relative depth of a smoothly curving layered transparent surface may be communicated particularly effectively when the surface is artistically enhanced with sparsely distributed opaque detail. This paper describes how the set of principal directions and principal curv ..."
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Cited by 98 (9 self)
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The three-dimensional shape and relative depth of a smoothly curving layered transparent surface may be communicated particularly effectively when the surface is artistically enhanced with sparsely distributed opaque detail. This paper describes how the set of principal directions and principal curvatures specified by local geometric operators can be understood to define a natural "flow " over the surface of an object, and can be used to guide the placement of the lines of a stroke texture that seeks to represent 3D shape information in a perceptually intuitive way. The driving application for this work is the visualization of layered isovalue surfaces in volume data, where the particular identity of an individual surface is not generally known a priori and observers will typically wish to view a variety of different level surfaces from the same distribution, superimposed over underlying opaque structures. By advecting an evenly distributed set of tiny opaque particles, and the empty space between them, via 3D line integral convolution through the vector field defined by the principal directions and principal curvatures of the level surfaces passing through each gridpoint of a 3D volume, it is possible to generate a

