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Image Quilting for Texture Synthesis and Transfer
, 2001
"... We present a simple image-based method of generating novel visual appearance in which a new image is synthesized by stitching together small patches of existing images. We call this process image quilting. First, we use quilting as a fast and very simple texture synthesis algorithm which produces s ..."
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Cited by 422 (16 self)
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We present a simple image-based method of generating novel visual appearance in which a new image is synthesized by stitching together small patches of existing images. We call this process image quilting. First, we use quilting as a fast and very simple texture synthesis algorithm which produces surprisingly good results for a wide range of textures. Second, we extend the algorithm to perform texture transfer -- rendering an object with a texture taken from a different object. More generally, we demonstrate how an image can be re-rendered in the style of a different image. The method works directly on the images and does not require 3D information.
Dynamic Textures
, 2002
"... Dynamic textures are sequences of images of moving scenes that exhibit certain stationarity properties in time; these include sea-waves, smoke, foliage, whirlwind etc. We present a novel characterization of dynamic textures that poses the problems of modeling, learning, recognizing and synthesizing ..."
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Cited by 223 (14 self)
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Dynamic textures are sequences of images of moving scenes that exhibit certain stationarity properties in time; these include sea-waves, smoke, foliage, whirlwind etc. We present a novel characterization of dynamic textures that poses the problems of modeling, learning, recognizing and synthesizing dynamic textures on a firm analytical footing. We borrow tools from system identification to capture the "essence" of dynamic textures; we do so by learning (i.e. identifying) models that are optimal in the sense of maximum likelihood or minimum prediction error variance. For the special case of second-order stationary processes, we identify the model sub-optimally in closed-form. Once learned, a model has predictive power and can be used for extrapolating synthetic sequences to infinite length with negligible computational cost. We present experimental evidence that, within our framework, even low-dimensional models can capture very complex visual phenomena.
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
A sparse texture representation using local affine regions
- IEEE Transactions on Pattern Analysis and Machine Intelligence
, 2005
"... This article introduces a texture representation suitable for recognizing images of textured surfaces under a wide range of transformations, including viewpoint changes and non-rigid deformations. At the feature extraction stage, a sparse set of affine Harris and Laplacian regions is found in the im ..."
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Cited by 60 (11 self)
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This article introduces a texture representation suitable for recognizing images of textured surfaces under a wide range of transformations, including viewpoint changes and non-rigid deformations. At the feature extraction stage, a sparse set of affine Harris and Laplacian regions is found in the image. Each of these regions can be thought of as a texture element having a characteristic elliptic shape and a distinctive appearance pattern. This pattern is captured in an affine-invariant fashion via a process of shape normalization followed by the computation of two novel descriptors, the spin image and the RIFT descriptor. When affine invariance is not required, the original elliptical shape serves as an additional discriminative feature for texture recognition. The proposed approach is evaluated in retrieval and classi-fication tasks using the entire Brodatz database and a publicly available collection of 1000 photographs of textured surfaces taken from different viewpoints.
Visual Attention
- In B. Goldstein (Ed.), Blackwell Handbook of Perception
, 2001
"... Spatial attention: Visual selection and deployment over space The attentional spotlight and spatial cueing Attentional shifts, splits, and resolution Object-based Selection The visual search paradigm Top-down and bottom-up control of attention Inhibitory mechanisms of attention Invalid cueing Negati ..."
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Cited by 47 (2 self)
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Spatial attention: Visual selection and deployment over space The attentional spotlight and spatial cueing Attentional shifts, splits, and resolution Object-based Selection The visual search paradigm Top-down and bottom-up control of attention Inhibitory mechanisms of attention Invalid cueing Negative priming Inhibition of return Temporal attention: Visual selection and deployment over time Single target search Attentional blink and attentional dwell time Repetition blindness NEURAL MECHANISMS OF SELECTION Single-cell physiological method Event-related potentials Functional imaging: PET and fMRI
Texture Segmentation Using Voronoi Polygons
- IEEE Transactions on Pattern Analysis and Machine Intelligence
, 1989
"... Texture segmentation is one of the early steps towards identifying surfaces and objects in an image. Textures considered here are de#ned in terms of primitives called tokens. In this paper wehave developed a texture segmentation algorithm based on the Voronoi tessellation. The algorithm #rst builds ..."
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Cited by 36 (2 self)
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Texture segmentation is one of the early steps towards identifying surfaces and objects in an image. Textures considered here are de#ned in terms of primitives called tokens. In this paper wehave developed a texture segmentation algorithm based on the Voronoi tessellation. The algorithm #rst builds the Voronoi tessellation of the tokens that make up the textured image. It then computes a feature vector for eachVoronoi polygon. These feature vectors are used in a probabilistic relaxation labeling on the tokens, to identify the interior and the border regions of the textures. The algorithm has successfully segmented binary images containing textures whose primitives have identical second-order statistics and anumber of gray level texture images. 1 INTRODUCTION The natural world abounds with textured surfaces. Any realistic vision system that is expected to work successfully, therefore, must be able to handle such input. The process of identifying regions with similar texture and separati...
Generalized Stochastic Subdivision
- ACM Transactions on Graphics
, 1987
"... This paper describes the basis for techniques such as stochastic subdivision in the theory of random processes and estimation theory. The popular stochastic subdivision construction is then generalized to provide control of the autocorrelation and spectral properties of the synthesized random functi ..."
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Cited by 34 (2 self)
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This paper describes the basis for techniques such as stochastic subdivision in the theory of random processes and estimation theory. The popular stochastic subdivision construction is then generalized to provide control of the autocorrelation and spectral properties of the synthesized random functions. The generalized construction is suitable for generating a variety of perceptually distinct high-quality random functions, including those with non-fractal spectra and directional or oscillatory characteristics. It is argued that a spectral modeling approach provides a more powerful and somewhat more intuitive perceptual characterization of random processes than does the fractal model. Synthetic textures and terrains are presented as a means of visually evaluating the generalized subdivision technique. Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three Dimensional Graphics and Realism -<F11.
Discovering texture regularity as a higher-order correspondence problem
- In ECCV
, 2006
"... Abstract. Understanding texture regularity in real images is a challenging computer vision task. We propose a higher-order feature matching algorithm to discover the lattices of near-regular textures in real images. The underlying lattice of a near-regular texture identifies all of the texels as wel ..."
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Cited by 31 (7 self)
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Abstract. Understanding texture regularity in real images is a challenging computer vision task. We propose a higher-order feature matching algorithm to discover the lattices of near-regular textures in real images. The underlying lattice of a near-regular texture identifies all of the texels as well as the global topology among the texels. A key contribution of this paper is to formulate lattice-finding as a correspondence problem. The algorithm finds a plausible lattice by iteratively proposing texels and assigning neighbors between the texels. Our matching algorithm seeks assignments that maximize both pair-wise visual similarity and higher-order geometric consistency. We approximate the optimal assignment using a recently developed spectral method. We successfully discover the lattices of a diverse set of unsegmented, real-world textures with significant geometric warping and large appearance variation among texels. 1

