Results 1 - 10
of
15
Graphcut Textures: Image and Video Synthesis Using Graph Cuts
, 2003
"... In this paper we introduce a new algorithm for image and video texture synthesis. In our approach, patch regions from a sample image or video are transformed and copied to the output and then stitched together along optimal seams to generate a new (and typically larger) output. In contrast to other ..."
Abstract
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Cited by 267 (5 self)
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In this paper we introduce a new algorithm for image and video texture synthesis. In our approach, patch regions from a sample image or video are transformed and copied to the output and then stitched together along optimal seams to generate a new (and typically larger) output. In contrast to other techniques, the size of the patch is not chosen a-priori, but instead a graph cut technique is used to determine the optimal patch region for any given offset between the input and output texture. Unlike dynamic programming, our graph cut technique for seam optimization is applicable in any dimension. We specifically explore it in 2D and 3D to perform video texture synthesis in addition to regular image synthesis. We present approximative offset search techniques that work well in conjunction with the presented patch size optimization. We show results for synthesizing regular, random, and natural images and videos. We also demonstrate how this method can be used to interactively merge different images to generate new scenes.
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 ..."
Abstract
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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.
Dynamic Texture Segmentation
- In IEEE International Conference on Computer Vision
, 2003
"... We address the problem of segmenting a sequence of images of natural scenes into disjoint regions that are characterized by constant spatio-temporal statistics. We model the spatio-temporal dynamics in each region by Gauss-Markov models, and infer the model parameters as well as the boundary of the ..."
Abstract
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Cited by 45 (7 self)
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We address the problem of segmenting a sequence of images of natural scenes into disjoint regions that are characterized by constant spatio-temporal statistics. We model the spatio-temporal dynamics in each region by Gauss-Markov models, and infer the model parameters as well as the boundary of the regions in a variational optimization framework. Numerical results demonstrate that -- in contrast to purely texture-based segmentation schemes -- our method is effective in segmenting regions that differ in their dynamics even when spatial statistics are identical.
Synthesizing dynamic texture with closed-loop linear dynamic system
- In Proc. European Conference on Computer Vision
, 2004
"... Abstract. Dynamic texture can be defined as a temporally continuous and infinitely varying stream of images that exhibit certain temporal statistics. Linear dynamic system (LDS) represented by the state-space equation has been proposed to model dynamic texture[12]. LDS can be used to synthesize dyna ..."
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Cited by 16 (2 self)
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Abstract. Dynamic texture can be defined as a temporally continuous and infinitely varying stream of images that exhibit certain temporal statistics. Linear dynamic system (LDS) represented by the state-space equation has been proposed to model dynamic texture[12]. LDS can be used to synthesize dynamic texture by sampling the system noise. However, the visual quality of the synthesized dynamic texture using noise-driven LDS is often unsatisfactory. In this paper, we regard the noise-driven LDS as an open-loop control system and analyze its stability through its pole placement. We show that the noise-driven LDS can produce good quality dynamic texture if the LDS is oscillatory. To deal with an LDS not oscillatory, we present a novel approach, called closedloop LDS (CLDS) where feedback control is introduced into the system. Using the succeeding hidden states as an input reference signal, we design a feedback controller based on the difference between the current state and the reference state. An iterative algorithm is proposed to generate dynamic textures. Experimental results demonstrate that CLDS can produce dynamic texture sequences with promising visual quality. 1
Modeling textured motion: Particle, wave and sketch
- IEEE Int. Conf. on Computer Vision, ICCV’03
, 2003
"... In this paper, we present a generative model for textured motion phenomena, such as falling snow, wavy river and dancing grass, etc. Firstly, we represent an image as a linear superposition of image bases selected from a generic and over-complete dictionary. The dictionary contains Gabor bases for p ..."
Abstract
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Cited by 12 (2 self)
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In this paper, we present a generative model for textured motion phenomena, such as falling snow, wavy river and dancing grass, etc. Firstly, we represent an image as a linear superposition of image bases selected from a generic and over-complete dictionary. The dictionary contains Gabor bases for point/particle elements and Fourier bases for wave-elements. These bases compete to explain the input images. The transform from a raw image to a base or a token representation leads to large dimension reduction. Secondly, we introduce a unified motion equation to characterize the motion of these bases and the interactions between waves and particles, e.g. a ball floating on water. We use statistical learning algorithm to identify the structure of moving objects and their trajectories automatically. Then novel sequences can be synthesized easily from the motion and image models. Thirdly, we replace the dictionary of Gabor and Fourier bases with symbolic sketches (also bases). With the same image and motion model, we can render realistic and stylish cartoon animation. In our view, cartoon and sketch are symbolic visualization of the inner representation for visual perception. The success of the cartoon animation, in turn, suggests that our image and motion models capture the essence of visual perception of textured motion. 1
Analysis and Synthesis of Textured Motion: Particles and Waves
- IEEE Transactions on Pattern Analysis and Machine Intelligence
, 2004
"... Abstract—Natural scenes contain a wide range of textured motion phenomena which are characterized by the movement of a large amount of particle and wave elements, such as falling snow, wavy water, and dancing grass. In this paper, we present a generative model for representing these motion patterns ..."
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Cited by 10 (3 self)
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Abstract—Natural scenes contain a wide range of textured motion phenomena which are characterized by the movement of a large amount of particle and wave elements, such as falling snow, wavy water, and dancing grass. In this paper, we present a generative model for representing these motion patterns and study a Markov chain Monte Carlo algorithm for inferring the generative representation from observed video sequences. Our generative model consists of three components. The first is a photometric model which represents an image as a linear superposition of image bases selected from a generic and overcomplete dictionary. The dictionary contains Gabor and LoG bases for point/particle elements and Fourier bases for wave elements. These bases compete to explain the input images and transfer them to a token (base) representation with anOð10 2 Þ-fold dimension reduction. The second component is a geometric model which groups spatially adjacent tokens (bases) and their motion trajectories into a number of moving elements—called “motons. ” A moton is a deformable template in time-space representing a moving element, such as a falling snowflake or a flying bird. The third component is a dynamic model which characterizes the motion of particles, waves, and their interactions. For example, the motion of particle objects floating in a river, such as leaves and balls, should be coupled with the motion of waves. The trajectories of these moving elements are represented by coupled Markov chains. The dynamic model also includes probabilistic representations for the birth/death (source/sink) of the motons. We adopt a stochastic gradient algorithm for learning and inference. Given an input video sequence, the algorithm iterates two steps: 1) computing the motons and their trajectories by a number of reversible Markov chain jumps, and 2) learning the parameters that govern the geometric deformations and motion dynamics. Novel video sequences are synthesized from the learned models and, by editing the model parameters, we demonstrate the controllability of the generative model. Index Terms—Textured motion, generative model, texton, statistical learning, object tracking, stochastic gradient. 1
Spatially homogeneous dynamic textures
- In Proc. European Conference on Computer Vision
, 2004
"... Abstract. We address the problem of modeling the spatial and temporal second-order statistics of video sequences that exhibit both spatial and temporal regularity, intended in a statistical sense. We model such sequences as dynamic multiscale autoregressive models, and introduce an efficient algorit ..."
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Cited by 8 (2 self)
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Abstract. We address the problem of modeling the spatial and temporal second-order statistics of video sequences that exhibit both spatial and temporal regularity, intended in a statistical sense. We model such sequences as dynamic multiscale autoregressive models, and introduce an efficient algorithm to learn the model parameters. We then show how the model can be used to synthesize novel sequences that extend the original ones in both space and time, and illustrate the power, and limitations, of the models we propose with a number of real image sequences. 1
Dynamic shape and appearance models
- ISSN
, 2006
"... Abstract—We propose a model of the joint variation of shape and appearance of portions of an image sequence. The model is conditionally linear, and can be thought of as an extension of active appearance models to exploit the temporal correlation of adjacent image frames. Inference of the model param ..."
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Cited by 5 (2 self)
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Abstract—We propose a model of the joint variation of shape and appearance of portions of an image sequence. The model is conditionally linear, and can be thought of as an extension of active appearance models to exploit the temporal correlation of adjacent image frames. Inference of the model parameters can be performed efficiently using established numerical optimization techniques borrowed from finite-element analysis and system identification techniques. Index Terms—Active appearance models, linear dynamical systems, video analysis, image motion, dynamic textures. 1
Time Series Prediction by Chaotic Modeling of Nonlinear Dynamical Systems
"... We use concepts from chaos theory in order to model nonlinear dynamical systems that exhibit deterministic behavior. Observed time series from such a system can be embedded into a higher dimensional phase space without the knowledge of an exact model of the underlying dynamics. Such an embedding war ..."
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Cited by 2 (1 self)
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We use concepts from chaos theory in order to model nonlinear dynamical systems that exhibit deterministic behavior. Observed time series from such a system can be embedded into a higher dimensional phase space without the knowledge of an exact model of the underlying dynamics. Such an embedding warps the observed data to a strange attractor, in the phase space, which provides precise information about the dynamics involved. We extract this information from the strange attractor and utilize it to predict future observations. Given an initial condition, the predictions in the phase space are computed through kernel regression. This approach has the advantage of modeling dynamics without making any assumptions about the exact form (linear, polynomial, radial basis, etc.) of the mapping function. The predicted points are then warped back to the observed time series. We demonstrate the utility of these predictions for human action synthesis, and dynamic texture synthesis. Our main contributions are: multivariate phase space reconstruction for human actions and dynamic textures, a deterministic approach to model dynamics in contrast to the popular noise-driven approaches for dynamic textures, and video synthesis from kernel regression in the phase space. Experimental results provide qualitative and quantitative analysis of our approach on standard data sets. 1.
Graphcut Textures: Image and Video Synthesis Using Graph Cuts
, 2003
"... In this paper we introduce a new algorithm for image and video texture synthesis. In our approach, patch regions from a sample image or video are transformed and copied to the output and then stitched together along optimal seams to generate a new (and typically larger) output. In contrast to other ..."
Abstract
-
Cited by 1 (0 self)
- Add to MetaCart
In this paper we introduce a new algorithm for image and video texture synthesis. In our approach, patch regions from a sample image or video are transformed and copied to the output and then stitched together along optimal seams to generate a new (and typically larger) output. In contrast to other techniques, the size of the patch is not chosen a-priori, but instead a graph cut technique is used to determine the optimal patch region for any given offset between the input and output texture. Unlike dynamic programming, our graph cut technique for seam optimization is applicable in any dimension. We specifically explore it in 2D and 3D to perform video texture synthesis in addition to regular image synthesis. We present approximative offset search techniques that work well in conjunction with the presented patch size optimization. We show results for synthesizing regular, random, and natural images and videos. We also demonstrate how this method can be used to interactively merge different images to generate new scenes.

