2. 2D Texture Synthesis

挑战

简单重复的效果不好:

Desirable Properties

• Result looks like the input
• Efficient
• General
• Easy to use
• Extensible

Challenges

• how to capture the essence of texture?
• from repeated to stochastic texture

方法论

  • Parametric Techniques
    • Compute global statistics in feature space and sample images from texture ensemble directly
  • Non‐parametric Techniques
    • Estimate local conditional probability density function and synthesize pixels incrementally

Parametric Techniques

• Hypothesize a mathematical model for texture representation
Match model parameters of input and output texture

对每个分辨率,用一个函数提取它的feature,再还原出原始纹理
有点像VAE

Pyramid‐Based Texture Analysis/Synthesis

[Heeger & Bergen, Siggraph 1995]

• Initialize J to noise
• Create multiresolution pyramids for I and J
• Match the histograms of J’s pyramid levels with I’s pyramid levels
• Loop until convergence
• Can be generalized to 3D

Good CaseBad Case

只体现了分布,没有体现特征

Non‐Parametric Techniques

  • Synthesis by copying from the input
  • Markov‐Random Field Model
    • Pixel appearance depends only on neighborhood

🔎 Markov Random Field

Synthesizing One Pixel

• Assuming Markov property, what is conditional probability distribution of p, given the neighbourhood window?
• Instead of constructing a model, let’s directly search the input image for all such neighbourhoods to produce a histogram for p
• To synthesize p, just pick one match at random

例子:

👆 Select Best Neighborhood from all Candidates

Randomness Parameter

选择不同大小的框,会得到不同的效果

Patch‐based Synthesis

[Liang et al. TOG 2002]

Copy patches instead of single pixels

Select Best Neighborhood from all Candidates

Synthesis Result

• Efros’ algorithm has a tendency to grow garbage and Wei’s TSVQ acceleration further aggravates this problem. In Contrast, patch‐based sampling avoids growing garbage

优点:

  • Speed
    • Orders of magnitude faster than existing texture synthesis algorithm
    • Real‐time synthesis
  • Quality
    • Synthesize high‐quality textures ranging from regular to stochastic
    • Avoid growing garbage
    • Synthesize subjectively better natural textures

Mincut: Graph-cut based

[Efros&Freeman, Siggraph 2002]

用动态规划减少割缝处的突变

Minimal error boundary

Seam Optimization

最大流最小割问题

Construct graph such that:
Graph Mincut \(\Leftrightarrow\) Best Seam

Results: Natural Images

Texton‐based Synthesis

[Zhang et al., Siggraph 2003]

• Texton: texture element / texture pattern
• Texture elements don’t break apart using texton synthesis

Feature Map + Texture Map

寻求保持纹理的特征

Synthesis with Local Size Control

Synthesis with Vector Field Control


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