Parallel controllable texture synthesis

S. Lefebvre, Hugues Hoppe
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引用次数: 321

Abstract

We present a texture synthesis scheme based on neighborhood matching, with contributions in two areas: parallelism and control. Our scheme defines an infinite, deterministic, aperiodic texture, from which windows can be computed in real-time on a GPU. We attain high-quality synthesis using a new analysis structure called the Gaussian stack, together with a coordinate upsampling step and a subpass correction approach. Texture variation is achieved by multiresolution jittering of exemplar coordinates. Combined with the local support of parallel synthesis, the jitter enables intuitive user controls including multiscale randomness, spatial modulation over both exemplar and output, feature drag-and-drop, and periodicity constraints. We also introduce synthesis magnification, a fast method for amplifying coarse synthesis results to higher resolution.
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平行可控纹理合成
提出了一种基于邻域匹配的纹理合成方案,该方案在并行性和控制性两个方面做出了贡献。我们的方案定义了一个无限的、确定性的、非周期性的纹理,从这个纹理中可以在GPU上实时计算窗口。我们使用一种称为高斯堆栈的新分析结构,以及坐标上采样步骤和子通道校正方法获得高质量的合成。纹理变化是通过样本坐标的多分辨率抖动来实现的。结合并行合成的本地支持,抖动可以实现直观的用户控制,包括多尺度随机性,范例和输出的空间调制,特征拖放和周期性约束。我们还介绍了合成放大,这是一种将粗合成结果放大到更高分辨率的快速方法。
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Session details: I3D (symposium on interactive 3D graphics) Session details: Mesh manipulation Session details: Texture synthesis Session details: Precomputed light transport Session details: Hardware rendering
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