Parallel patch-based texture synthesis

A. Lasram, S. Lefebvre
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引用次数: 31

Abstract

Fast parallel algorithms exist for pixel-based texture synthesizers. Unfortunately, these synthesizers often fail to preserve structures from the exemplar without the user specifying additional feature information. On the contrary, patch-based synthesizers are better at capturing and preserving structural patterns. However, they require relatively slow algorithms to layout the patches and stitch them together. We present a parallel patch-based texture synthesis technique that achieves high degree of parallelism. Our synthesizer starts from a low-quality result and adds several patches in parallel to improve it. It selects patches that blend in a seamless way with the existing result, and that hide existing visual artifacts. This is made possible through two main algorithmic contributions: An algorithm to quickly find a good cut around a patch, and a deformation algorithm to further align features crossing the patch boundary. We show that even with a uniform parallel random sampling of the patches, our improved patch stitching achieves high quality synthesis results. We discuss several synthesis strategies, such as using patches of decreasing size or using various amounts of deformation during the optimization. We propose a complete implementation tuned to take advantage of massive GPU parallelism.
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基于并行补丁的纹理合成
基于像素的纹理合成器存在快速并行算法。不幸的是,如果没有用户指定额外的特征信息,这些合成器往往不能从范例中保留结构。相反,基于补丁的合成器在捕获和保存结构模式方面做得更好。然而,它们需要相对较慢的算法来布局补丁并将它们拼接在一起。提出了一种基于并行补丁的纹理合成技术,实现了高度的并行性。我们的合成器从低质量的结果开始,并添加几个补丁并行改进它。它选择与现有结果无缝融合的补丁,并隐藏现有的视觉工件。这是通过两种主要算法实现的:一种快速找到补丁周围良好切口的算法,以及一种变形算法,用于进一步对齐跨越补丁边界的特征。研究表明,即使对贴片进行均匀平行随机采样,改进的贴片拼接也能获得高质量的合成结果。我们讨论了几种合成策略,例如在优化过程中使用减小尺寸的补丁或使用不同数量的变形。我们提出了一个完整的实现,以利用大规模GPU并行性。
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