Patch-Based Texture Synthesis Using Wavelets

Leandro Tonietto, M. Walter, C. Jung
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引用次数: 15

Abstract

Patch-based texture synthesis builds a texture by joining together blocks of pixels — patches — of the original sample. Usually the best patches are selected among all possible using a L2 norm on the RGB or grayscale pixel values of boundary zones. The L2 metric provides the raw pixel-to-pixel difference, disregarding relevant image structures — such as edges — that are relevant in the human visual system and therefore on synthesis of new textures. We present a wavelet-based approach for selecting patches for patch-based texture synthesis. For each possible patch we compute the wavelet coefficients for the boundary region and pick the patch with the smallest error computed from the wavelet coefficients. We show that the use of wavelets as metric for selection of the best patches improves texture synthesis for samples which previous work fails, mainly textures with prominent aligned features.
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基于小波的斑块纹理合成
基于补丁的纹理合成通过将原始样本的像素块(补丁)连接在一起来构建纹理。通常使用边界区域的RGB或灰度像素值上的L2范数在所有可能的情况中选择最佳补丁。L2度量提供原始像素到像素的差异,忽略了与人类视觉系统相关的相关图像结构(如边缘),因此与新纹理的合成有关。我们提出了一种基于小波的方法来选择基于补丁的纹理合成的补丁。对于每个可能的斑块,我们计算边界区域的小波系数,并从小波系数中选择误差最小的斑块。我们表明,使用小波作为度量来选择最佳补丁,可以改善先前工作失败的样本的纹理合成,主要是具有突出对齐特征的纹理。
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