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Towards RealTime Texture Synthesis With the Jump Map

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Towards Real-Time Texture Synthesis With the Jump Map. Steve Zelinka Michael Garland ... Chaos Mosaic, Xu et al, 1997. Patch-Based Sampling, Liang et al, 2002 ... – PowerPoint PPT presentation

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Title: Towards RealTime Texture Synthesis With the Jump Map


1
Towards Real-Time Texture Synthesis With the Jump
Map
  • Steve Zelinka Michael Garland
  • University of Illinois at Urbana-Champaign
  • Thirteenth Eurographics Workshop on Rendering
    (2002)

2
Texture Synthesis
3
Neighbourhood-based
  • Compare local causal neighbourhoods Efros and
    Leung (ICCV 99) Wei and Levoy (SIGGRAPH
    2000) Ashikhmin (I3D 2001)

Input
Output
4
Fast Texture Synthesis
  • Goal Interactivity
  • Want synthesis that is
  • Fast
  • Simple
  • High quality

5
Patch-based Methods
  • Copy patches of pixels rather than single pixels

6
Patch-based Methods
  • Copy patches of pixels rather than single pixels
  • Chaos Mosaic, Xu et al, 1997

7
Patch-based Methods
  • Copy patches of pixels rather than single pixels
  • Chaos Mosaic, Xu et al, 1997
  • Patch-Based Sampling, Liang et al, 2002

8
Patch-based Methods
  • Copy patches of pixels rather than single pixels
  • Chaos Mosaic, Xu et al, 1997
  • Patch-Based Sampling, Liang et al, 2002
  • Image Quilting, Efros and Williams, 2001

9
Our Inspiration
  • Video Textures
  • Schodl et al, SIGGRAPH 2000
  • Given a sample video, generate endless video
    without looping
  • Generate links between similar frames
  • Play video, randomly following links

..
10
Our Approach
  • Divide task into two phases
  • Analysis
  • Once per input texture (need not be fast)
  • Generates jump map
  • Synthesis
  • Uses jump map
  • Fast enough for interactive applications

11
What is a Jump Map?
  • Same size as input

12
What is a Jump Map?
  • Same size as input
  • Set of jumps per pixel

13
What is a Jump Map?
  • Same size as input
  • Set of jumps per pixel
  • Jumps are weighted according to similarity
  • Need not sum to 1

14
Jump Map Texture Synthesis
  • Synthesis becomes a random walk
  • Pixel-by-pixel, in scan-line order
  • Select an already-synthesized neighbour N
  • Select a destination D from Ns jumps
  • Copy the pixel neighbouring D

15
Synthesis with Jump Maps
16
Synthesis With Jump Maps
17
Synthesis Order
  • Synthesis order influences patch shapes
  • Not likely to extend in directions where there
    arent already-synthesized neighbours

18
Synthesis Orders
  • Serpentine
  • Reverse direction at end of scan-line
  • Better than scan-line, just as fast
  • Hilbert curve
  • Maximizes locality
  • Much higher quality
  • Adds some overhead

19
Synthesis Issues
  • Artifacts may occur if a patch hits an input
    image boundary
  • Modify probability of taking a jump
  • Increase for jumps from input boundary
  • Decrease for jumps to input boundary
  • Blend patch boundaries

20
Texture Analysis
  • Need best matches for each input pixel
  • Pose as high-dimensional ANN problem

21
Multi-resolution Analysis
  • Use image pyramid and multi-resolution
    neighbourhood vectors
  • Smaller neighbourhood required
  • Improves PCA reduction

22
Jump Map Diversity
  • Undesirable repitition may occur if jumps cluster
    spatially
  • L2 norm is particularly susceptible

23
Poisson Disc Sampling
  • Find extra matches
  • Iteratively accept matches satisfying Poisson
    disc criterion
  • Include a Poisson disc at the source

1
24
Analysis Summary
  • Need best matches for each input pixel
  • Use multi-resolution neighbourhoods
  • Pose as high-dimensional ANN problem
  • Reduce dimension with PCA
  • Filter matches with Poisson discs
  • Normalize similarity values across the jump map

25
Results
  • Current implementation 2.1 million
    pixels/second scan-line0.8 million pixels/second
    Hilbert
  • Good quality on stochastic textures
  • Not so good on structured textures
  • TBD demo

26
Future Work
  • Analysis phase
  • Use perceptual metrics
  • Clustering instead of ANN
  • Synthesis phase
  • Multi-resolution synthesis
  • Output control mechanisms

27
Future Work
  • Generalization to patches
  • Reduce storage used
  • Sample size required?

28
Contact Information
  • Steve Zelinka
  • zelinka_at_uiuc.edu
  • Michael Garland
  • garland_at_uiuc.edu
  • http//graphics.cs.uiuc.edu/zelinka/jumpmaps
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