首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
Near-regular texture is probably among the most difficult to handle in the texture synthesis area, because the synthesis must preserve the holistic structural property and the local randomness simultaneously. In this paper, motivated by the relationship between a near-regular texture image and an evolutionary system, we propose a novel texture synthesis algorithm. By defining individuals with appropriate attributes and behaviors, we convert the texture synthesis problem to an evolution process of an evolutionary system. It can achieve high-quality synthesized results on a large variety of near-regular textures without any extra overhead for memory and pretreatment, and the speed approaches real-time. Moreover, it can be easily generalized to deal with other kinds of textures.  相似文献   

2.
纹理进化系统是一个面向近似规则纹理合成的算法,系统的主要特点是在进化理论的基础上,通过定义相关行为来优化纹理块在被拼接后无法改变而引发的累积误差问题.提出一种新的基于协同进化思想的纹理合成方案,通过新定义的个体选取及排布方式,可适用任意方向周期的纹理;通过去除迁徙、预建立适应度表等操作,很好地减轻了适应度计算开销的冗余度,并且新的进化过程能够更好地实现并行化.实验结果表明所提方案不仅在通用性上有所增强,在效率上也得到了显著提升.  相似文献   

3.
针对目前图像填补中存在的很难自动分析和提取前景、背景,然后合理地恢复图像等问题,提出一种利用纹理规则性分析和纹理合成技术进行有效图像填补的方法.为了实现自动化的提取,将前景视为近似规则纹理的场景区域,首先引入纹理规则性分析方法,利用近似规则纹理具有强烈的信号规则性的特点自动有效地提取前景信息;然后通过合成优先级的思想将纹理合成技术和图像修补技术结合起来,提出一个合理的背景填补方法以恢复图像.实验结果证明,该方法可以自动有效地提取具有近似规则纹理特征的前景或背景内容,并合理地恢复图像.  相似文献   

4.
Recently, sample-based texture synthesis techniques have drawn significant attention from researchers. These existing approaches mainly use the Markov Random Field (MRF) or texture features as texture model to analyze the local properties of sample textures. Indeed, human perception is sensitive to structure and periodicity. In this paper, we perform texture synthesis by taking into account the distribution of texels. Given a sample texture, the analysis procedure consists in segmenting texture into individual texels, and detecting each texel in order to analyze their neighborhood relationships by constructing connectivity. Then the synthesis process consists in reproducing a new large texture directly on a user-specified canvas by recomposing segmented texels, which synthesizes two-dimensional texel arrangements based on the previously constructed neighborhood relationships of texels. Results show that the proposed method is successful in generating textures visually indistinguishable to the sample textures. Moreover, the method especially deals with the near-regular textures, which well preserves underlying structural regularity.  相似文献   

5.
Texture Particles   总被引:3,自引:0,他引:3  
This paper presents an analytical extension of texture synthesis techniques based on the distribution of elementary texture components. Our approach is similar to the bombing, cellular, macrostructured and lapped textures techniques, but provides the user with more control on both the texture analysis and synthesis phases. Therefore, high quality results can be obtained for a large number of structured or stochastic textures (bricks, marble, lawn, etc.). The analysis consists in decomposing textures into elementary components — that we call ``texture particles'' — and for which we analyze their specific spatial arrangements. The synthesis then consists in recomposing similar textures directly on arbitrary surfaces by taking into account the previously computed arrangements, extended to 3D surfaces. Compared to ``pixel‐based'' analysis and synthesis methods, which have been recently generalized to arbitrary surfaces, our approach has three major advantages: (1) it is fast, which allows the user to interactively control the synthesis process. This further allows us to propose a large number of tools, granting a high degree of artistic freedom to the user. (2) It avoids the visual deterioration of the texture components by preserving their shapes as well as their spatial arrangements. (3) The texture particles can be not only images, but also 3D geometric elements, which extends significantly the domain of application.  相似文献   

6.
An algorithm for synthesizing color textures from a small set of parameters is presented in this paper. The synthesis algorithm is based on the 2-D moving average model, and realistic textures resembling many real textures can be synthesized using this algorithm. A maximum likelihood estimation algorithm to estimate parameters from a sample texture is also presented. By combining the estimation and synthesis algorithms, a color texture can be synthesized from a sample texture without human intervention. Using the estimated parameters, a texture larger than the original image can be synthesized from a small texture sample. The synthesis algorithm does not require an expensive iterative algorithm, and the quality of synthesized textures may be acceptable for many multimedia applications. In the experiment, various textures suitable for multimedia applications are synthesized from parameters estimated from real textures.  相似文献   

7.
In this paper, we show how to harness both low-rank and sparse structures in regular or near-regular textures for image completion. Our method is based on a unified formulation for both random and contiguous corruption. In addition to the low rank property of texture, the algorithm also uses the sparse assumption of the natural image: because the natural image is piecewise smooth, it is sparse in certain transformed domain (such as Fourier or wavelet transform). We combine low-rank and sparsity properties of the texture image together in the proposed algorithm. Our algorithm based on convex optimization can automatically and correctly repair the global structure of a corrupted texture, even without precise information about the regions to be completed. This algorithm integrates texture rectification and repairing into one optimization problem. Through extensive simulations, we show our method can complete and repair textures corrupted by errors with both random and contiguous supports better than existing low-rank matrix recovery methods. Our method demonstrates significant advantage over local patch based texture synthesis techniques in dealing with large corruption, non-uniform texture, and large perspective deformation.  相似文献   

8.
基于样本的纹理合成方法是继纹理映射、过程纹理合成等方法后发展起来的一种纹理拼贴方法,可以避免以往方法中的接缝、走样等问题,在计算机图形学、计算机视觉、图像处理等领域是非常重要的.一种基于块的纹理合成新方法被提出:应用最大流原理和顺序访问方式建立了新的GraphCut图结构,该方法具有Graph Cut算法[2]的较好运行效果,并降低了Graph Cut算法的复杂性.其中,对近规则邻域的纹理图像合成尤为适用.  相似文献   

9.
Synthesis of transition textures is essential for displaying visually acceptable appearances on a terrain. This investigation presents a modified method for synthesizing the transition texture to be tiled on a terrain. All transition pattern types are recognized for a number of input textures. The proposed modified patch-based sampling texture synthesis approach, using the extra feature map of the input source and target textures for patch matching, can synthesize any transition texture on a succession pattern by initializing the output texture using a portion of the source texture enclosed in a transition cut. The transition boundary is further enhanced to improve the visual effect by tracing out the integral texture elements. Either the Game of Life model or Wang tiles method are exploited to present a good-looking profile of successions on a terrain for tiling transition textures. Experimental results indicate that the proposed method requires few input textures, yet synthesizes numerous tileable transition textures, which are useful for obtaining a vivid appearance of a terrain.  相似文献   

10.
基于三角块的曲面纹理合成   总被引:6,自引:2,他引:4  
根据曲面网格上的切向矢量场,采用广度优先搜索策略从样本纹理空间中为每个三角面片映射纹理面片,直至完全覆盖整个网格.在搜索和映射过程中,首先使网格上相邻三角面片的纹理有最小的匹配误差;然后对相邻的三角面片纹理使用图的分割方法拼接纹理,得到曲面上连续的合成纹理;最后压缩存储合成的三角面片纹理.该算法适用于多种类型的样本纹理和任意的三角化曲面.  相似文献   

11.
Material Space Texturing   总被引:1,自引:0,他引:1  
Many objects have patterns that vary in appearance at different surface locations. We say that these are differences in  materials,  and we present a  material-space  approach for interactively designing such textures. At the heart of our approach is a new method to pre-calculate and use a 3D texture tile that is periodic in the spatial dimensions ( s ,  t ) and that also has a material axis along which the materials change smoothly. Given two textures and their feature masks, our algorithm produces such a tile in two steps. The first step resolves the features morphing by a level set advection approach, improved to ensure convergence. The second step performs the texture synthesis at each slice in material-space, constrained by the morphed feature masks. With such tiles, our system lets a user interactively place and edit textures on a surface, and in particular, allows the user to specify which material appears at given positions on the object. Additional operations include changing the scale and orientation of the texture. We support these operations by using a global surface parameterization that is closely related to quad re-meshing. Re-parameterization is performed on-the-fly whenever the user's constraints are modified.  相似文献   

12.
We present and compare five approaches for capturing, synthesising and relighting real 3D surface textures. Unlike 2D texture synthesis techniques they allow the captured textures to be relit using illumination conditions that differ from those of the original. We adapted a texture quilting method due to Efros and combined this with five different relighting representations, comprising: a set of three photometric images; surface gradient and albedo maps; polynomial texture maps; and two eigen based representations using 3 and 6 base images.We used twelve real textures to perform quantitative tests on the relighting methods in isolation. We developed a qualitative test for the assessment of the complete synthesis systems. Ten observers were asked to rank the images obtained from the five methods using five real textures. Statistical tests were applied to the rankings.The six-base-image eigen method produced the best quantitative relighting results and in particular was better able to cope with specular surfaces. However, in the qualitative tests there were no significant performance differences detected between it and the other two top performers. Our conclusion is therefore that the cheaper gradient and three-base-image eigen methods should be used in preference, especially where the surfaces are Lambertian or near Lambertian.  相似文献   

13.
通过分析纹理合成中子块参数对合成速度及质量的影响,发现对于一类纹理图像,不依赖于参数的选择即可快速高效地进行纹理合成。选择子块灰度平均值作为度量指标,根据纹理标准性强的图像应具有的特征,提出了一种新的计算图像纹理标准性系数的算法。结合大量计算结果,界定了一般图像、强标准性纹理以及弱标准性纹理的分类标准。并将其应用到纹理合成当中,对强标准性纹理图像的合成采用大尺度子块及零搜索的合成方法,提高了合成速度的同时保持合成质量不变。  相似文献   

14.
A new patch-based texture synthesis method is presented in this paper. By the method, a set of patches that can be matched with a sampled patch for growing textures effectively, called the matching compatibility between patches, is generated first for each patch, and the set is further optimized by culling the patches that may cause synthesis conflicts. In this way, similarity measurement calculation for selecting suitable patches in texture synthesis can be greatly saved, and synthesis conflicts between neighbouring patches are substantially reduced. Furthermore, retrace computation is integrated in the synthesis process to improve the texture quality. As a result, the new method can produce high quality textures as texture optimization, the best method to date for producing good textures, and run in a time complexity linear to the size of the output texture. Experimental results show that the new method can interactively generate a large texture in 1024 × 1024 pixels, which is very difficult to achieve by existing methods. Supported by the National Basic Research Program of China (Grant No. 2009CB320802), the National Natural Science Foundation of China (Grant Nos. 60773026, 60833007), the National High-Tech Research & Development Program of China (Grant Nos. 2006AA01Z306, 2008AA01Z301), and the Research Grant of University of Macau  相似文献   

15.
基于已有的约束的多样图纹理合成算法,提出采用图像金字塔的方法来实现,并在其中利用了纹理的相关性原理,不仅可以合成自然纹理,而且对结构性较强的纹理也取得了较好的效果,合成速度也得到了提高。实验结果表明,该算法在合成质量和合成速度上都有较大的提高,对于控制某种纹理在合成结果图中的位置的纹理合成有广泛的适用性。  相似文献   

16.
纹理的标准性和强标准性纹理的快速识别及合成   总被引:2,自引:0,他引:2  
分析了纹理合成中时间开销最大的匹配过程,发现了对一类具有特征任意匹配性纹理,可以大大降低匹配精度甚至忽略匹配过程,从而加快纹理生成速度.通过对这类纹理特性的概括,引入了纹理标准性概念,利用可变尺度滑动窗口的灰度距离对标准性进行度量;并结合大量统计结果,给出纹理标准性区分标准,对强标准性纹理使用低精度的匹配或零搜索来合成纹理.实验结果证明,文中对于强标准性的纹理区分可靠有效,生成纹理的速度大大提高,且质量无明显降低.  相似文献   

17.
王冲  李小奇  高明  张峰 《计算机仿真》2007,24(2):195-198
在传统的视景仿真开发过程中,研究人员需要将海量的航空影像照片经过数字化等一系列处理变成可使用的地表纹理,映射在地形表面,生成地景数据库.此法耗费大量人力,而且地景库一经生成就不可再改变,真实性降低.提出一种新的地表纹理的生成方法,以随机生成的高度信息作为约束,不同的地表纹理单元作为样图,采用带约束的基于样图纹理合成算法合成出真实地表纹理图像.实验中,通过改变高程约束和对多种地表纹理进行组合,可以方便快速地合成高质量的二维地表纹理图像.提出的纹理合成的方法,为今后与数字地图相结合开发地景数据库,积累一定的经验.对提高视景数据库的真实性具有实际意义.  相似文献   

18.
基于Wang Tiles的几何纹理合成   总被引:1,自引:0,他引:1  
韩建伟  王青  周昆  鲍虎军 《软件学报》2009,20(12):3254-3264
提出了一种基于Wang Tiles的几何纹理合成方法来在不同物体表面上即时地生成几何纹理.首先根据给定的几何纹理预计算出一组Wang Tiles,然后用这组Wang Tiles在不同的目标物体上即时生成新的几何纹理.尽管基于Wang Tiles的方法已经应用于图像纹理,但由于几何纹理采用了与图像纹理完全不同的表示方式,因此需要用完全不同的方法来处理.采用了基于约束的几何纹理合成技术自动生成几何纹理Wang Tiles,从而保证了生成的几何纹理Wang Tiles在所有排列下都能保持其几何连续性.与现有的方法相比,生成的几何纹理Wang Tiles可以重用到不同的目标物体上,同时占用的存储空间及计算量更小,速度更快.  相似文献   

19.
文中提出一种基于复用计算的纹理合成方法,逐步地利用已合成的部分纹理来生成更大的纹理块,以进行后续的纹理合成计算.由此,该方法可节省大量耗时的纹理块选择及缝合计算,提高了合成效率.实验表明,新方法可实时合成2048×2048像素的大纹理,而已有工作至多只能以交互的速度进行这样的合成.  相似文献   

20.
虚拟手术中器官纹理能够给用户直观反映,加强临场感和操作感。研究在虚拟肝脏手术中纹理的表现技术,先合成体纹理空间,把二维情况下基于复用计算的纹理合成技术进行改进,扩展至三维空间中进行体纹理块分布并着色;同时计算每个三角面片内部点集并着色,以此增加纹理的真实感;切割肝脏体能看到内部纹理。实验结果表明,该方法能够生成具有高度真实感以及同样本体纹理相似的三维纹理,且合成速度能够满足虚拟手术要求。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号