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1.
针对空间上具有各向异性的体纹理,提出一种基于样本的体纹理合成方法,把二维情况下基于二维纹理样本块的粘贴技术扩展至三维,应用到构建好的肝动脉模型。根据用户在四面体网格上定义的张量场,以四面体为合成单元,粘贴各向异性的三维纹理样本块。实验结果与理论分析表明,该方法可以在任意三维区域根据用户的交互合成预期的纹理效果,且能够较好地模拟肝动脉的内部结构,实现切割的实时可视化。  相似文献   

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3.
An efficient model-independent 3D texture synthesis algorithm based on texture growing and texture turbulence is presented to create vivid 3D solid texture from a single 2D growable texture pattern. Given a 2D texture pattern of some growable material, our technique is able to create an anisotropic 3D volumetric texture cube to simulate the evolution of the material in 3D. An effective tiling scheme is designed to save computation and storage costs. Target objects are directly dipped into the synthesized 3D texture volume to generate creative, sculpture-like models that can be visualized with interactive speed. Our method is conceptually intuitive, computationally fast, and storage efficient compared with other solid texturing methods. As opposed to conventional 2D texture mapping work on polygonal surfaces, our approach is capable of decorating 3D point-rendering systems seamlessly. Furthermore, our combination of texture turbulence and texture growing techniques provides an attractive way to synthesize and tile natural 2D texture patterns, or generate simple but interesting motion textures.  相似文献   

4.
This paper presents a novel texture synthesis scheme for anisotropic 2D textures based on perspective feature analysis and energy optimization. Given an example texture, the synthesis process starts with analyzing the texel (TEXture ELement) scale variations to obtain the perspective map (scale map). Feature mask and simple user-assisted scale extraction operations including slant and tilt angles assignment and scale value editing are applied. The scale map represents the global variations of the texel scales in the sample texture. Then, we extend 2D texture optimization techniques to synthesize these kinds of perspectively featured textures. The non-parametric texture optimization approach is integrated with histogram matching, which forces the global statics of the texel scale variations of the synthesized texture to match those of the example. We also demonstrate that our method is well-suited for image completion of a perspectively featured texture region in a digital photo.  相似文献   

5.
Many interesting real‐world textures are inhomogeneous and/or anisotropic. An inhomogeneous texture is one where various visual properties exhibit significant changes across the texture's spatial domain. Examples include perceptible changes in surface color, lighting, local texture pattern and/or its apparent scale, and weathering effects, which may vary abruptly, or in a continuous fashion. An anisotropic texture is one where the local patterns exhibit a preferred orientation, which also may vary across the spatial domain. While many example‐based texture synthesis methods can be highly effective when synthesizing uniform (stationary) isotropic textures, synthesizing highly non‐uniform textures, or ones with spatially varying orientation, is a considerably more challenging task, which so far has remained underexplored. In this paper, we propose a new method for automatic analysis and controlled synthesis of such textures. Given an input texture exemplar, our method generates a source guidance map comprising: (i) a scalar progression channel that attempts to capture the low frequency spatial changes in color, lighting, and local pattern combined, and (ii) a direction field that captures the local dominant orientation of the texture. Having augmented the texture exemplar with this guidance map, users can exercise better control over the synthesized result by providing easily specified target guidance maps, which are used to constrain the synthesis process.  相似文献   

6.
Aura 3D textures     
This paper presents a new technique, called aura 3D textures, for generating solid textures based on input examples. Our method is fully automatic and requires no user interactions in the process. Given an input texture sample, our method first creates its aura matrix representations and then generates a solid texture by sampling the aura matrices of the input sample constrained in multiple view directions. Once the solid texture is generated, any given object can be textured by the solid texture. We evaluate the results of our method based on extensive user studies. Based on the evaluation results using human subjects, we conclude that our algorithm can generate faithful results of both stochastic and structural textures with an average successful rate of 76.4 percent. Our experimental results also show that the new method outperforms Wei and Levoy's method and is comparable to that proposed by Jagnow et al. (2004)  相似文献   

7.
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   

8.
We present an algorithm based on statistical learning for synthesizing static and time-varying textures matching the appearance of an input texture. Our algorithm is general and automatic and it works well on various types of textures, including 1D sound textures, 2D texture images, and 3D texture movies. The same method is also used to generate 2D texture mixtures that simultaneously capture the appearance of a number of different input textures. In our approach, input textures are treated as sample signals generated by a stochastic process. We first construct a tree representing a hierarchical multiscale transform of the signal using wavelets. From this tree, new random trees are generated by learning and sampling the conditional probabilities of the paths in the original tree. Transformation of these random trees back into signals results in new random textures. In the case of 2D texture synthesis, our algorithm produces results that are generally as good as or better than those produced by previously described methods in this field. For texture mixtures, our results are better and more general than those produced by earlier methods. For texture movies, we present the first algorithm that is able to automatically generate movie clips of dynamic phenomena such as waterfalls, fire flames, a school of jellyfish, a crowd of people, etc. Our results indicate that the proposed technique is effective and robust  相似文献   

9.
Compared to 2D textures, solid textures can represent not only the bounding surfaces, but also their interiors. Existing solid texture synthesis methods pay little attention to the generation of conforming textures that capture geometric structures or reflect the artists’ design intentions. In this paper, we propose a novel approach to synthesizing solid textures using 2D exemplars. The generated textures locally agree with a tensor field derived from user sketching curves. We use a deterministic approach and only a small portion of the voxels needs to be synthesized on demand. Correction is fundamental in deterministic texture synthesis. We propose a history windows representation, which is general enough to unifiedly represent various previous correction schemes, and a dual grid scheme based on it to significantly reduce the dependent voxels while still producing high quality results. Experiments demonstrate that our method produces significantly improved solid textures with a small amount of user interaction.  相似文献   

10.
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   

11.
We introduce a new appearance-modeling paradigm for synthesizing the internal structure of a 3D model from photographs of a few cross-sections of a real object. When the internal surfaces of the 3D model are revealed as it is cut, carved, or simply clipped, we synthesize their texture from the input photographs. Our texture synthesis algorithm is best classified as a morphing technique, which efficiently outputs the texture attributes of each surface point on demand. For determining source points and their weights in the morphing algorithm, we propose an interpolation domain based on BSP trees that naturally resembles planar splitting of real objects. In the context of the interpolation domain, we define efficient warping and morphing operations that allow for real-time synthesis of textures. Overall, our modeling paradigm, together with its realization through our texture morphing algorithm, allow users to author 3D models that reveal highly realistic internal surfaces in a variety of artistic flavors.  相似文献   

12.
The authors propose a new approach for the synthesis of natural video textures using a fractal- based approach. Specifically, a video texture is modelled according to the three-dimensional (3D) extended self-similar (ESS) model introduced, which generalises the fractional Brownian motion process. The analysis of original video textures is based on the estimation of the autocorrelation functions (ACFs) of the textures' increments. The 3D-ESS model is then used to synthesise a process whose increments have the same ACFs of the given prototype. The synthesis is accomplished by generalising to the 3D case the incremental Fourier synthesis algorithm. Experimental results for the analysis and synthesis of natural video textures are eventually provided.  相似文献   

13.
The synthesis quality is one of the most important aspects in solid texture synthesis algorithms. In recent years several methods are proposed to generate high quality solid textures. However, these existing methods often suffer from the synthesis artifacts such as blurring, missing texture structures, introducing aberrant voxel colors, and so on. In this paper, we introduce a novel algorithm for synthesizing high quality solid textures from 2D exemplars. We first analyze the relevant factors for further improvements of the synthesis quality, and then adopt an optimization framework with the k-coherence search and the discrete solver for solid texture synthesis. The texture optimization approach is integrated with two new kinds of histogram matching methods, position and index histogram matching, which effectively cause the global statistics of the synthesized solid textures to match those of the exemplars. Experimental results show that our algorithm outperforms or at least is comparable to the previous solid texture synthesis algorithms in terms of the synthesis quality.  相似文献   

14.
We investigate semi‐stochastic tilings based on Wang or corner tiles for the real‐time synthesis of example‐based textures. In particular, we propose two new tiling approaches: (1) to replace stochastic tilings with pseudo‐random tilings based on the Halton low‐discrepancy sequence, and (2) to allow the controllable generation of tilings based on a user‐provided probability distribution. Our first method prevents local repetition of texture content as common with stochastic approaches and yields better results with smaller sets of utilized tiles. Our second method allows to directly influence the synthesis result which—in combination with an enhanced tile construction method that merges multiple source textures—extends synthesis tasks to globally‐varying textures. We show that both methods can be implemented very efficiently in connection with tile‐based texture mapping and also present a general rule that allows to significantly reduce resulting tile sets.  相似文献   

15.
A Randomized Approach for Patch-based Texture Synthesis using Wavelets   总被引:1,自引:0,他引:1  
We present a wavelet‐based approach for selecting patches in patch‐based texture synthesis. We randomly select the first block that satisfies a minimum error criterion, computed from the wavelet coefficients (using 1D or 2D wavelets) for the overlapping region. We show that our wavelet‐based approach improves texture synthesis for samples where previous work fails, mainly textures with prominent aligned features. Also, it generates similar quality textures when compared against texture synthesis using feature maps with the advantage that our proposed method uses implicit edge information (since it is embedded in the wavelet coefficients) whereas feature maps rely explicitly on edge features. In previous work, 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.  相似文献   

16.
Generation of 3D Texture Using Multiple 2D Models Analysis   总被引:1,自引:0,他引:1  
Solid (30) texturing is commonly used in computer graphics for producing more realistic images. It is often more attractive than the conventional 20 texture mapping but remains more complex on some points. Its major difficulty concerns the generation of 30 texture in a general and efficient way. The well-known traditional procedural methods use generally a simplified mathematical model of a natural texture. No reliable way for the choice of the mathematical model parameters, which characterise directly the produced 30 texture, is given. Therefore, 30 texture generation becomes a more or less experimental process with these methods. Our recently published methodfor an automatic 30 texture generation avoids this problem by the use of the spectral analysis of one 2D model texture. The resulting 30 texture is of good quality but one open problem remains: the aspect of the produced texture cannot be fully controlled over the entire 30 space by only one 20 spectral analysis. This may be considered as a serious limitation for some kinds of textures representing important variations in any direction. In this paper we present a new and more powerful analytical approach for an automatic 30 texture generation. Contrarily to our previous method, this new approach is not exclusively based on the spectral analysis of only one 20 model. It uses two or three 2D models corresponding to different slices of a 30 texture block, so, the aspect of the produced 3D texture can be controlled more efficiently over the entire 30 space. In addition, a more efficient 30 texture antialiasing, well adapted to this new method is presented.  相似文献   

17.
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   

18.
The goal of example‐based texture synthesis methods is to generate arbitrarily large textures from limited exemplars in order to fit the exact dimensions and resolution required for a specific modeling task. The challenge is to faithfully capture all of the visual characteristics of the exemplar texture, without introducing obvious repetitions or unnatural looking visual elements. While existing non‐parametric synthesis methods have made remarkable progress towards this goal, most such methods have been demonstrated only on relatively low‐resolution exemplars. Real‐world high resolution textures often contain texture details at multiple scales, which these methods have difficulty reproducing faithfully. In this work, we present a new general‐purpose and fully automatic self‐tuning non‐parametric texture synthesis method that extends Texture Optimization by introducing several key improvements that result in superior synthesis ability. Our method is able to self‐tune its various parameters and weights and focuses on addressing three challenging aspects of texture synthesis: (i) irregular large scale structures are faithfully reproduced through the use of automatically generated and weighted guidance channels; (ii) repetition and smoothing of texture patches is avoided by new spatial uniformity constraints; (iii) a smart initialization strategy is used in order to improve the synthesis of regular and near‐regular textures, without affecting textures that do not exhibit regularities. We demonstrate the versatility and robustness of our completely automatic approach on a variety of challenging high‐resolution texture exemplars.  相似文献   

19.
This paper describes a novel approach for on demand volumetric texture synthesis based on a deep learning framework that allows for the generation of high-quality three-dimensional (3D) data at interactive rates. Based on a few example images of textures, a generative network is trained to synthesize coherent portions of solid textures of arbitrary sizes that reproduce the visual characteristics of the examples along some directions. To cope with memory limitations and computation complexity that are inherent to both high resolution and 3D processing on the GPU, only 2D textures referred to as ‘slices’ are generated during the training stage. These synthetic textures are compared to exemplar images via a perceptual loss function based on a pre-trained deep network. The proposed network is very light (less than 100k parameters), therefore it only requires sustainable training (i.e. few hours) and is capable of very fast generation (around a second for 2563 voxels) on a single GPU. Integrated with a spatially seeded pseudo-random number generator (PRNG) the proposed generator network directly returns a color value given a set of 3D coordinates. The synthesized volumes have good visual results that are at least equivalent to the state-of-the-art patch-based approaches. They are naturally seamlessly tileable and can be fully generated in parallel.  相似文献   

20.
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