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MP1: Texture Synthesis

MP1: Texture Synthesis. Advanced Graphics Rendering and Appearance Modeling Chris Lattner March 20, 2003. What I’ve Done. 2D Texture Synthesis: Algorithm from Li-Yi Wei’s Ph.D thesis “Texture Synthesis by Fixed Neighborhood Searching” Single Resolution + Multi-resolution Algorithms

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MP1: Texture Synthesis

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  1. MP1: Texture Synthesis Advanced Graphics Rendering and Appearance Modeling Chris Lattner March 20, 2003

  2. What I’ve Done • 2D Texture Synthesis: • Algorithm from Li-Yi Wei’s Ph.D thesis “Texture Synthesis by Fixed Neighborhood Searching” • Single Resolution + Multi-resolution Algorithms • Multi-resolution all the way down to limit • No “Nearest-Point” searching yet… • Algorithm is very slow, especially for large input images (10 mins for 128x128 texture @ 800Mhz)

  3. Example Result • Examples: Grass, Steel • 128x128 Result: • Tileable • Not periodic • 7x7 neighborhood • Ignore 3 pixel border on input • Grass 61x51 input: • non-tileable • Steel 104x57 input:

  4. Intermediate Results • 16x16 = random pixels • Weight upper level match by 70% • Important: filter image when down-sampling! 64 128 256 512

  5. More Examples

  6. Effect of Neighborhood Size 3x3 7x7 9x9 5x5 Input:

  7. Doesn’t capture lighting effects • A strictly 2D technique • Doesn’t handle light and shadow “realistically” • Example: water • Result looks right locally • But not like waves gen 2x2

  8. Textures in a corny scene • Yes, you too can use textures in a scene

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