SIGGRAPH 2003 Jingdan Zhang, Kun Zhou, Luiz Velho, Baining Guo, Heung-Yeung Shum.

Slides:



Advertisements
Similar presentations
Andrew Nealen and Marc Alexa, Discrete Geometric Modeling Group, TU Darmstadt, 2004 Fast and High Quality Overlap Repair for Patch-Based Texture Synthesis.
Advertisements

Super-Resolution Texturing for Online Virtual Globes
Object Recognition from Local Scale-Invariant Features David G. Lowe Presented by Ashley L. Kapron.
November 12, 2013Computer Vision Lecture 12: Texture 1Signature Another popular method of representing shape is called the signature. In order to compute.
Texture Synthesis on [Arbitrary Manifold] Surfaces Presented by: Sam Z. Glassenberg* * Several slides borrowed from Wei/Levoy presentation.
Morphing & Warping 2D Morphing Involves 2 steps 1.Image warping “get features to line up” 2.Cross-dissolve “mix colors” (fade-in/fadeout transition)
1.  Texturing is a core process for modeling surface details in computer graphics applications › Texture mapping › Surface texture synthesis › Procedural.
December 5, 2013Computer Vision Lecture 20: Hidden Markov Models/Depth 1 Stereo Vision Due to the limited resolution of images, increasing the baseline.
Lapped Textures Emil Praun and Adam Finkelstien (Princeton University) Huges Hoppe (Microsoft Research) SIGGRAPH 2000 Presented by Anteneh.
Texture Synthesis Tiantian Liu. Definition Texture – Texture refers to the properties held and sensations caused by the external surface of objects received.
EE 7730 Image Segmentation.
Lapped Textures Emil Praun Adam Finkelstein Hugues Hoppe Emil Praun Adam Finkelstein Hugues Hoppe Princeton University Microsoft Research Princeton University.
Image Quilting for Texture Synthesis & Transfer Alexei Efros (UC Berkeley) Bill Freeman (MERL) +=
Overview of Texture Synthesis Ganesh Ramanarayanan Cornell Graphics Seminar.
A Study of Approaches for Object Recognition
Announcements Quiz Thursday Quiz Review Tomorrow: AV Williams 4424, 4pm. Practice Quiz handout.
Texture Splicing Yiming Liu, Jiaping Wang, Su Xue, Xin Tong, Sing Bing Kang, Baining Guo.
Curve Analogies Aaron Hertzmann Nuria Oliver Brain Curless Steven M. Seitz University of Washington Microsoft Research Thirteenth Eurographics.
Image-Based Rendering Produce a new image from real images. Combining images Interpolation More exotic methods.
Texture Synthesis on Surfaces Paper by Greg Turk Presentation by Jon Super.
Image Morphing : Rendering and Image Processing Alexei Efros.
Texture Reading: Chapter 9 (skip 9.4) Key issue: How do we represent texture? Topics: –Texture segmentation –Texture-based matching –Texture synthesis.
Texture Synthesis from Multiple Sources Li-Yi Wei Stanford University (was) NVIDIA Corporation (now)
Region Filling and Object Removal by Exemplar-Based Image Inpainting
Image Morphing : Computational Photography Alexei Efros, CMU, Fall 2005 © Alexey Tikhonov.
Andrew Nealen and Marc Alexa, Discrete Geometric Modeling Group, TU Darmstadt, 2003 Hybrid Texture Synthesis Andrew Nealen Marc Alexa Discrete Geometric.
Near-Regular Texture Analysis and Manipulation Written by: Yanxi Liu Yanxi Liu Wen-Chieh Lin Wen-Chieh Lin James Hays James Hays Presented by: Alex Hadas.
Texture Synthesis over Arbitrary Manifold Surfaces Li-Yi Wei Marc Levoy Computer Graphics Group Stanford University.
Matching Compare region of image to region of image. –We talked about this for stereo. –Important for motion. Epipolar constraint unknown. But motion small.
1 Chapter 21 Machine Vision. 2 Chapter 21 Contents (1) l Human Vision l Image Processing l Edge Detection l Convolution and the Canny Edge Detector l.
Image Analogies Aaron Hertzmann (1,2) Charles E. Jacobs (2) Nuria Oliver (2) Brian Curless (3) David H. Salesin (2,3) 1 New York University 1 New York.
CSE554Laplacian DeformationSlide 1 CSE 554 Lecture 8: Laplacian Deformation Fall 2012.
CSCE 441: Computer Graphics Image Warping/Morphing Jinxiang Chai.
Prakash Chockalingam Clemson University Non-Rigid Multi-Modal Object Tracking Using Gaussian Mixture Models Committee Members Dr Stan Birchfield (chair)
Efficient Editing of Aged Object Textures By: Olivier Clément Jocelyn Benoit Eric Paquette Multimedia Lab.
Volumetric Illustration: Designing 3D Models with Internal Textures Shigeru Owada Frank Nielsen Makoto Okabe Takeo Igarashi The University of Tokyo Sony.
Geometric Operations and Morphing.
Simple Image Processing Speaker : Lin Hsiu-Ting Date : 2005 / 04 / 27.
Terrain Synthesis by Digital Elevation Models Howard Zhou, Jie Sun, Greg Turk, and James M. Rehg
Continuous Model Synthesis Paul Merrell and Dinesh Manocha In SIGGRAPH Asia 2008 발표 : 이성호.
Texture Optimization for Example-based Synthesis Vivek Kwatra Irfan Essa Aaron Bobick Nipun Kwatra.
1 Adding charts anywhere Assume a cow is a sphere Cindy Grimm and John Hughes, “Parameterizing n-holed tori”, Mathematics of Surfaces X, 2003 Cindy Grimm,
Lapped Solid Textures: Filling a Model with Anisotropic Textures Kenshi Takayama 1 Makoto Okabe 1 Takashi Ijiri 1 Takeo Igarashi 1,2 1 The University of.
CHAPTER 8 Color and Texture Mapping © 2008 Cengage Learning EMEA.
Synthesis of Compact Textures for real-time Terrain Rendering Nader Salman 22 juin 2007 Encadrant : Sylvain Lefebvre.
03/28/03© 2005 University of Wisconsin NPR Today “Comprehensible Rendering of 3-D Shapes”, Takafumi Saito and Tokiichiro Takahashi, SIGGRAPH 1990 “Painterly.
TextureAmendment Reducing Texture Distortion in Constrained Parameterizations Yu-Wing TaiNational University of Singapore Michael S. BrownNational University.
Lapped Solid Textrues Filling a Model with Anisotropic Textures
Synthesizing Natural Textures Michael Ashikhmin University of Utah.
Mosaics part 3 CSE 455, Winter 2010 February 12, 2010.
2D Texture Synthesis Instructor: Yizhou Yu. Texture synthesis Goal: increase texture resolution yet keep local texture variation.
Krivljenje slike - warping. Princip 2D krivljenja Demo.
Geometry Synthesis Ares Lagae Olivier Dumont Philip Dutré Department of Computer Science Katholieke Universiteit Leuven 10 August, 2004.
Data-driven Architectural texture mapping Texture mapping Un-textured 3D sceneTextured output Textured Architectures 由于建筑物的3D model和 textures均属于structured.
Multimedia Programming 10: Image Morphing
CDS 301 Fall, 2008 Domain-Modeling Techniques Chap. 8 November 04, 2008 Jie Zhang Copyright ©
SIGGRAPH 2007 Hui Fang and John C. Hart.  We propose an image editing system ◦ Preserve its detail and orientation by resynthesizing texture from the.
Image warping/morphing Digital Visual Effects, Spring 2006 Yung-Yu Chuang 2005/3/15 with slides by Richard Szeliski, Steve Seitz and Alexei Efros.
Detail Preserving Shape Deformation in Image Editing
Computational Photography Derek Hoiem, University of Illinois
Image Stitching Slides from Rick Szeliski, Steve Seitz, Derek Hoiem, Ira Kemelmacher, Ali Farhadi.
Fitting Curve Models to Edges
Domain-Modeling Techniques
Image Stitching Computer Vision CS 678
Image Quilting for Texture Synthesis & Transfer
Filtering Images Work in the spatial domain
Fourier Transform of Boundaries
Image Stitching Linda Shapiro ECE/CSE 576.
Image Stitching Linda Shapiro ECE P 596.
Presentation transcript:

SIGGRAPH 2003 Jingdan Zhang, Kun Zhou, Luiz Velho, Baining Guo, Heung-Yeung Shum

 We present an approach for decorating surfaces with progressively variant textures ◦ Can model local texture variations  Scale, orientation, color, shape variation  For 2D texture modeling, our feature-based warping technique allows the user to control the shape variations of texture elements  Our feature-based blending technique can create a smooth transition between two given homogeneous textures  We propose an algorithm based on texton masks ◦ To prevent texture elements breaking apart as they progressively vary

 Most of the previous work on surface texture synthesis concentrated on homogeneous textures ◦ However, many textures, including the coating patterns of various animals such as the tiger, cannot be described by stationary stochastic models ◦ Intuitively, their texture elements change in a progressive fashion

 Exemplar-based surface texture synthesis ◦ Gorla et al. 2001, Turk 2001, Wei and Levoy 2001, Ying et al. 2001, Dischler et al ◦ Only for homogeneous texture synthesis

 Reaction-diffusion textures ◦ Procedural ◦ Turk [1991], Witkin and Kass [1991] ◦ Parameter tweaking affects the result heavily ◦ Only a few kind of materials can be synthesized

 Integrating Shape and Pattern in Mammalian Models ◦ Walter et al. SIGGRAPH 2001 ◦ By biological simulation

 Garber 1981, Popat & Picard 1993, Efros & Leung 1999, Wei & Levoy 2000, Ashikhmin 2001, Hertzmann et al 2001, Tong et al 2002 … ExemplarSynthesized

 We represent a progressively-variant texture by a tuple (T,M,F,V) ◦ Texture image T ◦ Texton mask M  Marks which type of texture elements pixel p belongs to ◦ Transition function F  Scalar function whose gradient determines how fast the texture T is changing ◦ Orientation field V  A unit vector field

 A progressively-variant 2D texture can be created by our field distortion or feature-based techniques  The field distortion algorithm generates a texture by scaling and rotating the local coordinate frame at each pixel ◦ Using F, V  The feature-based techniques create texton masks first first, which then guide the synthesis of the target textures ◦ Feature-based warping & blending

 To synthesize a progressively-variant texture on a mesh, we start with a 2D progressively-variant texture sample (T o,M o,F o,V o ) ◦ User needs to specify Fs and Vs over the target mesh  The synthesis algorithm controls the scale and orientation variation of texture elements by matching F s and V s with their 2D counterparts  Our algorithm synthesizes a texton mask M s in conjunction with the target texture T s and uses M s to prevent the breaking of texture elements

 Synthesizes a progressively-variant texture T o  User specifies scale and orientation vectors at a few locations ◦ Interpolates these “key” scales and orientations to generate the entire F o and V o by using radial basis functions  Extends [Wei and Levoy 2000] by incorporating scale and orientation variations controlled F o and V o ◦ Pyramid-based sequential neighborhood matching algorithm

 Fo and Vo control the target texture through the construction of the neighborhood N(p) ◦ N(p) is scaled using F o (p) and rotated using V o (p) ◦ Pixels in N(p) is resampled from To using bilinear interpolation  Does not consider pixel coverage  The synthesis order has a large effect on the synthesis quality

 To apply feature-based techniques, the user must specify a texton mask on a given texture  Our user interface is based on color thresholding ◦ The user picks one or two pixel colors ◦ Provide dilation and erosion for refining texton masks  Our experiences suggest that a texton mask indicating one or two types of the most prominent texture elements is sufficient  Work well for most textures ◦ More sophisticated segmentation methods can be used to generate better texton masks

 With input Texture T i and texton mask M i ◦ Produce new mask M o  Use F o to control the parameters in the editing operations  Our system synthesizes a progressively- variant texture T o using two texton masks, M i and M o, and known texture T i ◦ As an application of image analogies [Hertzmann et al. 2001] ◦ Refer to the step as ‘Texton mask filtering’

 All masks used in this paper have fewer than four colors and usually the mask is binary ◦ Can easily apply morphological operations such as dilation, erosion  Can also apply image warping techniques such as mesh warping, field warping, and warping using radial basis functions ◦ Require feature points and feature lines

 Takes two homogeneous textures T 0 and T 1 and generates a progressively-variant texture T b ◦ We assume T 0, T 1, and T b are all of the same size and are defined on a unit square ◦ Also use simple linear transition function and texton mask M 0, M 1  F b (x, y) = x  T b can be obtained by color blending T 0 ` and T 1 ` ◦ T 0 ` and T 1 ` can be obtained by synthesizing T 0 and T 1 using M b ◦ T 0 ` and T 1 ` have their features aligned thus does not cause ghosting when color blended

 The key to generating T 0 ` and T 1 ` is the construction of M b  We want M b (x, y) to be like M 0 when x ≈ 0 and like M 1 when x ≈ 1 ◦ M(x, y) = xM 1 (x, y) + (1−x)M 0 (x, y) ◦ Gaussian blur M(x, y) to reduce discontinuity ◦ Convert M(x, y) to M b using user provided threshold

 With (T o,M o,F o,V o ), synthesize T s over the mesh surface ◦ User needs to specify V s and F s at some key locations ◦ Interpolates over the entire surface  Standard L2-norm is a poor perceptual measure for neighborhood similarity ◦ Synthesis without texton mask may break apart texture elements

 Our algorithm synthesizes a texton mask M s in conjunction with the texture T s ◦ Texton masks are resistant to damage caused by deficiencies in the L2-norm

 Candidate pool C(v,ε) is constructed for each vertex v in mesh ◦ A candidate pixel p from T o must satisfy a condition  |F o (p)−F s (v)| < ε,ε = 0.1  Neighborhood N m (v) and N c (v) is in the tangent plane of the surface at v, with same orientation as V s (v) ◦ N m (p) and N c (p) is from T o, with same orientation as V o (p)

 We use larger neighborhoods when searching for texton mask value, while smaller for color value ◦ Texton masks determine the layout of texture elements whereas the synthesis of pixel colors is simply a step to fill in the details  N c (p) should really be N c (p, s) where s = F o (p) is the scale at p ◦ N c (p, s min ) be the smallest neighborhood and N c (p, s max ) be the largest ◦ We determine the size of N c (p, s) by linearly interpolating between that of Nc(p, s min ) and Nc(p, s max ) and rounding the result up to the nearest integer ◦ Applies to all type of neighborhoods

 We populate C(v,ε) using k-coherence technique ◦ With an additional check for the transition function condition  We pre-compute k-nearest neighbors for each pixels ◦ We use k = 20

 An alternative approach to handle transition functions is to put the function values in the alpha channel ◦ However, this may not satisfy the condition from equ. 1  We need a orientation field for input texture as well

 Texton masks are also useful for homogeneo us texture synthesis ◦ Previous methods would break some texture eleme nts due to insufficient texture measurement

 Although color thresholding may not always g enerate a good segmentation in the traditiona l sense, the resulting texton masks are usuall y good enough  We hand painted a texton mask when color th resholding fails ◦ Our algorithm was still able to produce good results

 Our main contribution in this paper is a framework fo r progressively variant textures on arbitrary surfaces ◦ Feature-based warping and blending ◦ The general framework we propose should be applicable to most textures  One area of future work is to add more user control t o feature based blending ◦ User may want more control over the way texture changes  Another topic is to explore the multi-way transition a mong more than two textures  Finally, we are interested in other ways to control the local variations of textures