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Fast Texture Synthesis using Tree-structured Vector Quantization Li-Yi Wei Marc Levoy Computer Graphics Group Stanford University
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Introduction Texture Synthesis Input Result
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Desirable Properties Result looks like the input Efficient General Easy to use Extensible
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Previous Work Procedural Synthesis –Perlin 85, Witkin 91, Worley 96 Statistical Feature Matching –Heeger 95, De Bonet 97, Simoncelli 98 Markov Random Fields –Popat 93, Efros 99
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Outline Basic algorithm Multi-resolution algorithm Acceleration Applications
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Texture Model Textures are –local –stationary Model textures by –local spatial neighborhoods
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Basic Algorithm Exhaustively search neighborhoods
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Neighborhood Use causal neighborhoods CausalNon-causal Input Noise
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Neighborhood Neighborhood size determines the quality & cost 333355557777 9999 11 1141 41 423 s528 s 739 s 1020 s1445 s 24350 s
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Multi-resolution Pyramid High resolutionLow resolution
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Multi-resolution Algorithm
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Benefit Better image quality & faster computation 1 level 5 5 3 levels 5 5 1 level 11 11
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Results Random Oriented RegularSemi-regular
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Failures Non-planar structures Global information
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Comparison Heeger 95De Bonet 97Efros 99Our method Input 1941 secs 503 secs 12 secs
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Acceleration Computation bottleneck: neighborhood search
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Nearest Point Search Treat neighborhoods as high dimensional points 1 2 3 4 5 6 7 8 9 10 11 12 Neighborhood 1 2 3 4 5 6 7 8 9 10 11 12 High dimensional point/vector
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Acceleration Nearest point search in high dimensions –[Nene 97] Cluster-based model for textures –[Popat 93] Tree-structured Vector Quantization –[Gersho 92]
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Tree-structured Vector Quantization
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Timing Time complexity : O(log N) instead of O(N) –2 orders of magnitude speedup for non-trivial images 1941 secs503 secs12 secs Efros 99Full searchingTSVQ
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Results: Brodatz Textures InputExhaustive: 360 secsTSVQ: 7.5 secs D103 D20
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Application 1: Constrained Synthesis ?
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Possible Solution Multi-resolution blending [Burt & Adelson 83] –produce visible boundaries
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Possible Solution Original raster-scan algorithm –discontinuities at right and bottom boundaries
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Possible Solution Adaptive neighborhoods [Efros 99] –Hard to accelerate
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Modifications Need to use a single symmetric neighborhood 2 pass algorithm with extrapolation Spiral order synthesis
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Result
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Result Extrapolation ? ? ? ?
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Result Image editing by texture replacement
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Application 2: Temporal Texture Indeterminate motions both in space and time –fire, smoke, ocean waves How to synthesize? –extend our 2D algorithm to 3D
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Temporal Texture FireSmokeWaves Input Result
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Future Work More general “textures” –light fields, solid textures –motion signals –displacement maps Real time texture synthesis
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Acknowledgment Kris Popat Alyosha Efros Stanford Graphics Group Intel, Interval, Sony More information http://graphics.stanford.edu/projects/texture/
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