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Texture Splicing Yiming Liu, Jiaping Wang, Su Xue, Xin Tong, Sing Bing Kang, Baining Guo
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Related Works: Texture Synthesis basic element placement distribution … Similar basic element Similar placement distribution
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Related Works: Texture Transfer [Efros and Freeman 2001], [Hertzmann et al. 2001]…
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Related Works: Texture Design [Matusik et al. 2005] and other works…
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Related Works: Texture Element Extraction Near-Regular Texture Analysis – [Liu et al. 2004], [Hays et al. 06]; – Limited to near-regular textures.
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Texture Splicing = = + + new texture basic element placement distribution
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Texture Analysis (1) self-similarity search
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Self-Similarity Search Texture ImageNormalized Cross Correlation Value Sliding Window Template Patch Normalized Cross Correlation
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Placement Distribution Extraction Texture ImageNormalized Cross Correlation Value Placement Distribution
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Texture Analysis (2) Graph Cut
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Graph Cut based Segmentation F B Minimize:
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Different Types of Textures Foreground: Rigid Connected Foreground: Rigid Disjoint Background: Rigid Connected
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New Texture Generation Texture A Texture B Distribution A Distribution BTexton Mask Deformation Field New Texture
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Mapping The Points in Source and Target Distribution Get a mapping function f AB C AB measures the spatial distance between two points. Solved with minimum-cost bipartite graph matching.
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Getting Deformation Field W Find a deformation field W AB which: – Map texture element p(x, y) in source distribution to its correspondent position in target distribution (f x (p), f y (p)); – Preserve the rigidity in the rigid area as much as possible. Rigid areaNon-rigid area
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Getting Deformation Field W Solve ∆(p) = W AB (p) – p – Separate x and y: ∆(p) = (∆ x (p), ∆ y (p)); Energy Function:
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Non-Rigid vs. Rigid (1) Texture Texton Mask Non-RigidRigid Deformation Field Result Deformation Field
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Non-Rigid vs. Rigid (2) Texture Non-RigidRigid Deformation Field Result Deformation Field
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Non-Rigid vs. Rigid (3) Texture Non-RigidRigid Deformation Field Result Deformation Field
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Barycentric Interpolation sourceoutput W BA (q) q
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Final Refinement Texture Synthesis [Lefebvre and Hoppe 2006] – Add fine details to the texture. – Fix the incorrectly deformed area in the texture. Before texture synthesisAfter texture synthesis
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Splicing Result (1)
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Splicing Result (2)
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Splicing Result (3)
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Self Splicing: Scaling
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Self Splicing: Randomization
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Self Splicing: Regularization
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Self Splicing: Specific Rearrangement
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Summary Texture Splicing: a novel method for texture editing. Simple idea: generate new textures with one texture’s element and another’s spatial placement distribution: – Self-similarity search; – Graph-cut based segmentation; – Image deformation with rigid constraint.
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Summary (Cont’d) Simple but useful for users: – The user just need to provide two texture images. – The user can also directly editing the spatial placement. Require more interaction, but Provides more control on texture design.
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Thank You! Any questions?
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