Towards Real-Time Texture Synthesis with the Jump Map

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Date
2002
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
While texture synthesis has been well-studied in recent years, real-time techniques remain elusive. To help facilitate real-time texture synthesis, we divide the task of texture synthesis into two phases: a relatively slow analysis phase, and a real-time synthesis phase. Any particular texture need only be analyzed once, and then an unlimited amount of texture may be synthesized in real-time. Our analysis phase generates a jump map, which stores for each input pixel a set of matching input pixels (jumps). Texture synthesis proceeds in real-time as a random walk through the jump map. Each new pixel is synthesized by extending the patch of input texture from which one of its neighbours was copied. Occasionally, a jump is taken through the jump map to begin a new patch. Despite the method s extreme simplicity, its speed and output quality compares favourably with recent patch-based algorithms.
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@inproceedings{
:10.2312/EGWR/EGWR02/099-104
, booktitle = {
Eurographics Workshop on Rendering
}, editor = {
P. Debevec and S. Gibson
}, title = {{
Towards Real-Time Texture Synthesis with the Jump Map
}}, author = {
Zelinka, Steve
and
Garland, Michael
}, year = {
2002
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-3463
}, ISBN = {
1-58113-534-3
}, DOI = {
/10.2312/EGWR/EGWR02/099-104
} }
Citation