Towards Real-Time Texture Synthesis with the Jump Map
dc.contributor.author | Zelinka, Steve | en_US |
dc.contributor.author | Garland, Michael | en_US |
dc.contributor.editor | P. Debevec and S. Gibson | en_US |
dc.date.accessioned | 2014-01-27T14:06:09Z | |
dc.date.available | 2014-01-27T14:06:09Z | |
dc.date.issued | 2002 | en_US |
dc.description.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. | en_US |
dc.description.seriesinformation | Eurographics Workshop on Rendering | en_US |
dc.identifier.isbn | 1-58113-534-3 | en_US |
dc.identifier.issn | 1727-3463 | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGWR/EGWR02/099-104 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Towards Real-Time Texture Synthesis with the Jump Map | en_US |
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