Sample-Based Texture Synthesis
Muath Sabha |
Contact: Computer Graphics Research Group
Ph.D. Thesis, Katholieke Universiteit Leuven, 139 p
Abstract
Computer graphics applications often use textures to decorate virtual objects to increase realism without modifying geometric details. In recent years, texture synthesis has also been used to fill holes in damaged pictures, or to generate illimitable textures in interactive applications like games and simulators. Sample-based texture synthesis schemes are based on analyzing the sample texture to create visually analogous images. The goal of this dissertation is to attain a fast texture synthesis technique able to generate visually pleasing results from a sample texture for a wide range of texture categories. In our work, we have contributed in Pixel-Based texture synthesis, Patch-Based texture synthesis, and in Texture Editing. For the Pixel-Based technique, we were inspired by the observation that the most common artefacts which occur when synthesizing textures are high-frequency discontinuities. Our technique tries to avoid these artefacts by forcing at least one of the direct neighboring pixels in each causal neighborhood to match within a predetermined threshold. This does not only avoid deterioration of the visual quality, but also results in faster synthesis timings. This direct neighborhood matching is also applied for selecting patches in the Patch-Based technique. In our last technique, the patches to be stitched in the target texture do not have to be regular in their shapes, on the contrary, their shapes are based on the Voronoi diagram cells shapes. The idea is to synthesize a new texture by copying irregular patches from the source texture to the target texture, each of them contains a complete feature. The interior part of the feature is not touched, while the cutting and stitching is performed on the background. The technique is fast enough to be used interactively and to edit textures in a simple and easy way.