2006
DOI: 10.1007/s00371-006-0078-3
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Fast example-based surface texture synthesis via discrete optimization

Abstract: We synthesize and animate general texture patterns over arbitrary 3D mesh surfaces. The animation is controlled by flow fields over the target mesh, and the texture can be arbitrary user input as long it satisfies the MarkovRandom-Field assumptions. We achieve this by extending the texture optimization framework over 3D mesh surfaces. We propose an efficient discrete solver inspired by k-coherence search, allowing interactive flow texture animation while avoiding the blurry blending problem for the least squar… Show more

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Cited by 72 publications
(67 citation statements)
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“…To ameliorate these drawbacks, Chen and Wang [3] propose a new modus operandi for texture optimization approaches. Mainly, it consists in using two new kinds of histograms -position and index histograms [3] and in updating the output voxel using the discrete solver as Han et al [7]. Prior to synthesis, for every pixel in the exemplar, the k best matches are found in the exemplar, idea inspired from the natural texture synthesis algorithm proposed by Ashikmin [8].…”
Section: Overview Of Chen and Wang's Algorithmmentioning
confidence: 99%
“…To ameliorate these drawbacks, Chen and Wang [3] propose a new modus operandi for texture optimization approaches. Mainly, it consists in using two new kinds of histograms -position and index histograms [3] and in updating the output voxel using the discrete solver as Han et al [7]. Prior to synthesis, for every pixel in the exemplar, the k best matches are found in the exemplar, idea inspired from the natural texture synthesis algorithm proposed by Ashikmin [8].…”
Section: Overview Of Chen and Wang's Algorithmmentioning
confidence: 99%
“…In particular, it has been found for colors, local coherence is very important and occasional high frequency discontinuities are more tolerable than a texture that is entirely continuous but subject to blur or noise; see discussions in coherence synthesis [Ashikhmin 2001;Tong et al 2002;Han et al 2006] and patch-based synthesis [Liang et al 2001;Efros and Freeman 2001]. However, for motion vectors, we have found the opposite holds true: low frequency noise or blur is usually better than high frequency discontinuity.…”
Section: Motion Detail Synthesis -Same Dimensionmentioning
confidence: 62%
“…However, for motion vectors, we have found the opposite holds true: low frequency noise or blur is usually better than high frequency discontinuity. Thus, in our current implementation, we prefer the original least-squares based texture optimization algorithm [Kwatra et al 2005] rather than the k-coherence enhanced version [Han et al 2006] for quality reasons. However, for speed reasons, we have also developed a version of our algorithm based on k-coherence.…”
Section: Motion Detail Synthesis -Same Dimensionmentioning
confidence: 99%
“…Connections with previous work Problem (1) is a generic framework for texture synthesis and it is closely related to several approaches from the literature such as [13,17] inspired by the seminal work of [19]. For instance, Kwatra et al [19] use the power r = 0.8 with an Euclidean norm weighted with a Gaussian falloff, and the assignment σ is not constrained to be a permutation, which results in a nearest neighbor matching.…”
Section: Linear Patch Assignment Modelmentioning
confidence: 96%
“…Their success is however not guaranteed: when the input image contains constant or blurry regions, these can be indeed enlarged during the synthesis, creating "garbage regions" [8,1,23]. A more principled approach consists in synthesizing the output texture through the minimization of a patch-based dissimilarity texture energy [19,13]. These methods are able to obtain high quality results for both stochastic and structured textures.…”
Section: Introductionmentioning
confidence: 99%