2005
DOI: 10.1145/1073204.1073263
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Texture optimization for example-based synthesis

Abstract: We present a novel technique for texture synthesis using optimization. We define a Markov Random Field (MRF)-based similarity metric for measuring the quality of synthesized texture with respect to a given input sample. This allows us to formulate the synthesis problem as minimization of an energy function, which is optimized using an Expectation Maximization (EM)-like algorithm. In contrast to most example-based techniques that do region-growing, ours is a joint optimization approach that progressively refine… Show more

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Cited by 537 publications
(425 citation statements)
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References 23 publications
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“…We minimize a patch-based functional taken from the video inpainting [19,20] and texture synthesis [13] literature. Although the core of our algorithm is similar to that of Arias et al, [9] there are several important differences, which we list here.…”
Section: Introductionmentioning
confidence: 99%
“…We minimize a patch-based functional taken from the video inpainting [19,20] and texture synthesis [13] literature. Although the core of our algorithm is similar to that of Arias et al, [9] there are several important differences, which we list here.…”
Section: Introductionmentioning
confidence: 99%
“…However, for patch-based methods it is difficult to make the pixels' appearance change at pixel level. The optimizationmethod [10] adopts the energy minimization function to synthesize the texture as a whole, which usually produces improved synthesis results. In the recent years, researchers further proposed methods dedicated to images with structured objects which preserve the structures during synthesis [11][12][13].…”
Section: Related Workmentioning
confidence: 99%
“…Given a small texture input, texture synthesis techniques [3,9,22] automatically generate seamless textures over a large surface. In recent years, researchers have designed the GPU texture synthesis algorithms to render the large synthesized results in real-time with the small input sample stored in the texture memory [11,12,20].…”
Section: Previous Workmentioning
confidence: 99%
“…We also compute the coordinate difference, which gives the relative position of the current texel within a block (line 7). We then fetch transformation coefficients from two transformation textures, including 6 affine coefficients and a codebook type flag (line [8][9]. According to these coefficients, we prepare the codebook texture coordinate (line [11][12] and then read the texture color from public or private codebook based on the flag taffine1.w (line [13][14][15].…”
Section: Texture Decompressionmentioning
confidence: 99%