Generating textures on arbitrary surfaces using reaction-diffusion
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Creating full view panoramic image mosaics and environment maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Computer rendering of stochastic models
Communications of the ACM
Image quilting for texture synthesis and transfer
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Real-time texture synthesis by patch-based sampling
ACM Transactions on Graphics (TOG)
Texture synthesis for digital painting
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Texture Synthesis by Non-Parametric Sampling
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
Graphcut textures: image and video synthesis using graph cuts
ACM SIGGRAPH 2003 Papers
Embedded image coding using zerotrees of wavelet coefficients
IEEE Transactions on Signal Processing
Fast multiresolution image operations in the wavelet domain
IEEE Transactions on Visualization and Computer Graphics
MESHGRID-a compact, multiscalable and animation-friendly surface representation
IEEE Transactions on Circuits and Systems for Video Technology
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In this paper, we propose a fast DWT-based multi-resolution texture synthesis algorithm in which coefficient blocks of the spatio-frequency components of the input texture are efficiently stitched together to form the corresponding components of the synthesised output texture. We propose the use of an automatically generated threshold to determine the visually significant coefficients, which act as elements of a matching template used in the texture quilting process. We show that the use of a limited set of visually significant coefficients, regardless of their level of resolution, not only reduces the computational cost, but also results in more realistic texture synthesis. A transform domain texture blending strategy is used to remove the remaining artefacts across edges, improving the synthesised texture quality further. We use popular test textures to compare our results with that of the state-of-the-art techniques. Some application scenarios of the proposed algorithm are also discussed.