Towards real-time texture synthesis with the jump map

  • Authors:
  • Steve Zelinka;Michael Garland

  • Affiliations:
  • University of Illinois at Urbana-Champaign, Champaign, Illinois;University of Illinois at Urbana-Champaign, Champaign, Illinois

  • Venue:
  • EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
  • Year:
  • 2002

Quantified Score

Hi-index 0.02

Visualization

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.