Multiresolution sampling procedure for analysis and synthesis of texture images
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
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 by Non-Parametric Sampling
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
IEEE Computer Graphics and Applications
Fast texture synthesis on arbitrary meshes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Interactive texture synthesis on surfaces using jump maps
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Jump map-based interactive texture synthesis
ACM Transactions on Graphics (TOG)
Generating Sub-Resolution Detail in Images and Volumes Using Constrained Texture Synthesis
VIS '04 Proceedings of the conference on Visualization '04
Tile-based texture mapping on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Parallel controllable texture synthesis
ACM SIGGRAPH 2005 Papers
Texture design using a simplicial complex of morphable textures
ACM SIGGRAPH 2005 Papers
Optimized tile-based texture synthesis
GI '07 Proceedings of Graphics Interface 2007
GI '07 Proceedings of Graphics Interface 2007
Part IV: runtime texture synthesis
ACM SIGGRAPH 2007 courses
ACM SIGGRAPH 2008 papers
Efficient texture synthesis using strict Wang Tiles
Graphical Models
Tile-Based Interactive Texture Design
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Probabilistic Discrete Mixtures Colour Texture Models
CIARP '08 Proceedings of the 13th Iberoamerican congress on Pattern Recognition: Progress in Pattern Recognition, Image Analysis and Applications
Revisiting district six: a case study of digital heritage reconstruction from archival photographs
Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Real-time texture synthesis using s-tile set
Journal of Computer Science and Technology
Texture synthesis by interspersing patches in a chessboard pattern
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Synthesizing structured image hybrids
ACM SIGGRAPH 2010 papers
Real-time texture synthesis with patch jump maps
CIS'04 Proceedings of the First international conference on Computational and Information Science
Fast image replacement using multi-resolution approach
ACCV'06 Proceedings of the 7th Asian conference on Computer Vision - Volume Part II
Texture synthesis based on minimum energy cut and its applications
PCM'06 Proceedings of the 7th Pacific Rim conference on Advances in Multimedia Information Processing
Feature-Based texture synthesis
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and Its Applications - Volume Part III
Enhanced Texture-Based Terrain Synthesis on Graphics Hardware
Computer Graphics Forum
Multi-scale Assemblage for Procedural Texturing
Computer Graphics Forum
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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.