Pyramid-based texture analysis/synthesis
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Multiresolution sampling procedure for analysis and synthesis of texture images
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Modeling image textures by Gibbs random fields
Pattern Recognition Letters - Special issue on pattern recognition in practice VI
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A Compact Model for Viewpoint Dependent Texture Synthesis
SMILE '00 Revised Papers from Second European Workshop on 3D Structure from Multiple Images of Large-Scale Environments
Texture Synthesis by Non-Parametric Sampling
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
Equivalence of Julesz and Gibbs Texture Ensembles
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
Synthesis of progressively-variant textures on arbitrary surfaces
ACM SIGGRAPH 2003 Papers
International Journal of Computer Vision - Special Issue on Texture Analysis and Synthesis
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Textures can often more easily be described as a composition of subtextures than as a single texture. The paper proposes a way to model and synthesize such "composite textures", where the layout of the different subtextures is itself modeled as a texture, which can be generated automatically. Examples are shown for building materials with an intricate structure and for the automatic creation of landscape textures. First, a model of the composite texture is generated. This procedure comprises manual or unsupervised texture segmentation to learn the spatial layout of the composite texture and the extraction of models for each of the subtextures. Synthesis of a composite texture includes the generation of a layout texture, which is subsequently filled in with the appropriate subtextures. This scheme is refined further by also including interactions between neighboring subtextures.