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Bridges between multiple-point geostatistics and texture synthesis: Review and guidelines for future research

机译:多点地统计学与纹理合成之间的桥梁:审查和未来研究指南

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摘要

Multiple-Point Simulations (MPS) is a family of geostatistical tools that has received a lot of attention in recent years for the characterization of spatial phenomena in geosciences. It relies on the definition of training images to represent a given type of spatial variability, or texture. We show that the algorithmic tools used are similar in many ways to techniques developed in computer graphics, where there is a need to generate large amounts of realistic textures for applications such as video games and animated movies. Similarly to MPS, these texture synthesis methods use training images, or exemplars, to generate realistic-looking graphical textures. Both domains of multiple-point geostatistics and example-based texture synthesis present similarities in their historic development and share similar concepts. These disciplines have however remained separated, and as a result significant algorithmic innovations in each discipline have not been universally adopted. Texture synthesis algorithms present drastically increased computational efficiency, patterns reproduction and user control. At the same time, MPS developed ways to condition models to spatial data and to produce 3D stochastic realizations, which have not been thoroughly investigated in the field of texture synthesis. In this paper we review the possible links between these disciplines and show the potential and limitations of using concepts and approaches from texture synthesis in MPS. We also provide guidelines on how recent developments could benefit both fields of research, and what challenges remain open.
机译:多点模拟(MPS)是一系列地统计工具,近年来在表征地球科学中的空间现象方面引起了广泛关注。它依赖于训练图像的定义来表示给定类型的空间变异性或纹理。我们表明,所使用的算法工具在许多方面与计算机图形学中开发的技术相似,在计算机图形学中,需要为诸如视频游戏和动画电影之类的应用程序生成大量逼真的纹理。与MPS相似,这些纹理合成方法使用训练图像或示例来生成逼真的图形纹理。多点地统计学和基于示例的纹理合成这两个领域在其历史发展中都表现出相似性,并共享相似的概念。但是,这些学科仍然处于分离状态,因此每个学科中的重大算法创新尚未得到普遍采用。纹理合成算法极大地提高了计算效率,图案再现和用户控制。同时,MPS开发了将模型条件化为空间数据并产生3D随机实现的方法,而在纹理合成领域尚未对此进行深入研究。在本文中,我们回顾了这些学科之间的可能联系,并展示了在MPS中使用纹理合成中的概念和方法的潜力和局限性。我们还提供有关近期发展如何使两个研究领域受益以及尚有哪些挑战尚待解决的指南。

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