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首页> 外文期刊>Computer Graphics Forum: Journal of the European Association for Computer Graphics >A randomized approach for patch-based texture synthesis using wavelets
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A randomized approach for patch-based texture synthesis using wavelets

机译:一种基于小波的基于补丁的纹理合成的随机方法

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摘要

We present a wavelet-based approach for selecting patches in patch-based texture synthesis. We randomly select the first block that satisfies a minimum error criterion, computed from the wavelet coefficients (using 1D or 2D wavelets) for the overlapping region. We show that our wavelet-based approach improves texture synthesis for samples where previous work fails, mainly textures with prominent aligned features. Also, it generates similar quality textures when compared against texture synthesis using feature maps with the advantage that our proposed method uses implicit edge information (since it is embedded in the wavelet coefficients) whereas feature maps rely explicitly on edge features. In previous work, the best patches are selected among all possible using a L2 norm on the RGB or grayscale pixel values of boundary zones. The L2 metric provides the raw pixel-to-pixel difference, disregarding relevant image structures - such as edges - that art relevant in the human visual system and therefore on synthesis of new textures.
机译:我们提出了一种基于小波的方法,用于在基于补丁的纹理合成中选择补丁。我们随机选择满足最小误差标准的第一个块,该块是根据重叠区域的小波系数(使用1D或2D小波)计算得出的。我们表明,基于小波的方法可以改善以前工作失败的样本的纹理合成,这些样本主要是具有突出对齐特征的纹理。此外,与使用特征图进行纹理合成相比,它生成相似质量的纹理,其优点是我们提出的方法使用隐式边缘信息(因为它嵌入在小波系数中),而特征图显式依赖于边缘特征。在先前的工作中,在边界区域的RGB或灰度像素值上使用L2范数在所有可能的图像中选择最佳的色块。 L2度量提供了原始的像素间差异,而忽略了与人类视觉系统相关的相关图像结构(如边缘),因此不涉及新纹理的合成。

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