Sampling Based Texture Synthesis

Texture Tiling and Patching With a Novel Path Search Algorithm for Quick and Realistic Texture Synthesis

We present a framework for sampling-based texture synthesis where the learning phase is clearly separated and the synthesis phase is very simple and fast. The approach exploits the potential of tile-based texturing and produces good and realistic results for a wide range of textures. The synthesis phase is realizable directly in graphical hardware. As a part of the framework we also propose a fast and adjustable sub-optimal path search algorithm for finding minimum error boundaries between overlapping images. The algorithm may serve as an efficient alternative of traditional slow path search algorithms like the dynamical programming etc.

A Roller - Fast Sampling-Based Texture Synthesis Algorithm

A method for synthesizing natural textures that realistically matches given colour texture appearance. The novel texture synthesis method, which we call the roller, is based on the overlapping tiling and subsequent minimum error boundary cut. An optimal double toroidal patch is seamlessly repeated during the synthesis step. While the method allows only moderate texture compression it is extremely fast and easily implementable in a graphical hardware for purpose of real-time rendering.
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