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Parallel controllable texture synthesis
DOI:10.1145/1073204.1073261.png)
摘要
En 中文
We present a texture synthesis scheme based on neighborhood matching, with contributions in two areas: parallelism and control. Our scheme defines an infinite, deterministic, aperiodic texture, from which windows can be computed in real-time on a GPU. We attain high-quality synthesis using a new analysis structure called the Gaussian stack, together with a coordinate upsampling step and a subpass correction approach. Texture variation is achieved by multiresolution jittering of exemplar coordinates. Combined with the local support of parallel synthesis, the jitter enables intuitive user controls including multiscale randomness, spatial modulation over both exemplar and output, feature drag-and-drop, and periodicity constraints. We also introduce synthesis magnification, a fast method for amplifying coarse synthesis results to higher resolution.
Keyword:
runtime content synthesis
data amplification
Gaussian stack
neighborhood matching
coordinate jitter
synthesis magnification
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期刊
IF:
9.5
论文数:
4.7K
被引数:
3.6W
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