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dc.contributor.authorLiu, Yimingen_US
dc.contributor.authorWang, Jiapingen_US
dc.contributor.authorXue, Suen_US
dc.contributor.authorTong, Xinen_US
dc.contributor.authorKang, Sing Bingen_US
dc.contributor.authorGuo, Bainingen_US
dc.date.accessioned2015-02-23T16:08:34Z
dc.date.available2015-02-23T16:08:34Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01569.xen_US
dc.description.abstractWe propose a new texture editing operation called texture splicing. For this operation, we regard a texture as having repetitive elements (textons) seamlessly distributed in a particular pattern. Taking two textures as input, texture splicing generates a new texture by selecting the texton appearance from one texture and distribution from the other. Texture splicing involves self-similarity search to extract the distribution, distribution warping, context-dependent warping, and finally, texture refinement to preserve overall appearance. We show a variety of results to illustrate this operation.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleTexture Splicingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number7en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01569.xen_US
dc.identifier.pages1907-1915en_US


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  • 28-Issue 7
    Pacific Graphics 2009 - Special Issue

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