Towards Real-Time Texture Synthesis with the Jump Map
Abstract
While texture synthesis has been well-studied in recent years, real-time techniques remain elusive. To help facilitate real-time texture synthesis, we divide the task of texture synthesis into two phases: a relatively slow analysis phase, and a real-time synthesis phase. Any particular texture need only be analyzed once, and then an unlimited amount of texture may be synthesized in real-time. Our analysis phase generates a jump map, which stores for each input pixel a set of matching input pixels (jumps). Texture synthesis proceeds in real-time as a random walk through the jump map. Each new pixel is synthesized by extending the patch of input texture from which one of its neighbours was copied. Occasionally, a jump is taken through the jump map to begin a new patch. Despite the method s extreme simplicity, its speed and output quality compares favourably with recent patch-based algorithms.
BibTeX
@inproceedings {10.2312:EGWR:EGWR02:099-104,
booktitle = {Eurographics Workshop on Rendering},
editor = {P. Debevec and S. Gibson},
title = {{Towards Real-Time Texture Synthesis with the Jump Map}},
author = {Zelinka, Steve and Garland, Michael},
year = {2002},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {1-58113-534-3},
DOI = {10.2312/EGWR/EGWR02/099-104}
}
booktitle = {Eurographics Workshop on Rendering},
editor = {P. Debevec and S. Gibson},
title = {{Towards Real-Time Texture Synthesis with the Jump Map}},
author = {Zelinka, Steve and Garland, Michael},
year = {2002},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {1-58113-534-3},
DOI = {10.2312/EGWR/EGWR02/099-104}
}