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Natural Texture Modeling and Synthesis using Joint Example-based and Procedural Approach
Başlık:
Natural Texture Modeling and Synthesis using Joint Example-based and Procedural Approach
Yazar:
Qian, Yinling, author.
ISBN:
9780438147867
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 electronic resource (156 pages)
Genel Not:
Source: Dissertation Abstracts International, Volume: 79-11(E), Section: B.
Advisors: Hanqiu Sun.
Özet:
Textures synthesis techniques have been extensively studied for decades, which can be widely applied for generating rich appearances of objects in VR and graphics applications. These methods can mainly be divided into two categories: procedural methods and example-based methods. Procedural methods model textures using functions that take pixel positions as variables and with a few tunable parameters. However, the relation between visual appearance and parameters is not intuitive: which makes it hard to tune parameters for desired appearances. Example-based methods model textures directly from real texture exemplars. Even it can generate textures with similar appearance to input ones, intensive computation and large memory usage are required. In this thesis, we study on natural texture modeling and synthesis methods that effectively bridge the procedural and example based methods, to realize efficient processing, compact storage and intuitive texture synthesis.
Aggregate textures are well suited for many architectural materials, such as marbles and stones. We study on the synthesis system for aggregate solid textures. Our method generates warping particles and stores them with a few points based on cellular texture. Stereological technique and spring system are used to automatically guide the synthesis procedure. Using adaptive k-means clustering, we can recover color distribution from exemplar with high fidelity. To further discover example information of aggregate texture, we propose two-scale shaping model to automatically and accurately reconstruct 3D particle outlines from 2D-example cross sections. Low frequency spherical harmonics and high frequency ones are used to morph smooth outlines and model particle surface details. Radial basis functions (RBFs) are employed for particle volumetric color representation, and simplified particle proxies are used for efficient particle arrangement. We employ CPU-based rendering pipeline for real-time texture fetching on common graphics cards. Our experiments show that the proposed approaches can generate realistic texturing of solid material with low memory footprint and efficient aggregate-material synthesis in seconds.
To facilitate efficient synthesis and intuitive editing of general vector solid texture, we propose the novel solid texture representation, named Radial Basis Function (RBF) solid texture. Such a representation is resolution independent, compact in storage and capable to support efficient random access with an indexing uniform grid. We directly synthesize RBF solid texture from raster exemplar by minimizing an energy function, which encodes the position, color and SDF difference between output volumetric RBF instances and input example planar RBF instances. The minimization process iteratively updates output RBF instances with an EM algorithm. Our experiments show that the proposed algorithm can produce RBF solid textures in high efficiency and compact storage for a variety of exemplars, including stochastic patterns or more structured patterns. Furthermore, RBF solid textures benefit intuitive post-synthesis editing for either region-based and RBF-based effects.
Generating natural textures is the great challenging task in graphics and virtual reality, such as variable leaf textures. Unlike other textures, leaves are closely related to its botanic structures, especially veins. Appearing in forms of foliages in the wild, the variety of leaf textures produces the realism of virtual scenes. We propose the novel leaf-texturing method that models the inherent relevance between structural features and pattern distributions. With the structure-guided model, an example-based algorithm is developed to extract and generate leaf textures depending on venation structures. Global variations and local details are processed separately for multi-scale texture features. Our experiments show that our model produces visually plausible leaf textures with variations, which can be easily applied to other applications, such as texture transfer between different leaf structures, aging effect and texture editing. In the future work, we will conduct study on general structure models for various textures, e.g. terrain and urban layout, and interactive texture design. Moreover, we would like to introduce new geometric elements for complex solid texture representation for more compactness and generality.
Notlar:
School code: 1307
Konu Başlığı:
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Yer Numarası | Demirbaş Numarası | Shelf Location | Lokasyon / Statüsü / İade Tarihi |
---|---|---|---|
XX(697032.1) | 697032-1001 | Proquest E-Tez Koleksiyonu | Arıyor... |
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