Towards Real-Time Texture Synthesis with the Jump Map
Steve Zelinka, Michael Garland
, June 2002, pp. 99--104.
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 format:
@inproceedings{Zelinka:2002:TRT,
  author = {Steve Zelinka and Michael Garland},
  title = {Towards Real-Time Texture Synthesis with the Jump Map},
  booktitle = {},
  pages = {99--104},
  month = jun,
  year = {2002},
}
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