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ABSTRACT
Texture synthesis is important for many applications in computer graphics, vision, and image processing. However, it remains difficult to design an algorithm that is both efficient and capable of generating high quality results. In this paper, we present an efficient algorithm for realistic texture synthesis. The algorithm is easy to use and requires only a sample texture as input. It generates textures with perceived quality equal to or better than those produced by previous techniques, but runs two orders of magnitude faster. This permits us to apply texture synthesis to problems where it has traditionally been considered impractical. In particular, we have applied it to constrained synthesis for image editing and temporal texture generation. Our algorithm is derived from Markov Random Field texture models and generates textures through a deterministic searching process. We accelerate this synthesis process using tree-structured vector quantization.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Alexey Zalesny , Dominik Auf der Maur , Luc Van Gool, Composite textures: emulating building materials and vegetation for 3D models, Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage, November 28-30, 2001, Glyfada, Greece
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Hyewon Pyun , Yejin Kim , Wonseok Chae , Hyung Woo Kang , Sung Yong Shin, An example-based approach for facial expression cloning, Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation, July 26-27, 2003, San Diego, California
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