Fast Texture Synthesis using Treestructured Vector Quantization LiYi

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Fast Texture Synthesis using Tree-structured Vector Quantization Li-Yi Wei Marc Levoy Computer Graphics Group

Fast Texture Synthesis using Tree-structured Vector Quantization Li-Yi Wei Marc Levoy Computer Graphics Group Stanford University

Introduction Texture Synthesis Input Result

Introduction Texture Synthesis Input Result

Desirable Properties • • • Result looks like the input Efficient General Easy to

Desirable Properties • • • Result looks like the input Efficient General Easy to use Extensible

Previous Work • Procedural Synthesis – Perlin 85, Witkin 91, Worley 96 • Statistical

Previous Work • Procedural Synthesis – Perlin 85, Witkin 91, Worley 96 • Statistical Feature Matching – Heeger 95, De Bonet 97, Simoncelli 98 • Markov Random Fields – Popat 93, Efros 99

Outline • • Basic algorithm Multi-resolution algorithm Acceleration Applications

Outline • • Basic algorithm Multi-resolution algorithm Acceleration Applications

Texture Model • Textures are – local – stationary • Model textures by –

Texture Model • Textures are – local – stationary • Model textures by – local spatial neighborhoods

Basic Algorithm • Exhaustively search neighborhoods

Basic Algorithm • Exhaustively search neighborhoods

Neighborhood • Use causal neighborhoods Noise Input Causal Non-causal

Neighborhood • Use causal neighborhoods Noise Input Causal Non-causal

Neighborhood • Neighborhood size determines the quality & cost 3 3 5 5 7

Neighborhood • Neighborhood size determines the quality & cost 3 3 5 5 7 7 423 s 528 s 739 s 9 9 1020 s 11 11 41 41 1445 s 24350 s

Multi-resolution Pyramid High resolution Low resolution

Multi-resolution Pyramid High resolution Low resolution

Multi-resolution Algorithm

Multi-resolution Algorithm

Benefit • Better image quality & faster computation 1 level 5 5 1 level

Benefit • Better image quality & faster computation 1 level 5 5 1 level 11 11 3 levels 5 5

Results Random Regular Oriented Semi-regular

Results Random Regular Oriented Semi-regular

Failures • Non-planar structures • Global information

Failures • Non-planar structures • Global information

Comparison Input 12 secs Heeger 95 De Bonet 97 Efros 99 1941 secs Our

Comparison Input 12 secs Heeger 95 De Bonet 97 Efros 99 1941 secs Our method 503 secs

Acceleration • Computation bottleneck: neighborhood search

Acceleration • Computation bottleneck: neighborhood search

Nearest Point Search • Treat neighborhoods as high dimensional points Neighborhood 1 2 3

Nearest Point Search • Treat neighborhoods as high dimensional points Neighborhood 1 2 3 4 5 6 7 8 9 10 11 12 High dimensional point/vector 1 2 3 4 5 6 7 8 9 10 11 12

Acceleration • Nearest point search in high dimensions – [Nene 97] • Cluster-based model

Acceleration • Nearest point search in high dimensions – [Nene 97] • Cluster-based model for textures – [Popat 93] • Tree-structured Vector Quantization – [Gersho 92]

Tree-structured Vector Quantization

Tree-structured Vector Quantization

Timing • Time complexity : O(log N) instead of O(N) – 2 orders of

Timing • Time complexity : O(log N) instead of O(N) – 2 orders of magnitude speedup for non-trivial images Efros 99 Full searching 1941 secs 503 secs TSVQ 12 secs

Results: Brodatz Textures D 103 D 20 Input Exhaustive: 360 secs TSVQ: 7. 5

Results: Brodatz Textures D 103 D 20 Input Exhaustive: 360 secs TSVQ: 7. 5 secs

Application 1: Constrained Synthesis ?

Application 1: Constrained Synthesis ?

Possible Solution • Multi-resolution blending [Burt & Adelson 83] – produce visible boundaries

Possible Solution • Multi-resolution blending [Burt & Adelson 83] – produce visible boundaries

Possible Solution • Original raster-scan algorithm – discontinuities at right and bottom boundaries

Possible Solution • Original raster-scan algorithm – discontinuities at right and bottom boundaries

Possible Solution • Adaptive neighborhoods [Efros 99] – Hard to accelerate

Possible Solution • Adaptive neighborhoods [Efros 99] – Hard to accelerate

Modifications • Need to use a single symmetric neighborhood • 2 pass algorithm with

Modifications • Need to use a single symmetric neighborhood • 2 pass algorithm with extrapolation • Spiral order synthesis

Result

Result

Result • Extrapolation ? ?

Result • Extrapolation ? ?

Result • Image editing by texture replacement

Result • Image editing by texture replacement

Application 2: Temporal Texture • Indeterminate motions both in space and time – fire,

Application 2: Temporal Texture • Indeterminate motions both in space and time – fire, smoke, ocean waves • How to synthesize? – extend our 2 D algorithm to 3 D

Temporal Texture Input Result Fire Smoke Waves

Temporal Texture Input Result Fire Smoke Waves

Future Work • More general “textures” – light fields, solid textures – motion signals

Future Work • More general “textures” – light fields, solid textures – motion signals – displacement maps • Real time texture synthesis

Acknowledgment • • Kris Popat Alyosha Efros Stanford Graphics Group Intel, Interval, Sony More

Acknowledgment • • Kris Popat Alyosha Efros Stanford Graphics Group Intel, Interval, Sony More information http: //graphics. stanford. edu/projects/texture/