Texture Synthesis over Arbitrary Manifold Surfaces Li-Yi Wei Marc Levoy Computer Graphics Group...

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Texture Synthesis Texture Synthesis over over Arbitrary Manifold Arbitrary Manifold Surfaces Surfaces Li-Yi Wei Marc Levoy Computer Graphics Group Stanford University
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Page 1: Texture Synthesis over Arbitrary Manifold Surfaces Li-Yi Wei Marc Levoy Computer Graphics Group Stanford University.

Texture Synthesis Texture Synthesis overover

Arbitrary Manifold SurfacesArbitrary Manifold Surfaces

Li-Yi Wei Marc Levoy

Computer Graphics GroupStanford University

Page 2: Texture Synthesis over Arbitrary Manifold Surfaces Li-Yi Wei Marc Levoy Computer Graphics Group Stanford University.

IntroductionIntroduction

+

Synthesize a surface texture by coloring mesh vertices

Input Texture Input Mesh Result

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Desirable PropertiesDesirable Properties

• Share advantages of 2D algorithm [SIGGRAPH 2000]

– Quality– Efficient– General– Easy to use

• Minimum distortion

• Minimum discontinuity

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Previous WorkPrevious Work

• Texture Mapping– Global [Catmull’74, Bier’86, Levy’98]– Local

• Triangle tiles [Neyret’99]

• Lapped textures [Praun’00]

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Previous WorkPrevious Work

• 3D Texture synthesis– procedural [Perlin’85, Turk’91, Witkin’91]– from example

• surface texture [Gagalowicz’86, Turk’01, Ying’01]

• volume texture [Heeger’95, Ghazanfarpour ’96]

Page 6: Texture Synthesis over Arbitrary Manifold Surfaces Li-Yi Wei Marc Levoy Computer Graphics Group Stanford University.

Previous WorkPrevious Work

• 2D Texture from Example– pyramid matching [Heeger’95, Simoncelli’98]– block shuffling [De Bonet’97, Xu’00]– Markov Random Field [Popat’93]– neighborhood search [Efros’99, Wei’00]

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Texture Synthesis byTexture Synthesis byNeighborhood SearchNeighborhood Search

noise

Input pyramid

noise

Output pyramid

Search

Copy

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Surface Texture Synthesis bySurface Texture Synthesis byNeighborhood SearchNeighborhood Search

Input pyramid Output pyramid

Search

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Differences betweenDifferences betweenImages and MeshesImages and Meshes

Our Solutionimageimage meshmesh

Synthesis Order

Pixels/Vertices

Local Orientation(Vector field)

?

?

mesh re-tiling[Turk’92]

user-specifiedrelaxationrandom

randomscanline

u

v

grid

Neighborhood flattening/resampling

normal

? ?tangent bitangent

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ProcessProcess

1. Build image/mesh pyramids

2. Assign texture orientation

3. Generate texture

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Image & Mesh PyramidsImage & Mesh Pyramids

Mesh Retiling [Turk’92]

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Retiling DensityRetiling Density

24576 vertices 73728 vertices

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Texture OrientationTexture Orientation

• Methods for orienting textures – user-specified– random (for isotropic textures)– smooth or symmetric (for anisotropic textures)

• by relaxation

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4-way symmetric texture 4-way symmetric vector field

Texture OrientationTexture Orientation

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Texture Orientation by Texture Orientation by RelaxationRelaxation

• Minimize an error function– similar to [Hertzmann’00, Pedersen’95]

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SynthesisSynthesis

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Synthesis : 2 Lowest LevelsSynthesis : 2 Lowest Levels

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Synthesis : Lowest LevelSynthesis : Lowest Level

Random copy

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Synthesis Pass1 : Synthesis Pass1 : ExtrapolationExtrapolation

Search

Copy

Shooting normal

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Synthesis Pass2 :Synthesis Pass2 :Full NeighborhoodFull Neighborhood

Search

Copy

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Neighborhood ComparisonNeighborhood Comparison

compare ?

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Mesh NeighborhoodMesh Neighborhood

Resample

Compare

Resampled Grid

2D Patch

3D Patch

Flatten (Maillot’93)

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Accelerating Accelerating Neighborhood SearchNeighborhood Search

• Tree-structured Vector Quantization [Wei’00]

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Multiresolution SynthesisMultiresolution Synthesis

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Results:Results:Random OrientationRandom Orientation

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Results:Results:Other OrientationsOther Orientations

Random User-specified Relaxation

2-way symmetry

4-way symmetry

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ResultsResults

smooth 4-way symmetry random

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ResultsResults

Surface displacement

smooth 2-way symmetry 2-way symmetry

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Summary of DifferencesSummary of Differences

Turk’s approach Our approach

Vector field

Traversal order

Neighborhood

Mesh hierarchy

smooth random, symmetric

sweeping random

surface marching flattening/resampling

explicit parent/child shooting normal

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Future WorkFuture Work

• Texture transfer between models

• Texturing animated models

• Mesh signal processing

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More InformationMore Information

http://graphics.stanford.edu/projects/texture/