• Title/Summary/Keyword: Textures synthesis

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Flowing Water Editing and Synthesis Based on a Dynamic Texture Model

  • Zhang, Qian;Lee, Ki-Jung;WhangBo, Taeg-Keun
    • Journal of Korea Multimedia Society
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    • v.11 no.6
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    • pp.729-736
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    • 2008
  • Using video synthesis to depict flowing water is useful in virtual reality, computer games, digital movies and scientific computing. This paper presents a novel algorithm for synthesizing dynamic water scenes through a sample video based on a dynamic texture model. In the paper, we treat the video sample as a 2-D texture image. In order to obtain textons, we analyze the video sample automatically based on dynamic texture model. Then, we utilize a linear dynamic system (LDS) to describe the characteristics of each texton. Using these textons, we synthesize a new video for dynamic flowing water which is prolonged and non-fuzzy in vision. Compared with other classical methods, our method was tested to demonstrate the effectiveness and efficiency with several video samples.

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Analysis and Synthesis of Structural Textures Using Projection Information (투사정보를 이용한 구조적 텍스처의 분석 및 합성)

  • 김한빈;박래홍
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.9
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    • pp.1428-1435
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    • 1989
  • In this paper we propose a new algorithm which extracts spatial arrangement information of texture elements in structural textures. In the proposed algorithm, by the use of projection information in several directions obtained from the texture image we can get two directions which determine the texture structure and the parallelogram grid which isolates texture elements. The isolated texture elements are analyzed and used to synthesize texture images. Computer simulation shows that the proposed method can extract proper spatial structure of the texture element even when the texture image is highly corrupted by additive noise.

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Sprite Animation Based Fire Effects Using Spark Textures and Artificial Buoyancy Field

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.95-101
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    • 2018
  • In this paper, we propose an image-based synthesis method that can effectively represent the spark effect in fire simulation. We use the real flame image or animated image as inputs and perform the following steps : 1) extract feature vectors from the image, 2) calculate artificial buoyancy, and 3) generate and advect spark textures. We detect the edge from images and then calculate the feature vectors to calculate the buoyancy. In the next step, we compute the high-quality buoyancy vector field by integrating the two-dimensional feature vector and the fluid equation. Finally, the spark texture is advect by buoyancy field. As a result, our method is performed much faster than the previous approach and high-quality results can be obtained easily and stably.

A 3D TEXTURE SYNTHESIS APPROACH

  • Su, Ya-Lin;Chang, Chin-Chen;Shih, Zen-Chung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.28-31
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    • 2009
  • In this paper, a new approach for solid texture synthesis from input volume data is presented. In the pre-process, feature vectors and a similarity set were constructed for input volume data. The feature vectors were used to construct neighboring vectors for more accurate neighborhood matching. The similarity set which recorded 3 candidates for each voxel helped more effective neighborhood matching. In the synthesis process, the pyramid synthesis method was used to synthesize solid textures from coarse to fine level. The results of the proposed approach were satisfactory.

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Patch-based Texture Synthesis for Marker Concealment (마커 은닉을 위한 패치 기반 텍스쳐 합성)

  • Yun, Kyung-Dahm;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.11-18
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    • 2007
  • We propose a novel method to conceal fiducial markers observed in augmented scenes using patch-based texture synthesis. Despite the efficiency for simple object recognition and tracking, the markers deliver inherent obtrusiveness. They do not only reduce immersiveness, but also severely degrade usability of augmented reality. The proposed method constructs alternative images in real time to overlay markers present in the sequence of images. The global characteristics of background textures are retained and the results are more adaptive to illumination changes.

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An Image Synthesis Technique Based on the Pyramidal Structure and MAP Estimation Technique (계층적 Pyramid구조와 MAP 추정 기법을 이용한 Texture 영상 합성 기법)

  • 정석윤;이상욱
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.8
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    • pp.1238-1246
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    • 1989
  • In this paper, a texture synthesis technique based on the NCAR(non-causal auto-regressive) model and the pyramid structure is proposed. In order to estimate the NCAR model parameters accurately from a noisy texture, the MAP(maximum a posteriori) estimation technique is also employed. In our approach, since the input texture is decomposed into the Laplacian oyramid planes first and then the NCAR model is applied to each plane, we are able to obtain a good synthesized texture even if the texture exhibits some non-random local structure or non-homogenity. The usrfulness of the proposed method is demonstrated with seveal real textures in the Brodatz album. Finally, the 2-dimensional MAP estimation technique can be used to the image restoration for noisy images as well as a texture image synthesis.

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Voxel-wise UV parameterization and view-dependent texture synthesis for immersive rendering of truncated signed distance field scene model

  • Kim, Soowoong;Kang, Jungwon
    • ETRI Journal
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    • v.44 no.1
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    • pp.51-61
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    • 2022
  • In this paper, we introduced a novel voxel-wise UV parameterization and view-dependent texture synthesis for the immersive rendering of a truncated signed distance field (TSDF) scene model. The proposed UV parameterization delegates a precomputed UV map to each voxel using the UV map lookup table and consequently, enabling efficient and high-quality texture mapping without a complex process. By leveraging the convenient UV parameterization, our view-dependent texture synthesis method extracts a set of local texture maps for each voxel from the multiview color images and separates them into a single view-independent diffuse map and a set of weight coefficients for an orthogonal specular map basis. Furthermore, the view-dependent specular maps for an arbitrary view are estimated by combining the specular weights of each source view using the location of the arbitrary and source viewpoints to generate the view-dependent textures for arbitrary views. The experimental results demonstrate that the proposed method effectively synthesizes texture for an arbitrary view, thereby enabling the visualization of view-dependent effects, such as specularity and mirror reflection.

View Synthesis Error Removal for Comfortable 3D Video Systems (편안한 3차원 비디오 시스템을 위한 영상 합성 오류 제거)

  • Lee, Cheon;Ho, Yo-Sung
    • Smart Media Journal
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    • v.1 no.3
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    • pp.36-42
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    • 2012
  • Recently, the smart applications, such as smart phone and smart TV, become a hot issue in IT consumer markets. In particular, the smart TV provides 3D video services, hence efficient coding methods for 3D video data are required. Three-dimensional (3D) video involves stereoscopic or multi-view images to provide depth experience through 3D display systems. Binocular cues are perceived by rendering proper viewpoint images obtained at slightly different view angles. Since the number of viewpoints of the multi-view video is limited, 3D display devices should generate arbitrary viewpoint images using available adjacent view images. In this paper, after we explain a view synthesis method briefly, we propose a new algorithm to compensate view synthesis errors around object boundaries. We describe a 3D warping technique exploiting the depth map for viewpoint shifting and a hole filling method using multi-view images. Then, we propose an algorithm to remove boundary noises that are generated due to mismatches of object edges in the color and depth images. The proposed method reduces annoying boundary noises near object edges by replacing erroneous textures with alternative textures from the other reference image. Using the proposed method, we can generate perceptually inproved images for 3D video systems.

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Eutectic Ceramic Composites by Melt-Solidification

  • Goto, Takashi;Tu, Rong
    • Journal of the Korean Ceramic Society
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    • v.56 no.4
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    • pp.331-339
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    • 2019
  • While high-temperature ceramic composites consisting of carbides, borides, and nitrides, the so-called ultra-high-temperature ceramics (UHTCs), have been commonly produced through solid-state sintering, melt-solidification is an alternative method for their manufacture. As many UHTCs are binary or ternary eutectic systems, they can be melted and solidified at a relatively low temperature via a eutectic reaction. The microstructure of the eutectic composites is typically rod-like or lamellar, as determined by the volume fraction of the second phase. Directional solidification can help fabricate more sophisticated UHTCs with highly aligned textures. This review describes the fabrication of UHTCs through the eutectic reaction and explains their mechanical properties. The use of melt-solidification has been limited to small specimens; however, the recently developed laser technology can melt large-sized UHTCs, suggesting their potential for practical applications. An example of laser melt-solidification of a eutectic ceramic composite is demonstrated.

Image Restoration and Object Removal Using Prioritized Adaptive Patch-Based Inpainting in a Wavelet Domain

  • Borole, Rajesh P.;Bonde, Sanjiv V.
    • Journal of Information Processing Systems
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    • v.13 no.5
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    • pp.1183-1202
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    • 2017
  • Image restoration has been carried out by texture synthesis mostly for large regions and inpainting algorithms for small cracks in images. In this paper, we propose a new approach that allows for the simultaneous fill-in of different structures and textures by processing in a wavelet domain. A combination of structure inpainting and patch-based texture synthesis is carried out, which is known as patch-based inpainting, for filling and updating the target region. The wavelet transform is used for its very good multiresolution capabilities. The proposed algorithm uses the wavelet domain subbands to resolve the structure and texture components in smooth approximation and high frequency structural details. The subbands are processed separately by the prioritized patch-based inpainting with isophote energy driven texture synthesis at the core. The algorithm automatically estimates the wavelet coefficients of the target regions of various subbands using optimized patches from the surrounding DWT coefficients. The suggested performance improvement drastically improves execution speed over the existing algorithm. The proposed patch optimization strategy improves the quality of the fill. The fill-in is done with higher priority to structures and isophotes arriving at target boundaries. The effectiveness of the algorithm is demonstrated with natural and textured images with varying textural complexions.