Results 11  20
of
480
Synthesizing Natural Textures
 In ACM Symposium on Interactive 3D Graphics
"... We present a simple texture synthesis algorithm that is wellsuited for a specific class of naturally occurring textures. This class includes quasirepeating patterns consisting of small objects of familiar but irregular size, such as flower fields, pebbles, forest undergrowth, bushes and tree branc ..."
Abstract

Cited by 312 (1 self)
 Add to MetaCart
(Show Context)
We present a simple texture synthesis algorithm that is wellsuited for a specific class of naturally occurring textures. This class includes quasirepeating patterns consisting of small objects of familiar but irregular size, such as flower fields, pebbles, forest undergrowth, bushes and tree branches. The algorithm starts from a sample image and generates a new image of arbitrary size the appearance of which is similar to that of the original image. This new image does not change the basic spatial frequencies the original image; instead it creates an image that is a visually similar, and is of a size set by the user. This method is fast and its implementation is straightforward. We extend the algorithm to allow direct user input for interactive control over the texture synthesis process. This allows the user to indicate largescale properties of the texture appearance using a standard paintingstyle interface, and to choose among various candidate textures the algorithm can create by performing different number of iterations.
Video Textures
, 2000
"... This paper introduces a new type of medium, called a video texture, which has qualities somewhere between those of a photograph and a video. A video texture provides a continuous infinitely varying stream of images. While the individual frames of a video texture may be repeated from time to time, th ..."
Abstract

Cited by 276 (8 self)
 Add to MetaCart
This paper introduces a new type of medium, called a video texture, which has qualities somewhere between those of a photograph and a video. A video texture provides a continuous infinitely varying stream of images. While the individual frames of a video texture may be repeated from time to time, the video sequence as a whole is never repeated exactly. Video textures can be used in place of digital photos to infuse a static image with dynamic qualities and explicit action. We present techniques for analyzing a video clip to extract its structure, and for synthesizing a new, similar looking video of arbitrary length. We combine video textures with view morphing techniques to obtain 3D video textures. We also introduce videobased animation, in which the synthesis of video textures can be guided by a user through highlevel interactive controls. Applications of video textures and their extensions include the display of dynamic scenes on web pages, the creation of dynamic backdrops for sp...
WaveletBased Texture Retrieval Using Generalized Gaussian Density and KullbackLeibler Distance
 IEEE Trans. Image Processing
, 2002
"... We present a statistical view of the texture retrieval problem by combining the two related tasks, namely feature extraction (FE) and similarity measurement (SM), into a joint modeling and classification scheme. We show that using a consistent estimator of texture model parameters for the FE step fo ..."
Abstract

Cited by 241 (4 self)
 Add to MetaCart
(Show Context)
We present a statistical view of the texture retrieval problem by combining the two related tasks, namely feature extraction (FE) and similarity measurement (SM), into a joint modeling and classification scheme. We show that using a consistent estimator of texture model parameters for the FE step followed by computing the KullbackLeibler distance (KLD) between estimated models for the SM step is asymptotically optimal in term of retrieval error probability. The statistical scheme leads to a new waveletbased texture retrieval method that is based on the accurate modeling of the marginal distribution of wavelet coefficients using generalized Gaussian density (GGD) and on the existence a closed form for the KLD between GGDs. The proposed method provides greater accuracy and flexibility in capturing texture information, while its simplified form has a close resemblance with the existing methods which uses energy distribution in the frequency domain to identify textures. Experimental results on a database of 640 texture images indicate that the new method significantly improves retrieval rates, e.g., from 65% to 77%, compared with traditional approaches, while it retains comparable levels of computational complexity.
Image compression via joint statistical characterization in the wavelet domain
, 1997
"... We develop a statistical characterization of natural images in the wavelet transform domain. This characterization describes the joint statistics between pairs of subband coefficients at adjacent spatial locations, orientations, and scales. We observe that the raw coefficients are nearly decorrelate ..."
Abstract

Cited by 238 (24 self)
 Add to MetaCart
We develop a statistical characterization of natural images in the wavelet transform domain. This characterization describes the joint statistics between pairs of subband coefficients at adjacent spatial locations, orientations, and scales. We observe that the raw coefficients are nearly decorrelated, but their magnitudes are highly correlated. A linear magnitude predictor coupled with both multiplicative and additive uncertainties accounts for the joint coefficient statistics of a wide variety of images including photographic images, graphical images, and medical images. In order to directly demonstrate the power of this model, we construct an image coder called EPWIC (Embedded Predictive Wavelet Image Coder), in which subband coefficients are encoded one bitplane at a time using a nonadaptive arithmetic encoder that utilizes probabilities calculated from the model. Bitplanes are ordered using a greedy algorithm that considers the MSE reduction per encoded bit. The decoder uses the statistical model to predict coefficient values based on the bits it has received. The ratedistortion performance of the coder compares favorably with the current best image coders in the literature. 1
MultiScale Structural Similarity for Image Quality Assessment
 in Proc. IEEE Asilomar Conf. on Signals, Systems, and Computers, (Asilomar
, 2003
"... The structural similarity image quality paradigm is based on the assumption that the human visual system is highly adapted for extracting structural information from the scene, and therefore a measure of structural similarity can provide a good approximation to perceived image quality. This paper pr ..."
Abstract

Cited by 237 (39 self)
 Add to MetaCart
The structural similarity image quality paradigm is based on the assumption that the human visual system is highly adapted for extracting structural information from the scene, and therefore a measure of structural similarity can provide a good approximation to perceived image quality. This paper proposes a multiscale structural similarity method, which supplies more flexibility than previous singlescale methods in incorporating the variations of viewing conditions. We develop an image synthesis method to calibrate the parameters that define the relative importance of different scales. Experimental comparisons demonstrate the effectiveness of the proposed method.
Filters, Random Fields and Maximum Entropy . . .
 INTERNATIONAL JOURNAL OF COMPUTER VISION
, 1998
"... This article presents a statistical theory for texture modeling. This theory combines filtering theory and Markov random field modeling through the maximum entropy principle, and interprets and clarifies many previous concepts and methods for texture analysis and synthesis from a unified point of vi ..."
Abstract

Cited by 233 (16 self)
 Add to MetaCart
This article presents a statistical theory for texture modeling. This theory combines filtering theory and Markov random field modeling through the maximum entropy principle, and interprets and clarifies many previous concepts and methods for texture analysis and synthesis from a unified point of view. Our theory characterizes the ensemble of images I with the same texture appearance by a probability distribution f (I) on a random field, and the objective of texture modeling is to make inference about f (I), given a set of observed texture examples. In our theory, texture modeling consists of two steps. (1) A set of filters is selected from a general filter bank to capture features of the texture, these filters are applied to observed texture images, and the histograms of the filtered images are extracted. These histograms are estimates of the marginal distributions of f (I). This step is called feature extraction. (2) The maximum entropy principle is employed to derive a distribution p(I), which is restricted to have the same marginal distributions as those in (1). This p(I) is considered as an estimate of f (I). This step is called feature fusion. A stepwise algorithm is proposed to choose filters from a general filter bank. The resulting model, called FRAME (Filters, Random fields And Maximum Entropy), is a Markov random field (MRF) model, but with a much enriched vocabulary and hence much stronger descriptive ability than the previous MRF models used for texture modeling. Gibbs sampler is adopted to synthesize texture images by drawing typical samples from p(I), thus the model is verified by seeing whether the synthesized texture images have similar visual appearances
Minimax Entropy Principle and Its Application to Texture Modeling
, 1997
"... This article proposes a general theory and methodology, called the minimax entropy principle, for building statistical models for images (or signals) in a variety of applications. This principle consists of two parts. The first is the maximum entropy principle for feature binding (or fusion): for a ..."
Abstract

Cited by 224 (46 self)
 Add to MetaCart
This article proposes a general theory and methodology, called the minimax entropy principle, for building statistical models for images (or signals) in a variety of applications. This principle consists of two parts. The first is the maximum entropy principle for feature binding (or fusion): for a certain set of feature statistics, a distribution can be built to bind these feature statistics together by maximizing the entropy over all distributions that reproduce these feature statistics. The second part is the minimum entropy principle for feature selection: among all plausible sets of feature statistics, we choose the set whose maximum entropy distribution has the minimum entropy. Computational and inferential issues in both parts are addressed, in particular, a feature pursuit procedure is proposed for approximately selecting the optimal set of features. The model complexity is restricted because of the sample variation in the observed feature statistics. The minimax entropy principle is applied to texture modeling, where a novel Markov random field (MRF) model, called FRAME (Filter, Random field, And Minimax Entropy), is derived, and encouraging results are obtained in experiments on a variety of texture images. Relationship between our theory and the mechanisms of neural computation is also discussed.
Implicit Probabilistic Models of Human Motion for Synthesis and Tracking Hedvig Sidenblen
 In European Conference on Computer Vision
, 2002
"... This paper addresses the problem of probabilistically modeling 3D human motion for synthesis and tracking. Given the high dimensional nature of human motion, learning an explicit probabilistic model from available training data is currently impractical. Instead we exploit methods from texture synthe ..."
Abstract

Cited by 201 (4 self)
 Add to MetaCart
(Show Context)
This paper addresses the problem of probabilistically modeling 3D human motion for synthesis and tracking. Given the high dimensional nature of human motion, learning an explicit probabilistic model from available training data is currently impractical. Instead we exploit methods from texture synthesis that treat images as representing an implicit empirical distribution . These methods replace the problem of representing the probability of a texture pattern with that of searching the training data for similar instances of that pattern. We extend this idea to temporal data representing 3D human motion with a large database of example motions. To make the method useful in practice, we must address the problem of efficient search in a large training set
Texture Synthesis on Surfaces
 ACM SIGGRAOH 2001
, 2001
"... Many natural and manmade surface patterns are created by interactions between texture elements and surface geometry. We believe that the best way to create such patterns is to synthesize a texture directly on the surface of the model. Given a texture sample in the form of an image, we create a simi ..."
Abstract

Cited by 186 (5 self)
 Add to MetaCart
Many natural and manmade surface patterns are created by interactions between texture elements and surface geometry. We believe that the best way to create such patterns is to synthesize a texture directly on the surface of the model. Given a texture sample in the form of an image, we create a similar texture over an irregular mesh hierarchy that has been placed on a given surface. Our method draws upon texture synthesis methods that use image pyramids, and we use a mesh hierarchy to serve in place of such pyramids. First, we create a hierarchy of points from low to high density over a given surface, and we connect these points to form a hierarchy of meshes. Next, the user specifies a vector field over the surface that indicates the orientation of the texture. The mesh vertices on the surface are then sorted in such a way that visiting the points in order will follow the vector field and will sweep across the surface from one end to the other. Each point is then visited in turn to determine its color. The color of a particular point is found by examining the color of neighboring points and finding the best match to a similar pixel neighborhood in the given texture sample. The color assignment is done in a coarsetofine manner using the mesh hierarchy. A texture created this way fits the surface naturally and seamlessly.