Data-driven methods: Texture (Sz 10.5) Cs129 Computational Photography James Hays, Brown, Spring 2011 Many slides from Alexei Efros.

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Presentation transcript:

Data-driven methods: Texture (Sz 10.5) Cs129 Computational Photography James Hays, Brown, Spring 2011 Many slides from Alexei Efros

Texture Texture depicts spatially repeating patterns Many natural phenomena are textures radishesrocksyogurt

Texture Synthesis Goal of Texture Synthesis: create new samples of a given texture Many applications: virtual environments, hole- filling, texturing surfaces

The Challenge Need to model the whole spectrum: from repeated to stochastic texture

Efros & Leung Algorithm Assuming Markov property, compute P(p|N(p)) –Building explicit probability tables infeasible p Synthesizing a pixel non-parametric sampling Input image –Instead, we search the input image for all similar neighborhoods — that’s our pdf for p –To sample from this pdf, just pick one match at random

Some Details Growing is in “onion skin” order –Within each “layer”, pixels with most neighbors are synthesized first –If no close match can be found, the pixel is not synthesized until the end Using Gaussian-weighted SSD is very important – to make sure the new pixel agrees with its closest neighbors –Approximates reduction to a smaller neighborhood window if data is too sparse

Neighborhood Window input

Varying Window Size Increasing window size

Synthesis Results french canvasrafia weave

More Results white breadbrick wall

Homage to Shannon

Hole Filling

Extrapolation

Summary The Efros & Leung algorithm –Very simple –Surprisingly good results –…but very slow

p Image Quilting [Efros & Freeman] Observation: neighbor pixels are highly correlated Input image non-parametric sampling B Idea: unit of synthesis = block Exactly the same but now we want P(B|N(B)) Much faster: synthesize all pixels in a block at once Not the same as multi-scale! Synthesizing a block

Input texture B1B2 Random placement of blocks block B1 B2 Neighboring blocks constrained by overlap B1B2 Minimal error boundary cut

min. error boundary Minimal error boundary overlapping blocksvertical boundary _ = 2 overlap error

Our Philosophy The “Corrupt Professor’s Algorithm”: –Plagiarize as much of the source image as you can –Then try to cover up the evidence Rationale: –Texture blocks are by definition correct samples of texture so problem only connecting them together

Failures (Chernobyl Harvest)

input image Portilla & Simoncelli Wei & LevoyOur algorithm Xu, Guo & Shum

Portilla & Simoncelli Wei & LevoyOur algorithm Xu, Guo & Shum input image

Portilla & Simoncelli Wei & LevoyOur algorithm input image Xu, Guo & Shum

Political Texture Synthesis!

+ = Application: Texture Transfer Try to explain one object with bits and pieces of another object:

Texture Transfer Constraint Texture sample

Take the texture from one image and “paint” it onto another object Texture Transfer Same as texture synthesis, except an additional constraint: 1.Consistency of texture 2.Similarity to the image being “explained”

= +