Abstract
This paper presents a real-time method for synthesizing texture. The algorithm consists of two stages: a preprocess stage and a real-time synthesis stage. In the preprocess stage, jump lists are built for each texture patch in the input sample texture and all the jump lists are stored in patch jump maps. In the synthesis stage, we synthesize the output texture with the aid of stored patch jump maps. Experiments show 200-500 frames of 256 × 256 high quality textures can be produced within a second.
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© 2004 Springer-Verlag Berlin Heidelberg
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Wang, B., Yong, JH., Sun, JG. (2004). Real-Time Texture Synthesis with Patch Jump Maps. In: Zhang, J., He, JH., Fu, Y. (eds) Computational and Information Science. CIS 2004. Lecture Notes in Computer Science, vol 3314. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-30497-5_177
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DOI: https://doi.org/10.1007/978-3-540-30497-5_177
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-24127-0
Online ISBN: 978-3-540-30497-5
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