Chaos and GraphicsSynthesizing solid particle textures via a visual hull algorithm
Introduction
Due to the advances of technologies, modern GPUs have often surpassed CPUs in terms of graphics computing power. For example, today GPUs capable of rendering dozens of millions of smoothly-shaded triangles per second are common. Unfortunately, it is well-known that to achieve photorealism in real time, such rendering power alone is still not enough. One solution to this is to employ a clever idea to create photorealism from photorealism, which is the very spirit of texture mapping. That is, instead of creating photorealistic images from scratch, we could make use of real images to help to create the desired photorealism. However, one frequent problem encountered in texture mapping is that the source texture image often comes with a small size/low resolution. As a result, finding methods for generating a larger texture from a given smaller texture has become one of the most important problems in the field of texture synthesis.
Textures can be two-dimensional (2D), three-dimensional (3D), and four or even higher-dimensional. It is well-known that higher-dimensional texture mapping, such as 3D texture mapping, can be used to address the distortion problems that are associated with lower-dimensional texture mapping, such as 2D texture mapping. One classical example is to perform texture mapping to a sphere, where 3D texture mapping is usually preferred to its 2D counterpart. Despite the fact that there have been numerous research methodologies that can be used to successfully perform texture synthesis, in terms of quality and efficiency, most of the works concentrate on 2D texture synthesis, while 3D texture, or solid texture synthesis, receives relatively less attention. The scarcity of related papers is mainly attributed to the much higher complexity involved in solid texture synthesis. Among the existing approaches for solid texture synthesis, the synthesis of discrete particles has attracted our attention, as it is an area that so far has been even less explored. The pioneering work in this specific direction, done by Jagnow et al. [1], especially caught our eyes for its great outcome, but it still leaves two important issues that have not been fully addressed. The first issue concerns the 3D shapes of target synthesized particles. According to the paper, these shapes could be derived by applying stereology, otherwise the provision of 3D particles is required. However, as often times only one 2D image is available for texture synthesis, the application of stereology may be difficult. Instead, we propose a simple algorithm that could approximately construct the shapes of desired 3D particles through the concept of visual hull, assuming the synthesized 3D particles are isotropic, i.e., bearing similar cross sections from every viewing direction. The second issue is regarding the placement of these 3D particles. In their paper, this issue is solved by a simulated annealing approach, where all the particles were initially put into the volume, and then their locations or even orientations could be gradually adjusted to avoid collisions. Rather than using such a soft optimization technique, where the optimal solution cannot always be guaranteed, we develop a simple algorithm that could deterministically and appropriately place the particles in the output texture volume. Additionally, we have further coupled the color and size information of particles to achieve even better results than all existing approaches.
The rest of the paper is organized as the following. Section 2 reviews some of the literature related to this study. Section 3 details how we synthesize solid texture of particles. Section 4 presents the experimental results produced by our system, while Section 5 concludes our work and hints several potential future research directions.
Section snippets
Related work
The concept of solid texture was first given by Gardner et al. [2], but the term solid texture was formally introduced by Peachy [3] and Perlin [4] in 1985. The ways to generate solid texture, according to Dischler et al. [5], can be classified into three main categories: procedural solid texturing, analytical solid texturing and physical simulation, and among them, the second category is what this work belongs to. As pointed out in the introduction section, there have been numerous researches
3D volume texture synthesis
We present the core materials of this work in this section. To ease the discussion, we hereby distinguish two terms: local volume, and global volume. The first term refers to the crude volume from which a single particle is synthesized, while the second term the target volume of solid texture where all the generated particles to be placed into. Given one or more 2D images, our task is to synthesize the global volume of solid texture of discrete particles, where the cross sections of these
Performance results
In this section, we demonstrate the results using our proposed algorithm, and compared our results with that of others if applicable. All the tests are performed on a Pentium IV 3.0 GHz machine with 1 GBytes memory running on the Windows XP operating system. We have synthesized five solid texture volumes from five different 2D input images, respectively, and the five input images are shown in Fig. 8.
To show that our algorithm really does a good job on preserving the size distribution, the 2D area
Conclusions and future work
We propose a new algorithm for solid texture synthesis of particles. In this algorithm, each single particle is constructed through the visual hull approach, and the locations of the generated particles are determined by employing a method that in spirit is similar to Delauney tetrahedralization. Particles’ colors and sizes are also well correlated so that their relationships in the input image are preserved. Performance results are shown to demonstrate the feasibility of our algorithm.
There
Acknowledgments
The authors thank the anonymous reviewers for their valuable comments. They also gratefully acknowledge the support by the National Science Council, Taiwan, under Grants NSC 96-2219-E-001-001, NSC96-2219-E-011-008, NSC-96-2221-E-011-139, and NSC-97-2221-E-011-109.
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