5 research outputs found

    A survey of exemplar-based texture synthesis

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    Exemplar-based texture synthesis is the process of generating, from an input sample, new texture images of arbitrary size and which are perceptually equivalent to the sample. The two main approaches are statistics-based methods and patch re-arrangement methods. In the first class, a texture is characterized by a statistical signature; then, a random sampling conditioned to this signature produces genuinely different texture images. The second class boils down to a clever "copy-paste" procedure, which stitches together large regions of the sample. Hybrid methods try to combine ideas from both approaches to avoid their hurdles. The recent approaches using convolutional neural networks fit to this classification, some being statistical and others performing patch re-arrangement in the feature space. They produce impressive synthesis on various kinds of textures. Nevertheless, we found that most real textures are organized at multiple scales, with global structures revealed at coarse scales and highly varying details at finer ones. Thus, when confronted with large natural images of textures the results of state-of-the-art methods degrade rapidly, and the problem of modeling them remains wide open.Comment: v2: Added comments and typos fixes. New section added to describe FRAME. New method presented: CNNMR

    Texture Inpainting Using Efficient Gaussian Conditional Simulation

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    International audienceInpainting consists in computing a plausible completion of missing parts of an image given the available content. In the restricted framework of texture images, the image can be seen as a realization of a random field model, which gives a stochastic formulation of image inpainting: on the masked exemplar one estimates a random texture model which can then be conditionally sampled in order to fill the hole. In this paper is proposed an instance of such stochastic inpainting methods, dealing with the case of Gaussian textures. First a simple procedure is proposed for estimating a Gaussian texture model based on a masked exemplar, which, although quite naive, gives sufficient results for our inpainting purpose. Next, the conditional sampling step is solved with the traditional algorithm for Gaussian conditional simulation. The main difficulty of this step is to solve a very large linear system, which, in the case of stationary Gaussian textures, can be done efficiently with a conjugate gradient descent (using a Fourier representation of the covariance operator). Several experiments show that the corresponding inpainting algorithm is able to inpaint large holes (of any shape) in a texture, with a reasonable computational time. Moreover, several comparisons illustrate that the proposed approach performs better on texture images than state-of-the-art inpainting methods
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