A Fast Algorithm for Texture Synthesis Based on Perlin Noise

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A Fast Algorithm for Texture Synthesis Based on Perlin Noise I.J. Image, Graphics and Signal Processing, 2011, 3, 33-40 Published Online April 2011 in MECS (http://www.mecs-press.org/) Wavelet and Blend maps for texture synthesis Du Jin-Lian Wang Song Meng Xianhai Beijing University of Technology Beijing China [email protected] Abstract─ blending is now a popular technology for large method. realtime texture synthesis .Nevertheless, creating blend map during rendering is time and computation consuming work. II. RELATED WORK In this paper, we exploited a method to create a kind of blend tile which can be tile together seamlessly. Note that In recent years, a great deal of works on texture blend map is in fact a kind of image, which is Markov synthesis based on texture tiles and blending technology Random Field, contains multiresolution signals, while has been proposed. Here we simply review some wavelet is a powerful way to process multiresolution signals, we use wavelet to process the traditional blend tile. After up-to-date and typical approaches. our processing steps, the result blend tile become smooth Texture splatting[3] is the typical technology which and suitable for tiling, with no important features lost. use linear blending to smooth the transition between Using this kind blend tile, many computation resources for textures tiles and it was used widely in game terrain computing blend map during texture synthesizing is saved. rendering. The limit of this method is that it needs large The experimental results shows that our method may alpha maps for blending and linear blending often successfully process many traditional blend tiles. produced undesirable artifacts. To improve the quality of synthesis texture, many Index Terms─ texture synthesis; wavelet; Multiresolution researchers have contributed their wisdom and effort. analysis; blend map [Malik et al.1999][4] proposed conception of texton channel to specify the features of a texture map and the texton map was applied successfully to control I. INTRODUCTION procedural texture synthesis by [Zhang et al.2003;Wu Textures are extensively used to increase the realism and Yu 2004][5,6]. The work of Lai et al.[7] introduced a of rendered objects. It is especially important for the novel method to blend textures. Their algorithm present realtime rendering of terrain. In this case, the use of large identifies the features of an image and provides a textures often results low performance during rendering. visually pleasing border between tiled textures on the As alternatives, a number of techniques including terrain. The technology is limited by the number of [Ashikhmin's 2001, Wei and Levoy 2000][1,2], have been textures that are precomputed, thus the visual richness of developed for procedural texture synthesis. Given a terrain may be reduced. The textures that blend between sample texture, these techniques can create a similar regions also require extra texture memory, over and texture that fits the target surface naturally and above the tiles already in use. Alexandre hardy[8] seamlessly. To increase the visual richness of the introduced blend maps to increase the control and synthesis texture, blend maps and blending algorithms observed richness of tiled textures. The technology are used during synthesizing. However, create large construct blend map by identifying important features in blending tiles will consume computation resources and a texture for these features are often highlighted under also consume extra texture memory which is very certain lighting conditions. The resulting texture precious now. This paper introduces a method to produce produced by the technology appears more realistic in small blend tile which can be tiled together with no many cases. However, there are too many coefficients seams along the boundaries of two tiles. So the blend tile need to be define in this method so it is not easy for user. could be used repeatedly to produce large texture with no In our opinion, if the blend map can be tiled need to blend the sharp boundaries. The blend tile is seamlessly, the computing work for blending textures produced by wavelet analysis, so the processing steps will be reduced largely, because there is no need to and mathematics of our approach are discussed firstly. synthesizing blend map or feature map. So our work is Advantages of using small blend tiles and its impact on try to produce blend map which can tile together —blend performance are illustrated in the paper. tile with Wavelet analysis. Related works about texturing terrain or other Our approach is based on the observation that many surfaces using texture tiles and blending technology are blend maps, which are Markov Random Field, contains discussed in next section, followed by discussion of our multiresolution signals, that means the map is refinable. While wavelet analysis is a powerful way to analyze and Supported by Scientific Research Common Program of Beijing Municipal construct functions[9,10,11]. It is therefore natural to use Commission of Education under Grant Nos. KM200710005002。 wavelet analysis to process the blend map, remove high Copyright © 2011 MECS I.J. Image, Graphics and Signal Processing, 2011, 3, 33-40 34 Wavelet and Blend maps for texture synthesis frequencies from the map, smooth the remainder. Then F()() x=∑ fiφ x − i (1) the result noise is suitable for tiling and will not cause i aliasing and discontinuities. In the following section we present the overview for Where φ()x is the basis function and φ()x− i is a processing steps of our approach and the mathematics for translated version of φ()x by integer amount i. where deriving this approach is presented in section 4. Practical implementation and results are discussed in section 5. the fi are the coefficients of the representation. I. OVERVIEW OF OUR ALGORITHM If we call the vector space formed by φ()x and it’s To provide a context for the remainder of the paper translated versions the resolution 0 space and denote by and to simplify the algorithm, we present a high-level S 0 : overview. The essence of our algorithm consists of the following three steps illustrated in Fig.1: 0 ⎧ ⎫ Create the blend map R filled with important features S:⎨ F ( x ) | F ( x )=∑φ ( x − i )⎬ (2) of the textures which suitable for your ⎩ i ⎭ application.(fig.1a) 1 Downsample R to create the half-size image A larger resolution 1 space S of function can be Rd.(fig.1b) represented by scaling down the width of φ()x by Upsample Rd to a full size image Rn(fig.1c). factor of 2. Function G() x in S1 take the following Tile Rn to construct large blend map for your application. form: Rn is created by downsample R to get the low 1 S( x ) : G ( x )= gφ (2 x− i ) (3) frequencies and refine it to a full size. Thus Rn contains ∑ i smoothed low-frequency part of R. i In wavelet analysis idea, all the functions in S0 are also in S1, that means SS0⊂ 1 . This guarantees that downsample S1 enriches the space S 0 . and φ()x can be written in terms of φ(2x− k ) : (b) upsample (a) φ(x )= ∑ hkφ (2 x− k ) (4) k Thus given the coefficients fi that represents 0 1 F() x in S , there exist coefficients f i that represents that function exactly in S1 : 1 F( x )= fi φ (2 x− i ) (5) (c) ∑ i . Figure1 (a).Blend map R of a texture..(b).Half size image Rd. (c).Full size Using the equation 4 and equation 5, it is image Rn. straightforward to show that: f1 = h f (6) III. THEORY i ∑ i−2 k k k Wavelet analysis, known as multiresolution analysis, The equation 6 represents an upsampling filter, which has emerged a powerful way to extract the different is in fact used in step 3 of our algorithm. frequencies information from original signal and enrich them at the same time. We use this feature of wavelet Although the upsampling filter established above can analysis to process the blend map, and provide the guarantee that every member of S 0 can be represented mathematical underpinnings for our algorithm. First, we 1 exactly as a member of S . The converse is not true: work in one dimension, then extend to 2 dimensions. not every function G(x) in S1 can be represented A. Upsampling and Downsampling exactly in the lower resolution space S 0 , there is some In the multiresolution opinion, much function can be lost detail. But the loss of detail can be minimized in a represented as a weighted sum of basis function, as least squares sense by wavelet analysis. Assume following; G0 () x is the least squares best approximation to Copyright © 2011 MECS I.J. Image, Graphics and Signal Processing, 2011, 3, 33-40 Wavelet and Blend maps for texture synthesis 35 G() x in S 0 , then given the coefficients g for G() x , R= {... r d ...} i Then we get d i, j . 0 the coefficients gi can be determined using standard R R Compute n by upsampling d result from wavelet analysis: Rd 0 By using equation 12, we get the containing low gi = ∑ ak−2 i g k (7) 0 k frequencies signal represented in S . However, R ak is the downsampling filter used in step 2 of our d looks still rough, not smooth enough. Thus we algorithm. R smoothen d by upsam p ling it to achieve the ta rget When extend above equation to two dimensions, the n n R 1 R = {...r ...} r 1 blend image n in S . n i, j ,and i, j can be upsampling filter f i represented in equation 6 and 0 written as following: downsampling filter gi should be written in the n d ri, j = hi−2 kx , j − 2 ky r kx , ky following form respectively: ∑ kx, ky (13) 1 In this step, n o important detail is lost, because all the fi, j = ∑ hi−2 kx , j − 2 ky f kx , ky (8) R kx, ky memb ers i n d is also represented exactly as members 0 Rn gi, j = ∑ akx−2 i , ky − 2 j g kx , ky (9) in .
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