1 / 47

Poisson Image Editing & Terrain Synthesis

Poisson Image Editing & Terrain Synthesis. Howard Zhou Jie Sun howardz@cc.gatech.edu sun@cc.gatech.edu 2003 . 4.29. Table of Contents. Introduction / motivation Poisson Image Editing Terrain Synthesis (Texture based methods) Future work Conclusion. Table of Contents.

chuck
Télécharger la présentation

Poisson Image Editing & Terrain Synthesis

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Poisson Image Editing & Terrain Synthesis Howard Zhou Jie Sun howardz@cc.gatech.edusun@cc.gatech.edu 2003 . 4.29

  2. Table of Contents • Introduction / motivation • Poisson Image Editing • Terrain Synthesis (Texture based methods) • Future work • Conclusion

  3. Table of Contents • Introduction / motivation • Poisson Image Editing • Terrain Synthesis (Texture based methods) • Future work • Conclusion

  4. Introduction / motivation • Poisson Image Editing • Seamless • Texture based terrain synthesis • Current method based on fractals • Very limited control • Terrain style adjusted by parameter tuning • What if the user draws a rough sketch and supply a height map and says: “I want this to be like this”

  5. Poisson Image Editing • Review

  6. Our implmentation • Matlab • Sparse matrix PDF solver • Use conjugate gradient solver supplied by Matlab • Can be faster if …

  7. Seamless insertion

  8. Inserting objects with holes

  9. Inserting transparent objects

  10. Texture flattening Result directly related to Edge detection result

  11. Local illumination changes alpha = 0.05 beta = 0.2 alpha = 0.05 beta = 0.4

  12. Seamless tiling • Good when seam is not significant • Often needs to increase the contrast of the result • but don’t an automatic way, maybe use histogram of the original image

  13. Seamless tiling Good when the seam is not significant

  14. Seamless tiling Show some more

  15. Seamless tiling

  16. Seamless tiling

  17. Seamless tiling Contrast can be globally fixed But how?

  18. Seamless tiling Seams not good Cannot be fixed

  19. Table of Contents • Introduction / motivation • Poisson Image Editing • Terrain Synthesis (Texture based methods) • Future work • Conclusion

  20. Previous approachTexture based terrain synthesis • Current method based on fractals • Very limited control • Terrain style adjusted by parameter tuning • What if the user draws a rough sketch and supply a height map and says: “I want this to be like this”

  21. Texture based terrain synthesis • Image analogy • Texture synthesis on laplacian + piecewise seamless tiling • Graph cut / seamless tiling • Separating the details

  22. Data: height map

  23. Display height map

  24. Image analogy A. Hertzmann, C. Jacobs, N. Oliver, B. Curless, D. Salesin.SIGGRAPH 2001

  25. Texture by number

  26. Texture by number

  27. How do we get (A) automatically • Blurring (filtering) • Texture flattening using edge detection result or contour

  28. Image analogy + (texture flattening + blurring)

  29. Laplacian Synthesis • Regard laplacian as a particular texture • Texture synthesis • Integrate

  30. Results

  31. Terrain

  32. Terrain

  33. Problems & possible solutions • Depend on the boundary conditions • Use the boundary attached to the Laplacian • There is only one unique solution of this linear system • Lost the power of Poisson editing • Should use a non-conservative gradient field

  34. Graph cut + seamless tiling

  35. Laplacian removing boundary(since the boundary is known)

  36. Image smoothing edge (1 D)

  37. Using Poisson Solver

  38. Terrain Analysis • The detail of the terrain differs at different altitude • Terrain = f ( altitude ) • Altitude = g ( style )

  39. Example: Terrain map

  40. Low Frequency - Altitude

  41. High Frequency – as a function of Altitude

  42. Proposed Algorithm • Use “Copy & Paste” methods to generate an altitude map • Add high frequency probabilistically as indexed by the altitude map • Graph cuts/Image Quilting to make it seamless

  43. Table of Contents • Introduction (motivation) • Re-illumination • Changing viewpoint • Future work • Conclusion

  44. Future Work • Other texture methods (Graph cut, stocastic?) • Stylized map generation from real map • Real map from stylized map

  45. Map vs. terrain

  46. Conclusion • Implemented poisson image editing • Tried several texture based terrain synthesis methods • Lots to be done!

  47. Questions ?

More Related