Advanced Texture Synthesis Techniques for Natural Terrain Generation
Explore innovative methods in texture synthesis to create realistic terrain and textures. Techniques such as 2D Perlin noise sampling, altitude-based 1D and 2D texture mapping, and reaction-diffusion systems enhance the detail and realism of rolling hills and landscapes. These procedures leverage non-parametric sampling, patch-based synthesis, and pixel-based techniques to generate textures that adequately represent natural environments. Dive into the history and evolution of texture synthesis with references to groundbreaking works by Gardner, Perlin, and contemporary strategies in texture mapping.
Advanced Texture Synthesis Techniques for Natural Terrain Generation
E N D
Presentation Transcript
No Texture • Using a sampling of 2D perlin Noise provides smooth hills.
Terrain Coloring • Using a 1D texture map based on the altitude can provide many useful mapping.
Terrain Coloring • Striped 1D texture map.
Terrain Coloring • Using a 2D texture map provides richer detail, but is independent of the terrain.
Terrain Coloring • More advanced coloring is based on altitude and slope.
Rolling Hills • Flowers, trees, paths, …
Procedural texture synthesis • [Gardner 85] sum a small number of sine waves of different periods and amplitudes. • [Perlin 85]use band-limited noise function • [Turing 52] Reaction-diffusion system in developmental biology. Two or more chemicals can diffuse through an embryo and react with each other until a stable pattern of chemical concentration is reached.
Reaction-diffusion Texture buttons – Andrew Witkin and Michael Kass
Texture synthesis on surfaces • Retiling • Sprinkle some new vertices onto the mesh • Space them uniformly over the mesh using point repulsion. • Remove old vertices and re-triangulate • Create a hierarchy of meshes • Neighborhood Construction: • flatten a set of nearby vertices • resample the flattened patch
2D Texture Synthesis nxm Input Texture NxM Output Texture • The goal: Synthesize an output texture which isperceptually similarto the input texture. Also ensure that the result contains sufficient variation.
Tiled Textures • Take up little texture memory
Visual Comparison Synthetic tilable texture Simple tiling Synthesized texture
Existing (and Impressive) Technology • Pixel-Based: • Non-parametric Sampling [Efros and Leung 1999] • Tree-structured Vector Quantization [Wei and Levoy 2000] • Synthesizing Natural Textures [Ashikhmin 2001] • Image Analogies [Hertzmann et al. 2001] • Patch-Based: • Patch-Based Sampling [Guo et al. 2001] • Image Quilting [Efros and Freeman 2001] • Hierarchical Pattern Mapping [Soler et al. 2002]
Pixel-Based Texture Synthesis Input Output Step n in Algorithm
Pixel-Based Texture Synthesis Input Output Build L-shaped Neighborhood
Pixel-Based Texture Synthesis Input Output Find Matching Neighborhood(s) in Input
Pixel-Based Texture Synthesis Input Output Select Best Neighborhood from all Candidates
Pixel-Based Texture Synthesis Input Output Copy Selected Pixel to Output
Pixel-Based Texture Synthesis Input Output Repeat for all Pixels in this Row...
Pixel-Based Texture Synthesis Input Output ...and all other Output Rows
Patch-Based Texture Synthesis Input Output Step n in Algorithm
Patch-Based Texture Synthesis Input Output Patch to be Synthesized in this Step
Patch-Based Texture Synthesis Input Output Build Neighborhood (Image Mask)
Patch-Based Texture Synthesis Input Output Find Matching Neighborhood(s) in Input
Patch-Based Texture Synthesis Input Output Select Best Neighborhood from all Candidates
Patch-Based Texture Synthesis Input Output Copy Selected Patch to Output
Patch-Based Texture Synthesis Input Output Apply some Overlap RepairStrategy ...
Patch-Based Texture Synthesis Input Output ... And we are done with this patch
Patch-Based Texture Synthesis Input Output Repeat for all Patches in Output
Texture Synthesis • Solid texture from 2D views • Heeger & Bergen 1995 • Ghazanfarpour & Dischler 1999 2D Source 3D result Images from [Heeger&Bergen 1995]
Previous Work • Texture varying, morphing, and mixture • Portilla & Simoncelli 1999 • Bar-Joseph, El-Yaniv, Lichinski, Werman 2001 • Z. Liu, C. Liu, Shum, Yu 2003 • PVT paper in SIGGRAPH 2003 Source 1 morphing Source 2 Image from [Portilla&Simoncelli 1999]
Brodatz Results aluminum wire reptile skin
More Brodatz Results french canvas rafia weave
More Results wood granite
More Results white bread brick wall