TL;DR: A novel example based procedural terrain synthesis method is presented and a prototype application implementing the method is also constructed and evaluated, bridging the gap between intuitive virtual terrain design and the advantages of procedural terrain functions.
Abstract: Noise functions are versatile base functions used in many procedural generation methods. They can produce natural-like patterns usable in procedural textures, models and animations. They have been extensively used in procedural terrain implementations in games and other applications. Noise-based procedural terrains offer many advantages over static terrain models but designing such terrains is largely unintuitive by nature. Whereas traditional terrain models can be designed, e.g., in spatial editors, procedural terrains are implemented in algorithms. In this paper, a novel example based procedural terrain synthesis method is presented. A prototype application implementing the method is also constructed and evaluated. The prototype is a practical solution for example based procedural terrain design, bridging the gap between intuitive virtual terrain design and the advantages of procedural terrain functions.
TL;DR: A novel approach is developed for decreasing the dimension of stone image and for reducing the gray level range of the image without any loss of significant feature information.
Abstract: The human eye can easily identify the type of textures in flooring of the houses and in the digital images visually. In this work, the stone textures are grouped into four categories. They are bricks, marble, granite and mosaic. A novel approach is developed for decreasing the dimension of stone image and for reducing the gray level range of the image without any loss of significant feature information. This model is named as “Decreased Dimension and Reduced Gray level Range Matrix (DDRGRM)” model. The DDRGRM model consists of 3 stages. In stage 1, each 5×5 sub dimension of the stone image is reduced into 2×2 sub dimension without losing any important qualities, primitives, and any other local stuff. In stage 2, the gray level of the image is reduced from 0-255 to 0-4 by using fuzzy concepts. In stage 3, Co-occurrence Matrix (CM) features are derived from the DDRGRM model of the stone image for stone texture classification. Based on the feature set values, a user defined algorithm is developed to classify the stone texture image into one of the 4 categories i.e. Marble, Brick, Granite and Mosaic. The proposed method is tested by using the K-Nearest Neighbor Classification algorithm with the derived texture features. To prove the efficiency of the proposed method, it is tested on different stone texture image databases. The proposed method resulted in high classification rate when compared with the other existing methods.
TL;DR: In this article, a multi-label learning method is employed to annotate a large number of textures with semantic attributes to form a semantic procedural texture dataset and derive a low dimensional semantic space in which the semantic descriptions can be separated from one other.
Abstract: Procedural textures are normally generated from mathematical models with parameters carefully selected by experienced users. However, for naive users, the intuitive way to obtain a desired texture is to provide semantic descriptions such as "regular," "lacelike," and "repetitive" and then a procedural model with proper parameters will be automatically suggested to generate the corresponding textures. By contrast, it is less practical for users to learn mathematical models and tune parameters based on multiple examinations of large numbers of generated textures. In this study, we propose a novel framework that generates procedural textures according to user-defined semantic descriptions, and we establish a mapping between procedural models and semantic texture descriptions. First, based on a vocabulary of semantic attributes collected from psychophysical experiments, a multi-label learning method is employed to annotate a large number of textures with semantic attributes to form a semantic procedural texture dataset. Then, we derive a low dimensional semantic space in which the semantic descriptions can be separated from one other. Finally, given a set of semantic descriptions, the diverse properties of the samples in the semantic space can lead the framework to find an appropriate generation model that uses appropriate parameters to produce a desired texture. The experimental results show that the proposed framework is effective and that the generated textures closely correlate with the input semantic descriptions.
TL;DR: This paper presents how to synthesize a texture in a procedural way that preserves the features of the input exemplar and enables a texture to edited quite effectively.
Abstract: This paper presents how to synthesize a texture in a procedural way that preserves the features of the input exemplar. The exemplar is analyzed in both spatial and frequency domains to be decomposed into feature and non-feature parts. Then, the non-feature parts are reproduced as a procedural noise, whereas the features are independently synthesized. They are combined to output a non-repetitive texture that also preserves the exemplar's features. The proposed method allows the user to control the extent of extracted features and also enables a texture to edited quite effectively.
TL;DR: The fitness quality of each module was evaluated and the optimal fitness quality was achieved by executing the system in multiple-process mode using a hybrid of these modules.
Abstract: Our newly developed generation of procedural textures (GPT) system automatically generates procedural textures for the computer graphics industry. The system makes use of hybrid parallel Monte Carlo tree search and gender-based genetic algorithm modules that share a common multiple-generation population of procedural textures and a knowledge database. It also uses a multi-objective fitness function. The parallel Monte Carlo tree search module was inspired by gaming algorithms. To speed up the search, this module is enhanced with knowledge from previous successfully created procedural textures or tree node analyses. The gender-based genetic algorithm module automatically simulates several key features in natural selection and uses a multiple-generation breeding population, the notion of gender, and the concept of aging. This maintains diversity while providing many breeding opportunities for highly successful offspring. A third module selects generated shaders from the multiple-generation population and mutates them by replacing nodes with subtrees using the knowledge database. We evaluated the fitness quality of each module and compared the fitness quality of the system running in both single- and multiple-process mode. The optimal fitness quality was achieved by executing the system in multiple-process mode using a hybrid of these modules. We give examples of the GPT running in interactive mode, where a user directs the search towards the desired look using an esthetic evaluation.
TL;DR: By using the image Quilting algorithm to finish the texture transfer and stitch the objective texture image, whose texture style does not exist in the initial image, verified the effectiveness of this proposed algorithm.
Abstract: Texture synthesis is the hot research topic in the field of computer vision, computer graphics and image processing. Sample-based texture synthesis method has been proposed and becomes a new texture tiling technique with the development of the texture mapping and procedural texture synthesis. Image Quilting stitching algorithm is an ideal algorithm for the texture stitching. In this article, by using the image Quilting algorithm to finish the texture transfer and stitch the objective texture image, whose texture style does not exist in the initial image. In experiments, by transferring the style of the human face image and character image respectively, verified the effectiveness of this proposed algorithm.