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  3. Procedural texture
  4. 2020
Showing papers on "Procedural texture published in 2020"
Proceedings Article•10.1109/CVPR42600.2020.00838•
Learning a Neural 3D Texture Space From 2D Exemplars

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Philipp Henzler1, Niloy J. Mitra1, Tobias Ritschel1•
University College London1
14 Jun 2020
TL;DR: A generative model of 2D and 3D natural textures with diversity, visual fidelity and at high computational efficiency is suggested, enabled by a family of methods that extend ideas from classic stochastic procedural texturing to learned, deep, non-linearities.
Abstract: We suggest a generative model of 2D and 3D natural textures with diversity, visual fidelity and at high computational efficiency. This is enabled by a family of methods that extend ideas from classic stochastic procedural texturing (Perlin noise) to learned, deep, non-linearities. Our model encodes all exemplars from a diverse set of textures without a need to be re-trained for each exemplar. Applications include texture interpolation, and learning 3D textures from 2D exemplars.

119 citations

Proceedings Article•10.1117/12.2550579•
Performance Assessment of Texture Reproduction in High-Resolution CT.

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Hui Shi1, Grace J. Gang1, Junyuan Li1, Eleni Liapi1, Craig K. Abbey2, J. Webster Stayman1 •
Johns Hopkins University1, University of California, Santa Barbara2
16 Mar 2020
TL;DR: This work devise a methodology for 3D-printing phantom inserts using procedural texture generation for evaluation of performance of high-resolution CT systems and expects that this general methodology will provide a pathway for repeatable and robust assessments of different imaging systems and processing methods.
Abstract: Assessment of computed tomography (CT) images can be complex due to a number of dependencies that affect system performance. In particular, it is well-known that noise in CT is object-dependent. Such object-dependence can be more pronounced and extend to resolution and image textures with the increasing adoption of model-based reconstruction and processing with machine learning methods. Moreover, such processing is often inherently nonlinear complicating assessments with simple measures of spatial resolution, etc. Similarly, recent advances in CT system design have attempted to improve fine resolution details - e.g., with newer detectors, smaller focal spots, etc. Recognizing these trends, there is a greater need for imaging assessment that are considering specific features of interest that can be placed within an anthropomorphic phantom for realistic emulation and evaluation. In this work, we devise a methodology for 3D-printing phantom inserts using procedural texture generation for evaluation of performance of high-resolution CT systems. Accurate representations of texture have previously been a hindrance to adoption of processing methods like model-based reconstruction, and texture serves as an important diagnostic feature (e.g. heterogeneity of lesions is a marker for malignancy). We consider the ability of different systems to reproduce various textures (as a function of the intrinsic feature sizes of the texture), comparing microCT, cone-beam CT, and diagnostic CT using normal- and high-resolution modes. We expect that this general methodology will provide a pathway for repeatable and robust assessments of different imaging systems and processing methods.

5 citations

Patent•
Systems and method for avoiding duplicative processing during generation of a procedural texture

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Wrosz Izajasz Piotr1, Janczak Tomasz, Surti Prasoonkumar•
Intel1
13 Oct 2020
TL;DR: In this paper, a system for avoiding additional processing during the generation of a procedural texture via communication with the procedural texture to avoid over-shading is described, where a texel shader dispatch circuitry is coupled to the memory.
Abstract: Systems and methods for avoiding additional processing during generation of a procedural texture are disclosed. In one embodiment, a graphics processor includes memory to store graphics data and control data of a procedural texture. A texel shader dispatch circuitry is coupled to the memory. The texel shader dispatch circuitry is configured to maintain coherency between local memory of the texel shader dispatch circuitry during generation of the procedural texture via communication with the procedural texture to avoid overshading.
Journal Article•10.1111/CGF.14061•
Semi-Procedural Textures Using Point Process Texture Basis Functions

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Pascal Guehl1, Rémi Allègre1, Jean-Michel Dischler1, Bedrich Benes2, Eric Galin3 •
University of Strasbourg1, Purdue University2, University of Lyon3
01 Jul 2020-Computer Graphics Forum
TL;DR: A novel semi‐procedural approach that avoids drawbacks of procedural textures and leverages advantages of data‐driven texture synthesis, and is used as stand‐alone function for noise‐based Gaussian textures.
Abstract: We introduce a novel semi-procedural approach that avoids drawbacks of procedural textures and leverages advantages of data-driven texture synthesis. We split synthesis in two parts: 1) structure synthesis, based on a procedural parametric model and 2) color details synthesis, being data-driven. The procedural model consists of a generic Point Process Texture Basis Function (PPTBF), which extends sparse convolution noises by defining rich convolution kernels. They consist of a window function multiplied with a correlated statistical mixture of Gabor functions, both designed to encapsulate a large span of common spatial stochastic structures, including cells, cracks, grains, scratches, spots, stains, and waves. Parameters can be prescribed automatically by supplying binary structure exemplars. As for noise-based Gaussian textures, the PPTBF is used as stand-alone function, avoiding classification tasks that occur when handling multiple procedural assets. Because the PPTBF is based on a single set of parameters it allows for continuous transitions between different visual structures and an easy control over its visual characteristics. Color is consistently synthesized from the exemplar using a multiscale parallel texture synthesis by numbers, constrained by the PPTBF. The generated textures are parametric, infinite and avoid repetition. The data-driven part is automatic and guarantees strong visual resemblance with inputs. Applications: this work is related to content creation tools for films and video games, especially procedural texture and material synthesis (e.g. Substance Designer), and inverse procedural modeling (e.g inverse shade tree approach). This paper has been published in the CGF journal (Computer Grapics Forum) in July 2020 and presented at the EGSR conference (Eurographics Symposium on Rendering) in July 2020 where it got an award: Honorable Mention from the Best Papers committee.
Journal Article•10.3390/S20041135•
Survey of Procedural Methods for Two-Dimensional Texture Generation

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Junyu Dong1, Jun Liu2, Jun Liu3, Kang Yao, Mike J. Chantler4, Lin Qi1, Hui Yu, Muwei Jian5 •
Ocean University of China1, Qingdao Agricultural University2, Shandong University3, Heriot-Watt University4, Shandong University of Finance and Economics5
19 Feb 2020-Sensors
TL;DR: This paper divides the different generation methods into two categories: structured texture and unstructured texture generation methods, and presents a taxonomy of different models, according to the mathematical functions and texture samples they can produce.
Abstract: Textures are the most important element for simulating real-world scenes and providing realistic and immersive sensations in many applications. Procedural textures can simulate a broad variety of surface textures, which is helpful for the design and development of new sensors. Procedural texture generation is the process of creating textures using mathematical models. The input to these models can be a set of parameters, random values generated by noise functions, or existing texture images, which may be further processed or combined to generate new textures. Many methods for procedural texture generation have been proposed, but there has been no comprehensive survey or comparison of them yet. In this paper, we present a review of different procedural texture generation methods, according to the characteristics of the generated textures. We divide the different generation methods into two categories: structured texture and unstructured texture generation methods. Example textures are generated using these methods with varying parameter values. Furthermore, we survey post-processing methods based on the filtering and combination of different generation models. We also present a taxonomy of different models, according to the mathematical functions and texture samples they can produce. Finally, a psychophysical experiment is designed to identify the perceptual features of the example textures. Finally, an analysis of the results illustrates the strengths and weaknesses of these methods.

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