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Texture
Optimization for Example-based
Synthesis ( Project
page | PDF ) Vivek Kwatra, Irfan Essa,
Aaron Bobick, and Nipun Kwatra To Appear in SIGGRAPH 2005 |
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We present a novel technique for texture synthesis using
optimization. We define a Markov Random Field (MRF)-based
similarity metric for measuring the quality of synthesized texture
with respect to a given input sample. This allows us to formulate
the synthesis problem as minimization of an energy function, which
is optimized using an Expectation Maximization (EM)-like
algorithm. In contrast to most example-based techniques that do
region-growing, ours is a joint optimization approach that
progressively refines the entire texture. Additionally, our
approach is ideally suited to allow for controllable synthesis of
textures. Specifically, we demonstrate controllability by
animating image textures using flow fields. We allow for general
two-dimensional flow fields that may dynamically change over time.
Applications of this technique include dynamic texturing of fluid
animations and texture-based flow visualization.
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Graphcut Textures: Image and Video Synthesis
Using Graph Cuts (
Project page )
Vivek Kwatra, Arno Schödl, Irfan Essa,
Greg Turk, and Aaron Bobick
Proc. ACM Transactions on Graphics, SIGGRAPH
2003 |
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In this paper we
introduce a new algorithm for image and video texture synthesis. In our approach,
patch regions from a sample image or video are transformed and copied to
the output and then stitched together along optimal seams to generate a new
(and typically larger) output. In contrast to other techniques, the size
of the patch is not chosen a-priori, but instead a graph cut
technique is used to determine the optimal patch region for any given offset
between the input and output texture. Unlike dynamic programming, our graph
cut technique for seam optimization is applicable in any dimension. We specifically
explore it in 2D and 3D to perform video texture synthesis in addition to
regular image synthesis. We present approximative offset search techniques
that work well in conjunction with the presented patch size optimization.
We show results for synthesizing regular, random, and natural images and
videos. We also demonstrate how this method can be used to interactively merge
different images to generate new scenes.
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2D Cel Animation Compression (
Project page )
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Space-Time Surface Simplification and Edgebreaker Compression for 2D Cel Animations
Vivek Kwatra and Jarek Rossignac
International Journal on Shape Modeling, Volume8, Number 2, December 2002 |
Surface Simplification and Edgebreaker Compression for 2D Cel Animations
Vivek Kwatra and Jarek Rossignac
Proc. International Conference on Shape Modeling and Applications
(SMI 2002) |
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Digitized cel animations are typically composed of frames,
which contain a small number of regions, which each contain pixels
of the same color and exhibit a significant level of shape coherence
through time. To exploit this coherence, we treat the stack of frames
as a 3D volume and represent the evolution of each region by the bounding
surface of the 3D volume V that it sweeps out. To reduce
transmission costs, we triangulate and simplify the bounding surface and
then encode it using the Edgebreaker compression scheme. To restore a
close approximation of the original animation, the client player decompresses
the surface and produces the successive frames by intersecting
V with constant-time planes. The intersection is generated
in real-time with standard graphics hardware through an improved capping
(i.e. solid clipping) technique, which correctly handles overlapping facets.
We have tested this approach on real and synthetic black&white animations
and report compression ratios that improve upon those produced using the
MPEG, MRLE, and GZIP compression standards for an equivalent quality result.
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Temporal Integration of Multiple Silhouette-based
Body-part Hypotheses
( Project page )
Vivek Kwatra, Aaron F. Bobick, and Amos
Y. Johnson
Proc. IEEE Conference on Computer Vision and Pattern Recognition
(CVPR 2001) |
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A method for temporally integrating appearance-based body-part
labelling is presented. We begin by modifying the silhouette
labelling method of Ghost; that system first determines which
posture best describes the person currently and then uses posture-specific
heuristics to generate labels for head, hands, and feet. Our approach
is to assign a posture probability and then estimate body part locations
for all possible postures. Next we temporally integrate these estimates
by finding a best path through the posture-time lattice. A density-sampling
propagation approach is used that allows us to model the multiple hypotheses
resulting from consideration of different postures. We show quantitative
and qualitative results where the temporal integration solution improves
the instantaneous estimates. This method can be applied to any
system that inherently has multiple methods of asserting instantaneous
properties but from which a temporally coherent interpretation is desired.
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