Дисертації з теми "Textual synthesis"
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Cole, Lisa Marsio. "The economic organization of southern Canaan in the Late Bronze Age: A synthesis of the textual and archaeological data." Diss., The University of Arizona, 2004. http://hdl.handle.net/10150/290060.
Повний текст джерелаGreen, Lori Anne. "Tiled texture synthesis." Thesis, Texas A&M University, 2003. http://hdl.handle.net/1969.1/429.
Повний текст джерелаWickramanayake, Dhammike Saranath. "Transform domain texture synthesis." Thesis, Loughborough University, 2005. https://dspace.lboro.ac.uk/2134/34552.
Повний текст джерелаHao, Chuan Yan. "Image completion based on texture regularity and texture synthesis." Thesis, University of Macau, 2008. http://umaclib3.umac.mo/record=b1940411.
Повний текст джерелаByrne, James. "Texture synthesis for image compression." Thesis, University of Bristol, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.574259.
Повний текст джерелаDong, Junyu. "Three-dimensional surface texture synthesis." Thesis, Heriot-Watt University, 2003. http://hdl.handle.net/10399/427.
Повний текст джерелаTasse, Flora Ponjou. "Distributed texture-based terrain synthesis." Master's thesis, University of Cape Town, 2011. http://hdl.handle.net/11427/10910.
Повний текст джерелаGalerne, Bruno. "Stochastic image models and texture synthesis." Phd thesis, École normale supérieure de Cachan - ENS Cachan, 2010. http://tel.archives-ouvertes.fr/tel-00595283.
Повний текст джерелаLi, Chan Yi. "Texture synthesis based on texton masks." Thesis, University of Macau, 2005. http://umaclib3.umac.mo/record=b1636981.
Повний текст джерелаSchodl, Arno. "Multi-dimensional exemplar-based texture synthesis." Diss., Georgia Institute of Technology, 2002. http://hdl.handle.net/1853/9166.
Повний текст джерелаShet, Rupesh N. "Transform domain texture synthesis on surfaces." Thesis, Loughborough University, 2008. https://dspace.lboro.ac.uk/2134/14466.
Повний текст джерелаCaracalla, Hugo. "Sound texture synthesis from summary statistics." Electronic Thesis or Diss., Sorbonne université, 2019. http://www.theses.fr/2019SORUS676.
Повний текст джерелаSound textures are a wide class of sounds that includes the sound of the rain falling, the hubbub of a crowd and the chirping of flocks of birds. All these sounds present an element of unpredictability which is not commonly sought after in sound synthesis, requiring the use of dedicated algorithms. However, the diverse audio properties of sound textures make the designing of an algorithm able to convincingly recreate varied textures a complex task. This thesis focuses on parametric sound texture synthesis. In this paradigm, a set of summary statistics are extracted from a target texture and iteratively imposed onto a white noise. If the set of statistics is appropriate, the white noise is modified until it resemble the target, sounding as if it had been recorded moments later. In a first part, we propose improvements to perceptual-based parametric method. These improvements aim at making its synthesis of sharp and salient events by mainly altering and simplifying its imposition process. In a second, we adapt a parametric visual texture synthesis method based statistics extracted by a Convolutional Neural Networks (CNN) to work on sound textures. We modify the computation of its statistics to fit the properties of sound signals, alter the architecture of the CNN to best fit audio elements present in sound textures and use a time-frequency representation taking both magnitude and phase into account
Kanjanapinyowong, Natthaporn. "Le Débat National sur la Transition Énergétique en France (2013) : analyse discursive et textuelle." Thesis, Paris Est, 2019. http://www.theses.fr/2019PESC0005/document.
Повний текст джерелаDue to climate change, the world is experiencing numerous environmental problems, which are in urgent need of solutions. Among the major ecological concerns being discussed globally are energy-related problems. The "energy transition" is known as an effective solution to such a situation. This implies the economic, political and societal changes that the government is no longer solely responsible for this global issue. In France, everyone is called upon to take a stand as evidenced by the National Debate on Energy Transition (DNTE) in 2013. The main objective of this thesis is to demonstrate the discursive and textual specificities of this national debate, from its origin to its completion presented in the form of synthesis. Within the theoretical framework of the French discourse analysis, this thesis combines historical, communicational, socio-political and linguistic approaches to analyze the debate. It focuses particularly on describing the production of the synthesis of this debate and their textual dimension in order to show the specific characteristics of the DNTE as well as its result which allows the government to deliberate and decide on the policies to adopt
Hansson, Malin. "Expanding textural expressions of synthetic non-woven." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-23898.
Повний текст джерелаPeterson, Philip Ray. "A genetic engineering approach to texture synthesis." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp04/mq24222.pdf.
Повний текст джерелаBlot, Lilian. "Texture analysis and synthesis : applications in mammography." Thesis, University of East Anglia, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.396607.
Повний текст джерелаFerraris, Jonathan William. "Real-time transition texture synthesis for terrains." Thesis, Bournemouth University, 2014. http://eprints.bournemouth.ac.uk/22508/.
Повний текст джерелаSorensen, Matthew J. "Real-time Image Enhancement Using Texture Synthesis." Diss., CLICK HERE for online access, 2004. http://contentdm.lib.byu.edu/ETD/image/etd595.pdf.
Повний текст джерелаRaad, cisa Lara. "Exemplar based texture synthesis : models and applications." Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLN042/document.
Повний текст джерелаThis dissertation contributes to the problem of exemplar based texture synthesis by introducing the use of local Gaussian patch models to generate new texture images. Exemplar based texture synthesis is the process of generating, from an input texture sample, new texture images that are perceptually equivalent to the input. There are roughly two main categories of algorithms: the statistics based methods and the non parametric patch based methods. The first one aims to characterize a given texture sample by estimating a set of statistics which will define an underlying stochastic process. The results of this kind of methods are satisfying but only on a small group of textures, failing when important structures are visible in the input provided. The second category methods reorganize local neighborhoods from the input sample in a consistent way creating new texture images. These methods return impressive visual results. Nevertheless, they often yield verbatim copies of large parts of the input sample. Furthermore, they can diverge, starting to reproduce iteratively one part of the input sample and neglecting the rest of it, thus growing ``garbage''. In this thesis we propose a technique combining ideas from the statistic based methods and from the non parametric patch based methods. We call it the locally Gaussian method. The method keeps the positive aspects of both categories: the innovation capacity of the parametric methods and the ability to synthesize highly structured textures of the non parametric methods. To this aim, the self-similarities of a given input texture are modeled with conditional multivariate Gaussian distributions in the patch space. In general, the results that we obtain are visually superior to those obtained with statistic based methods while using local parametric models. On the other hand, our results are comparable to the visual results obtained with the non parametric patch based methods. This dissertation addresses another weakness of all patch based methods. They are strongly dependent on the patch size used, which is decided manually. It is therefore crucial to fix a correct patch size for each synthesis. Since texture images have, in general, details at different scales, we decided to extend the method to a multiscale approach which reduces the strong dependency of the method on the patch size. Patch based methods involve a stitching step. Indeed, the patches used for the synthesis process overlap each other. This overlap must be taken into account to avoid any transition artifact from patch to patch. Our first attempt to deal with it was to consider directly the overlap constraints in the local parametric model. The experiments show that for periodic and pseudo-periodic textures, considering these constraints in the parametrization is enough to avoid the stitching step. Nevertheless, for more complex textures it is not enough, and this led us to suggest a new stitching technique inspired by optimal transport and midway histogram equalization.This thesis ends with an extensive analysis of the generation of several natural textures. This study shows that, in spite of remarkable progress for local textures, the methods proposed in the extensive literature of exemplar based texture synthesis still are incapable of dealing with complex and non-stationary textures
Kwatra, Vivek. "Example-based Rendering of Textural Phenomena." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7214.
Повний текст джерелаPatel, Daxaben. "Physical texture of synthetic crystalline polymers." Thesis, University of Reading, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.329326.
Повний текст джерелаTran, Minh Tue. "Pixel and patch based texture synthesis using image segmentation." University of Western Australia. School of Computer Science and Software Engineering, 2010. http://theses.library.uwa.edu.au/adt-WU2010.0030.
Повний текст джерелаIerodiaconou, Stephen Paul. "Content based image compression using texture analysis and synthesis." Thesis, University of Bristol, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.539756.
Повний текст джерелаAlotaibi, Najm. "Image region completion by structure reconstruction and texture synthesis." Thesis, Aberystwyth University, 2009. http://hdl.handle.net/2160/cf086ea8-bc04-4dda-b12b-239b5cb1b9dd.
Повний текст джерелаWilmer, Adam I. "A machine learning approach to texture analysis and synthesis." Thesis, University of Southampton, 2004. https://eprints.soton.ac.uk/259696/.
Повний текст джерелаXu, Daoyi. "Texture analysis and synthesis using the multiresolution Fourier transform." Thesis, University of Warwick, 1994. http://wrap.warwick.ac.uk/107535/.
Повний текст джерелаLee, Chung. "Sound texture synthesis using an enhanced overlap-add approach /." View abstract or full-text, 2008. http://library.ust.hk/cgi/db/thesis.pl?CSED%202008%20LEE.
Повний текст джерелаPASSOS, Vladimir Alves dos. "Bidimensional and tridimensional sample based synthesis of vectorial elements distribution patterns." Universidade Federal de Pernambuco, 2010. https://repositorio.ufpe.br/handle/123456789/2334.
Повний текст джерелаConselho Nacional de Desenvolvimento Científico e Tecnológico
Nós apresentamos um método eficiente para síntese de padrões definidos como uma coleção de elementos vetoriais bidimensionais, a partir de uma amostra do padrão. Soluções recentes para este problema fazem uso de triangulação da entrada ou de medidas estatísticas da amostra para controlar o estágio de síntese. Nós propomos um método aplicável a texturas coloridas, desde regular até estocásticas, e que provê controle local sobre a densidade dos elementos. A amostra é segmentada em grupos de elementos similares e definimos uma nova métrica, que não ignora elementos isolados, para cálculo de distância entre vizinhanças de elementos, para comparar vizinhanças diferentes e incompletas. O laço principal de síntese consiste em um crescimento procedural, onde sementes são substituídas por referências a elementos da amostra, gerando novas sementes até que o espaço de síntese seja preenchido. Os resultados mostram a mesma qualidade visual de trabalhos anteriores, e resolvem padrões não abordados em trabalhos anteriores. Nós também mostramos que este método pode ser estendido para sintetizar padrões vetoriais sobre malhas poligonais
Oborn, Jeremy Michael. "Time Reversed Smoke Simulation." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/7218.
Повний текст джерелаArmann, Marina. "Microstructural and textural development in synthetic rocksalt deformed in torsion /." Zürich : [s.n.], 2008. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=17663.
Повний текст джерелаClarke, Stuart J. "The analysis and synthesis of texture in sidescan sonar data." Thesis, Heriot-Watt University, 1992. http://hdl.handle.net/10399/791.
Повний текст джерелаAkl, Adib. "Analyse / synthèse de champs de tenseurs de structure : application à la synthèse d’images et de volumes texturés." Thesis, Bordeaux, 2016. http://www.theses.fr/2016BORD0009/document.
Повний текст джерелаThis work is a part of the texture synthesis context. Aiming to ensure a faithful reproduction of the patterns and variations of orientations of the input texture, a two-stage structure/texture synthesis algorithm is proposed. It consists of synthesizing the structure layer showing the geometry of the exemplar and represented by the structure tensor field in the first stage, and using the resulting tensor field to constrain the synthesis of the texture layer holding more local variations, in the second stage. An acceleration method based on the use of Gaussian pyramids and parallel computing is then developed.In order to demonstrate the ability of the proposed algorithm to faithfully reproduce the visual aspect of the considered textures, the method is tested on various texture samples and evaluated objectively using statistics of 1st and 2nd order of the intensity and orientation field. The obtained results are of better or equivalent quality than those obtained using the algorithms of the literature. A major advantage of the proposed approach is its capacity in successfully synthesizing textures in many situations where traditional algorithms fail to reproduce the large-scale patterns.The structure/texture synthesis approach is extended to color texture synthesis. 3D texture synthesis is then addressed and finally, an extension to the synthesis of specified form textures using an imposed texture is carried out, showing the capacity of the approach in generating textures of arbitrary forms while preserving the input texture characteristics
Kersten, Stefan. "Statistical modelling and resynthesis of environmental texture sounds." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/400395.
Повний текст джерелаLos sonidos texturales ambientales son parte integral de nuestra vida diaria, a pesar de que muchas veces pasen desapercibidos. Constituyen esos elementos de nuestro entorno sonoro que solemos percibir de manera subconsciente pero que extrañamos cuando desaparecen. Esos sonidos son también cada vez más importantes para añadir realismo a los ambientes virtuales, desde mundos artificiales de inmersión hasta sistemas móviles de realidad aumentada, pasando por juegos de ordenador. Este trabajo abarca todo el espectro desde métodos de síntesis de sonido estocásticos basados en datos hasta entornos distribuidos de realidad virtual, así como sus implicaciones estéticas y tecnológicas. Proponemos un marco para modelar estadísticamente sonidos ambientales texturales en diferentes representaciones sparse de señales. Exploramos tres diferentes instanciaciones de este marco, dos de las cuales constituyen una nueva manera de representar sonidos texturales en un modelo estadístico inspirado físicamente así como de estimar parámetros de modelo a partir de ejemplos de sonido grabados.
Pinheiro, Jefferson Magalhães. "A procedural model for snake skin texture generation." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/171371.
Повний текст джерелаThere are thousands of snake species in the world, many with intricate and distinct skin patterns. This diversity becomes a problem for users who need to create snake skin textures to apply on 3D models, as the difficulty for creating such complex patterns is considerable. We first propose a categorization of snake skin patterns considering their visual characteristics. We then present a procedural model capable of synthesizing a wide range of texture skin patterns from snakes. The model uses simple image processing (such as synthesizing spots and stripes) as well as cellular automata and noise generators to create realistic textures for use in a modern renderer. Our results show good visual similarity with real skin found in snakes. The resulting textures can be used not only for computer graphics texturing, but also in education about snakes and their visual characteristics. We have also performed a user study to assess the usability of our tool. The score from the System Usability Scale was 85:8, suggesting a highly effective texturing tool.
Hanzlíček, Jiří. "Dynamická prezentace fotografií s využitím hloubkové mapy." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-412567.
Повний текст джерелаGuingo, Geoffrey. "Synthèse de texture dynamique sur objets déformables." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAM053.
Повний текст джерелаIn virtual worlds, the objects appearance is a crucial point for users immersion. In order to approximate light-matter relationships, a common way is to use textures. To help artists during the creative process, texture synthesis and texture editing methods have emerged. These methods are differentiated by the ranges of synthesizable textures, and especially by taking into account the heterogeneous textures. These textures are composed of several regions with different contents, whose distribution is lead by a global structure. Each of the zones corresponds to a different material having a specific appearance and dynamic behavior.First, we propose an additive model of static textures, allowing on-the-fly synthesis of heterogeneous textures of arbitrary sizes from an example. This method includes a spatially varying Gaussian noise pattern, as well as a mechanism for synchronization with a structure layer. The aim is to improve the variety of synthesis while preserving plausible small details. Our method consists of an analysis phase, composed of a set of algorithms for instantiating the different layers from an example image, then a real-time synthesis step. During synthesis, the two layers are independently generated, synchronized, and added, preserving details consistency even when the structure layer is deformed to increase variety.In a second step, we propose a new approach to model and control the dynamic deformation of textures, whose implementation in the standard graphical pipeline remains simple. The deformation is modeled at pixels resolution in the form of a warping in the parametric domain. Making possible to have a different behavior for each pixel, and thus depending of texture content. The warping is locally and dynamically defined by real-time integration along the flow lines of a pre-calculated velocity field, and can be controlled by the deformation of the underlying surface geometry, by parameters of environment or through interactive editing. In addition, we propose a method to pre-compute the velocity field from a simple scalar map representing heterogeneous dynamic behaviors, as well as a solution to handle sampling problems occurring in overstretched areas at the time. deformation
Andrew, Ian Gregory. "Singing a new story: a composer's exploration of textual synthesis through composition." Thesis, 2016. http://hdl.handle.net/2440/99571.
Повний текст джерелаThesis (Ph.D.) -- University of Adelaide, Elder Conservatorium of Music, 2016.
Huang, Yen-Jie, and 黃彥傑. "Image Texture Synthesis Analysis." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/93774401715250694870.
Повний текст джерела國立臺灣師範大學
資訊教育學系
95
Texture is an important aspect of computer graphics, because it allows increasing the realism of images. The synthesis of textures is one of the better ways to create texture images of arbitrary size. However, it remains difficult to develop an algorithm that is both efficient and capable of generating high quality results. In this paper, we find out the algorithm of the research, implement algorithm make procedure that can use in fact, make image texture synthetic, and direct it against all kinds of texture like the complicated tone and simple tone,watch these perform efficiency and quality that production come out of algorithm. We use W-L algorithm to hand in separately. The fork compares all kinds of texture, the result formated out through these methods, their quality coming out in efficiency and production has anything different. Wei-Levoy algorithm is the algorithm of material very suitable for any shape generally formates, but he synthetic make material appeared to formate demonstrate sample after formating level and smooth, perform algorithm is it formate which texture does it produce to suitable, which fit for this algorithm of performing.
Zheng-RuHo and 何政儒. "Low distortion texture mapping assisted by Texture Synthesis." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/62245602136856674338.
Повний текст джерела國立成功大學
資訊工程學系碩博士班
98
Nowadays the computer hardware with high capacity and efficiency has already been quite popular. The demand of the technology of texture mapping with its generalization and high-quality grows with each passing day whether in computer games, animations, films or 3D environment. Now we can simply use a mapping to build a relationship between 3D models and images with Maya and 3DSMax. After the researches that investigated the mapping quality and meaningful corresponding of characteristic were also published in succession. The focus of this thesis is that we hope to improve the distortion issues of texture mapping with the technology of texture synthesis. We also allow our users to choose the location where they would like to modify with simple tools. Then we can correct the location with bad texture mapping and assist the texture synthesis with our image data structure to get a better mapping result.
Yuan-Chung, Shen. "Coherent Texture Synthesis for Photograph Relighting and Texture Transfer." 2006. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0001-1907200615082800.
Повний текст джерелаShen, Yuan-Chung, and 沈允中. "Coherent Texture Synthesis for Photograph Relighting and Texture Transfer." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/04069297563816756061.
Повний текст джерела國立臺灣大學
資訊工程學研究所
94
In this thesis, we present a texture synthesis method for realistic rendering without acquiring the actual reflectance properties. The method is based on the observation that many objects have texture repeatedly laid on different locations of their surface. These samples form a pretty sparse set of BTFs. Our goal is to extract the underlying texture from photographs of the object, and to transfer the texture to other objects under different illuminations. This method is very simple and provides pseudo-BTFs reflectance, using texture synthesis approaches. The input data is acquired directly from a few of photographs. These photographs contain appearances of the object with different lighting directions at a fixed viewpoint. We use Photometric Stereo to estimate the normal map and the unshaded image in preprocessing. Then, different texture points (texels) are recognized by their pixel values with neighborhood matching, using segmentation and labeling. Therefore, we can transfer the texture to another object and render it under different illumination conditions using these clustered texels.
Yan, Chung-Ren, and 嚴崇仁. "Texture Synthesis for Stylized Rendering." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/55074522828875197370.
Повний текст джерела國立成功大學
資訊工程學系碩博士班
97
In this thesis, we propose a new patch-based texture synthesis method. The core of the proposed method consists of two main components: 1) a feature-weighted similarity measurement to search for the best match and 2) a dynamically prioritized-based pixel re-synthesis to reduce discontinuity at the boundary of adjacent patches. Examples and experimental comparisons with other previous methods are demonstrated to verify the usefulness of our proposed method. In addition, we enhance the proposed method with a view warping technique to better synthesize non-frontal-parallel textures (NFPTs) that can not be synthesized well by traditional texture synthesis methods. Next, A non-photorealistic rendering (NPR) technique can help medical practitioners visualize anatomic models and illustrate them with different stylizations. This technique provides potentially useful rendering alternatives to conventional volume or surface rendering in medical visualization. Improved performance allows interactive visualization of anatomic models and adding stroke texture synthesis can enrich medical object illustrations. Finally, we introduce a novel technique to generate painterly art maps (PAM) for 3D non-photorealistic rendering. Our technique can automatically transfer brush stroke textures and color changes to 3D models from samples of a painted image. Therefore, the generation of stylized images or animation in the style of a given artwork can be achieved. This new approach works particularly well for a rich variety of brush strokes ranging from simple 1D and 2D line-art strokes to very complicated ones with significant variations in stroke characteristics. During the rendering or animation process, the coherence of brush stroke textures and color changes over 3D surfaces can be well maintained.
Hsu, Chung-Chieh, and 徐崇傑. "A Manipulative Texture Synthesis Algorithm." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/82342753584868848747.
Повний текст джерела國立中興大學
資訊科學系所
94
The texture mapping technique has been applied widely in computer graphics community to increase the visual realism of the 3D scenes. Texture synthesis algorithms construct an output texture with an arbitrary resolution suitable to be applied in the texture mapping technique. As a consequence, the study of texture synthesis algorithms is an important research topic. In this thesis, we present a novel texture synthesis algorithm, the manipulative texture synthesis algorithm. The algorithm is based on the patch-based approach, and is able to generate various texture synthesis results. Our algorithm consists of three steps. First, we introduce the concept of the controllable field to manipulate the texture synthesis process. In particular, given an input texture, we analyze its features in terms of the direction, scale, and orientation, and then we generate three controllable fields corresponding to these features. Second, we generate a number of sample textures from the given input texture. Based on these sample textures, we construct a corresponding KD-Tree, allowing us to efficiently search the best matched sample texture for manipulative texture synthesis. During the sample texture generation, we also tune the parameter used to construct the nodes in the KD-Tree to make a balance between the quality of the synthesized result and the efficiency of the synthesis process. Finally, we execute our algorithm, which searches the best matched patch over the KD-Tree to produce a synthesized result. Experiment results show that our algorithm is able to synthesize textures containing direction, scale, and orientation features. In addition, the synthesized texture has visually plausible appearance that is similar to the input texture. The result is produced within a few seconds, due to sophisticated KD-Tree generation, which balances the texture quality and the texture generation. In conclusion, we propose a novel manipulative texture synthesis algorithm. To the best of our knowledge, we are the first to manipulate texture features in the direction, scale and the orientation, while our counterparts considered at most the features of direction and scale. Experimental results verify the feasibility of our algorithm in synthesizing textures with various features similar to the given input texture. Our algorithm can be applied to texture mapping to increase the realism of 3D scenes.
Sung-HseinHsieh and 謝松憲. "Facial Expression Synthesis: Global Structure and Local Detailed Texture Syntheses Using Factor Analysis and GentleBoost Algorithm." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/99336278150889320419.
Повний текст джерела國立成功大學
資訊工程學系碩博士班
98
Nowadays, facial expression synthesis plays an important role in human-computer interaction. However, facial expression involves many factors. For example, non-rigid motion of facial features, wrinkles due to skin deformation, and illumination. In addition, different cultures and personalities make the same expression have a large variation (e.g., some people smile with their open mouth, but some with closed mouth). These factors make facial synthesis become a challenge task. Human face in generally is composed of two types of patches. One is visually invariant when changing facial expression, while the other one is variant. In this study, two types of patches are defined as expression-invariant patches and expression-variant patches, respectively. Facial expression synthesis system is dedicated to expression-variant patches, which can improve synthesis results. GentleBoost algorithm is proposed to automatically classify all patches as two types, which is the basis of our novel synthesis system. Our system is a two-step approach, global model step and local model step, which synthesize facial expression images with local detailed texture by constraining a global facial structure. First, facial expression types are clustered by a modified K-mean algorithm that the similarity measurement is based on the expression-variant patches. At global model step, factor analysis is applied for each facial expression type with the concept of combined space in order to find models the relationship between neutral expression and a specific facial expression. Then, global facial structure with a specific expression can be synthesized by the known relationship. At local model step, a Markov random field is used to synthesize local detailed textures, which are constrained by the global structure, in theses expression-variant patches. Experimental results show that our system can synthesize more detailed texture and more natural expression compared with other methods by applying the proposed two-step approach being dedicated to expression-variant patches. In addition, our synthesized results can contain virtual texture which can’t emerge in neutral input images such as teeth.
Wu, Chang-Hsing, and 吳長興. "A Hybrid Based Texture Synthesis Approach." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/93834110805871775950.
Повний текст джерела國立東華大學
資訊工程學系
90
We present a texture synthesis approach that works well for a wide variety of textures without any knowledge of their physical information processes, especially well-suit for natural textures. Our approach starts from a sample texture and generates a new texture of arbitrary size. The synthesized texture is similar to a given sample texture without changing the basic spatial frequencies of the input one. We also accelerate the synthesizing process using Approximate Nearest Neighbor technique. As the experimental results shown, the proposed approach is effective and efficient.
Yang, Feng-Ming, and 楊豐銘. "Texture Synthesis on Surfaces using Clustering." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/5kpe9g.
Повний текст джерела國立臺北藝術大學
科技藝術研究所
93
In the last few years, texture synthesis techniques have been widely developed to improve visual effects in computer graphics related area. In this thesis we have designed and implemented two of these techniques. One is an improved texture synthesis technique in image processing, and the other is continual texture mapping applied to object surfaces. Our image texture synthesis method is based on structural model and efficiently provides the generated texture with a natural static composition. Further, the new method also provides the application of texture transfer process. The continual texture mapping is to paste a texture onto an object surface repeatedly. During the processing, we find a suitable mesh patch continually and parameterize these mesh patch until all meshes of object surfaces are done. Both our methods use only a source texture for sampling and synthesizing, and therefore just a little memory will be occupied for storing texture. After continual mapping process, we can get a set of texture coordinates corresponding to object surface and append the set of texture coordinates to the original object file. The original data of object surface are preserved to increase efficiency and flexibility on other applications. Through the association of geometric and texture coordinates, the rendering process has real-time performance.
Cheng, Nai-chia, and 鄭乃嘉. "Video Completion Using Dynamic Texture Synthesis." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/21049752280332289000.
Повний текст джерела國立中正大學
資訊工程所
96
Video inpainting or completion methods are more and more popular in recent years. Most methods focus on handling occluded objects and often assume the backgrounds are still textures. Our work desires to deal with dynamic-texture backgrounds by dynamic texture synthesis method. However, applying dynamic texture synthesis method to video completion must consider two issues which are temporal coherence and spatial coherence. Before handling these issues, the video sequence is segmented into backgrounds and foregrounds by interactive object segmentation. And we propose merging the foreground masks in each sub-sequence. This can make easily collect corresponding data to train and synthesize. For these incoherent issues, first, we propose reverse training method to solve the temporal incoherent transition in dynamic texture synthesis processing. Second, the linear weighting blurring method is proposed to smooth the temporal corresponding regions form synthesized to original data. Third, we propose the exponential weighting blurring method to handle the spatial incoherent boundaries smoothing between synthesized and original data. We also utilize the coordinate system to deal with the case of moving camera. However, the motion can’t be perfect and it will cause the ghost-shadow artifacts. For the case of moving camera, we drop the linear weighting blurring method in temporal corresponding regions and utilize a merging the entire past foreground masks to eliminate the ghost-shadow artifacts.
Chen, Jhih-Rong, and 陳之容. "Texture Synthesis Using Data Mining Technique." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/48354363991458229077.
Повний текст джерела國立東華大學
資訊工程學系
92
We present a new texture synthesis algorithm, which combines texture synthesis with data mining technique. And our approach works well for many types of textures without any knowledge of their physical information process. Our approach first analyzes input texture to construct patch candidate data, and then we use this data to find frequent pattern sequences for synthesis results by using data mining technique─Sequential Pattern Mining.
Li, Chun-hsien, and 李俊賢. "Texture Synthesis by Patch-Based Sampling." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/70665664954747916389.
Повний текст джерела義守大學
資訊工程學系碩士班
95
This thesis presents a new method for texture analysis, and also discusses how to increase a texture block-size during the synthesis process. In order to understand the distribution property of textures, each sample is filtered by Sobel filter. Then we sketch the vertical-projection, horizontal-projection and gray-level histogram. To capture the directional information of textures, the directional diagram is also sketched. The regularity, symmetry, edge characteristic and directionality are then determined for texture synthesis. Using a small block-size sample to compose a synthetic texture usually results apparent edges. This problem can be improved by starting the synthetic process from a larger sample that can be composed by small samples. Experimental results indicate that the proposed method is very efficient for texture synthesis and hole-filling.
Tsung-HueiHuang and 黃琮徽. "Directional Texture Synthesis on 3D Surface." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/59598481209818807229.
Повний текст джерела國立成功大學
資訊工程學系碩博士班
99
More and more 3D technique are used in our life. The quality of texture and model are the most obvious for visibility. We introduce a texture method that automatic synthesis the texture with high repeated and strong structural according to the vector field on 3D surface. User can simple sketch the direction line they want on the surface, and program generates the vector field for the whole model, finally, synthesis the texture form the vector field. This method save the time and reduce the repeated step for user.