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Texture synthesis is important for many applications in computer graphics, vision, and image processing. However, it remains difficult to design an algorithm that is both efficient and capable of generating high quality results. In this paper, we present an efficient algorithm for realistic texture synthesis. The algorithm is easy to use and requires only a(More)
Recent years have witnessed significant progress in example-based texture synthesis algorithms. Given an example texture, these methods produce a larger texture that is tailored to the user's needs. In this state-of-the-art report, we aim to achieve three goals: (1) provide a tutorial that is easy to follow for readers who are not already familiar with the(More)
The ability to place surface samples with Poisson disk distribution can benefit a variety of graphics applications. Such a distribution satisfies the blue noise property, i.e. lack of low frequency noise and structural bias in the Fourier power spectrum. While many techniques are available for sampling the plane, challenges remain for sampling arbitrary(More)
Sampling is a core process for a variety of graphics applications. Among existing sampling methods, blue noise sampling remains popular thanks to its spatial uniformity and absence of aliasing artifacts. However, research so far has been mainly focused on blue noise sampling with a single class of samples. This could be insufficient for common natural as(More)
Sampling is a core component for many graphics applications including rendering, imaging, animation, and geometry processing. The efficacy of these applications often crucially depends upon the distribution quality of the underlying samples. While uniform sampling can be analyzed by using existing spatial and spectral methods, these cannot be easily(More)
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key challenge for texture mapping is how to store and manage large textures on graphics processors. In this paper, we present a tile-based texture mapping algorithm by which we only have to physically store a small set of texture tiles instead of a large texture. Our(More)
Blue noise sampling is widely employed for a variety of imaging, geometry, and rendering applications. However, existing research so far has focused mainly on isotropic sampling, and challenges remain for the anisotropic scenario both in sample generation and quality verification. We present <i>anisotropic blue noise sampling</i> to address these issues. On(More)
ii I certify that I have read this dissertation and that, in my opinion , it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. I certify that I have read this dissertation and that, in my opinion , it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. I certify that(More)