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PROGRESSIVE TEXTURE
SYNTHESIS ON 3D SURFACES
By
Rupesh Shet, Eran Edirisinghe,
Helmut Bez
R.Shet@lboro.ac.uk
Agenda
1. Introduction1. Introduction
2. Texture Synthesis on surface (Greg Turk)2. Texture Synthesis on surface (Greg Turk)
3. Discrete Wavelet Transform (DWT) /
Embedded Zerotree Wavelet (EZW)
3. Discrete Wavelet Transform (DWT) /
Embedded Zerotree Wavelet (EZW)
4. Proposed Algorithms4. Proposed Algorithms
5. Experimental Result5. Experimental Result
Introduction
 The progressive texture synthesis on
3D surface is based on:
1) Texture Synthesis on Surface (Greg Turk)
2) Multi-resolution DWT decomposition of
sample texture.
3) Prioritising the DWT coefficient in
progressive texture transmission and
synthesis.
Application
Proposed Algorithm has application in
bandwidth and processing power
constrained application domain.
Such as
1) Remote Visualisation
2) Streaming
3) Distributive/collaborative games/animation
Texture Synthesis on Surface (Greg
Turk)
(a) 256 K point (b) User defined vector
1) User define sample points from low to high density is
created on surface.
2) Using repulsion method points are separated to each
other uniformly which later connected to from mesh
hierarchy (Shown in above fig (a)).
3) Subsequently user define vector is created on surface to
indicate orientation of texture pattern (Shown in above fig (b)).
4) Mesh vertices visiting are sorted based on vector field.
Texture Synthesis on Surface (Greg
Turk)
1) Each points is then scanned to determine the best
match colour using neighbourhood search in sample
texture.
2) Multi-level synthesis process produce higher quality
of texture which adapt coarse-to-fine refinements.
3) The colour used in neighbourhood matching are
taken from either one or two levels of mesh
hierarchy (Shown in above fig (a,b,c,d)).
(b) LEVEL 2 (c) LEVEL 1 (d) LEVEL 0(a) LEVEL 3
Results Of Greg Turk
Algorithm
This algorithm is limited in bandwidth adaptive
ransmission media in modern application visualisation.
DWT/EZW
LH3
HL3
HH3
HL1
LH1
HH1
HL2
LH2 HH2
LL3
EZW
1) Large wavelet coefficients are visually more important than smaller
wavelet coefficients.
2) In an embedded coding algorithm the encoder can terminate the encoding
at any point there by allowing a target bit rate or target distortion metric to
be met exactly.
3) On the other hand, given a bit stream, a decoder can cease decoding at any
point in the bit stream.
DWT
Proposed Algorithm
DWT/EZW
Location
Important Feature
Importance Feature of Proposed Algorithm:
1) We replaced Gaussian Pyramid by DWT pyramid.
2) Which is later used in EZW based coefficient prioritisation
(As shown as DWT and Priority Using EZW modules named).
3) This ensure seamless texture representation capability.
4) Texture encoding via EZW enables embedded texture
decoding capability and allows any intermediate texture
quality to be readily reconstructed.
5) Made available at the receiver depending on bandwidth
constraint.
Result 1
Progressive texture synthesized on the bunny by proposed algorithm using texture sample-1Progressive texture synthesized on the bunny by proposed algorithm using texture sample-1
Result 2
Progressive texture synthesized on the bunny by proposed algorithm using texture sample-2Progressive texture synthesized on the bunny by proposed algorithm using texture sample-2
Question?
DWT & EZW Based Prioritisation
Scheme
4 K points
16 K Points
64 K points
I (sample image)
LL1
LL2
LL1
LL3
EZW
Based prioritisation
Scheme
I (Sample Image) Write thing here
Back
Point Image Locations
X1
Y1
X2
Y2
Write thing here
Back

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Progressive Texture

  • 1. Company LOGO PROGRESSIVE TEXTURE SYNTHESIS ON 3D SURFACES By Rupesh Shet, Eran Edirisinghe, Helmut Bez R.Shet@lboro.ac.uk
  • 2. Agenda 1. Introduction1. Introduction 2. Texture Synthesis on surface (Greg Turk)2. Texture Synthesis on surface (Greg Turk) 3. Discrete Wavelet Transform (DWT) / Embedded Zerotree Wavelet (EZW) 3. Discrete Wavelet Transform (DWT) / Embedded Zerotree Wavelet (EZW) 4. Proposed Algorithms4. Proposed Algorithms 5. Experimental Result5. Experimental Result
  • 3. Introduction  The progressive texture synthesis on 3D surface is based on: 1) Texture Synthesis on Surface (Greg Turk) 2) Multi-resolution DWT decomposition of sample texture. 3) Prioritising the DWT coefficient in progressive texture transmission and synthesis.
  • 4. Application Proposed Algorithm has application in bandwidth and processing power constrained application domain. Such as 1) Remote Visualisation 2) Streaming 3) Distributive/collaborative games/animation
  • 5. Texture Synthesis on Surface (Greg Turk) (a) 256 K point (b) User defined vector 1) User define sample points from low to high density is created on surface. 2) Using repulsion method points are separated to each other uniformly which later connected to from mesh hierarchy (Shown in above fig (a)). 3) Subsequently user define vector is created on surface to indicate orientation of texture pattern (Shown in above fig (b)). 4) Mesh vertices visiting are sorted based on vector field.
  • 6. Texture Synthesis on Surface (Greg Turk) 1) Each points is then scanned to determine the best match colour using neighbourhood search in sample texture. 2) Multi-level synthesis process produce higher quality of texture which adapt coarse-to-fine refinements. 3) The colour used in neighbourhood matching are taken from either one or two levels of mesh hierarchy (Shown in above fig (a,b,c,d)). (b) LEVEL 2 (c) LEVEL 1 (d) LEVEL 0(a) LEVEL 3
  • 7. Results Of Greg Turk Algorithm This algorithm is limited in bandwidth adaptive ransmission media in modern application visualisation.
  • 8. DWT/EZW LH3 HL3 HH3 HL1 LH1 HH1 HL2 LH2 HH2 LL3 EZW 1) Large wavelet coefficients are visually more important than smaller wavelet coefficients. 2) In an embedded coding algorithm the encoder can terminate the encoding at any point there by allowing a target bit rate or target distortion metric to be met exactly. 3) On the other hand, given a bit stream, a decoder can cease decoding at any point in the bit stream. DWT
  • 10. Important Feature Importance Feature of Proposed Algorithm: 1) We replaced Gaussian Pyramid by DWT pyramid. 2) Which is later used in EZW based coefficient prioritisation (As shown as DWT and Priority Using EZW modules named). 3) This ensure seamless texture representation capability. 4) Texture encoding via EZW enables embedded texture decoding capability and allows any intermediate texture quality to be readily reconstructed. 5) Made available at the receiver depending on bandwidth constraint.
  • 11. Result 1 Progressive texture synthesized on the bunny by proposed algorithm using texture sample-1Progressive texture synthesized on the bunny by proposed algorithm using texture sample-1
  • 12. Result 2 Progressive texture synthesized on the bunny by proposed algorithm using texture sample-2Progressive texture synthesized on the bunny by proposed algorithm using texture sample-2
  • 14. DWT & EZW Based Prioritisation Scheme 4 K points 16 K Points 64 K points I (sample image) LL1 LL2 LL1 LL3 EZW Based prioritisation Scheme I (Sample Image) Write thing here Back