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texture synthesis : ウィキペディア英語版
texture synthesis
Texture synthesis is the process of algorithmically constructing a large digital image from a small digital sample image by taking advantage of its structural content. It is an object of research in computer graphics and is used in many fields, amongst others digital image editing, 3D computer graphics and post-production of films.
Texture synthesis can be used to fill in holes in images (as in inpainting), create large non-repetitive background images and expand small pictures.
See ("SIGGRAPH 2007 course on Example-based Texture Synthesis" ) for more details.
==Textures==
"Texture" is an ambiguous word and in the context of texture synthesis may have one of the following meanings:
# In common speech, the word "texture" is used as a synonym for "surface structure". Texture has been described by five different properties in the psychology of perception: ''coarseness'', ''contrast'', ''directionality'', ''line-likeness'' and ''roughness'' .
# In 3D computer graphics, a texture is a digital image applied to the surface of a three-dimensional model by texture mapping to give the model a more realistic appearance. Often, the image is a photograph of a "real" texture, such as wood grain.
# In image processing, every digital image composed of repeated elements is called a "texture." For example, see the images below.
Texture can be arranged along a spectrum going from stochastic to regular:
* Stochastic textures. Texture images of stochastic textures look like noise: colour dots that are randomly scattered over the image, barely specified by the attributes minimum and maximum brightness and average colour. Many textures look like stochastic textures when viewed from a distance. An example of a stochastic texture is roughcast.
* Structured textures. These textures look like somewhat regular patterns. An example of a structured texture is a stonewall or a floor tiled with paving stones.
These extremes are connected by a smooth transition, as visualized in the figure below from ("Near-regular Texture Analysis and Manipulation." Yanxi Liu, Wen-Chieh Lin, and James Hays. SIGGRAPH 2004 )

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「texture synthesis」の詳細全文を読む



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