texture synthesis by interspersing patches in a chessboard pattern
This paper presents a novel parallel algorithm to synthesize textures in patches. It decomposes the synthesis process into two steps by the chessboard pattern, with the first step to place patches in the black grids, and the second step to select suitable patches to fill the white grids, where a grid is in the same size of a patch. This way the placed patches in the first step have very weak constraints between them, and in the second step the selected patches are only dependent on their respective surrounding patches, according to the popularly used MRF model to guide texture synthesis. Thus, our proposed algorithm can run in parallel without a hierarchical structure and iterative computation that are always expensive and required in existing parallel synthesis algorithms. At the same time, we adopt a measure to generate patches that can well reflect the periodic feature variation in the sample texture, so as to have texture features transited consistently between neighboring patches for high-quality synthesis. The results show that our proposed algorithm greatly promotes texture synthesis, being able to real time produce large textures in high quality, e.g., generating a texture in 2048*2048 pixels at over 55 fps on a common personnel computer.
large textures gpu real-time synthesis