Parallel controllable texture synthesis
ACM Trans. Graphics (SIGGRAPH), 24(3), 2005.
Parallel synthesis of infinite deterministic content, with intuitive user controls.
We present a texture synthesis scheme based on neighborhood matching, with contributions in two areas:
parallelism and control. Our scheme defines an infinite, deterministic, aperiodic texture, from which
windows can be computed in real-time on a GPU. We attain high-quality synthesis using a new analysis
structure called the Gaussian stack, together with a coordinate upsampling step and a subpass correction
approach. Texture variation is achieved by multiresolution jittering of exemplar coordinates. Combined
with the local support of parallel synthesis, the jitter enables intuitive user controls including
multiscale randomness, spatial modulation over both exemplar and output, feature drag-and-drop, and
periodicity constraints. We also introduce synthesis magnification, a fast method for amplifying coarse
synthesis results to higher resolution.
We enhance the quality, efficiency, and functionality of the technique in our subsequent
SIGGRAPH 2006 paper
Correction using subpasses is reminiscent of k
-color Gauss-Seidel updates.
A similar subpass strategy is also adapted in Li-Yi Wei's
Parallel Poisson disk sampling