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Texture Representation and Synthesis Techniques

The document discusses texture representation and summarization. It covers topics like texture segmentation, matching, and synthesis. For texture representation, it suggests using filters at different scales and orientations to find subelements, and representing textures statistically based on filter responses. Texture synthesis approaches are discussed, including using the same representation for analysis and synthesis, or drawing samples directly from a probability model of an example texture.

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0% found this document useful (0 votes)
11 views31 pages

Texture Representation and Synthesis Techniques

The document discusses texture representation and summarization. It covers topics like texture segmentation, matching, and synthesis. For texture representation, it suggests using filters at different scales and orientations to find subelements, and representing textures statistically based on filter responses. Texture synthesis approaches are discussed, including using the same representation for analysis and synthesis, or drawing samples directly from a probability model of an example texture.

Uploaded by

Surya
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPT, PDF, TXT or read online on Scribd

Texture

Reading: Chapter 9 (skip 9.4)

• Key issue: How do we represent texture?


• Topics:
– Texture segmentation
– Texture-based matching
– Texture synthesis
• Can be based on simpler representations than
analysis
– Shape from texture (we will skip)
Objectives: 1) Discrimination/Analysis

Slide credit: Freeman


2) Synthesis

Slide credit: Freeman


Representing textures
Observation: textures are made up of subelements, repeated over
a region with similar statistical properties

Texture representation:
– find the subelements, and represent their statistics
• What filters can find the subelements?
– Human vision suggests spots and oriented filters at a
variety of different scales
• What statistics?
– Mean of each filter response over region
– Other statistics can also be useful
Human texture perception
Derivative of Gaussian Filters

Measure the image gradient and its direction at different


scales (use a pyramid).
Add more oriented filters
(Malik & Perona, 1990)
Alternative: Gabor filters

Gabor filters: Product of a


Gaussian with sine or cosine

Top row shows anti-symmetric


(or odd) filters, bottom row the
symmetric (or even) filters.

No obvious advantage to any


one type of oriented filters.
The Laplacian Pyramid

• Building a Laplacian pyramid:


– Create a Gaussian pyramid
– Take the difference between one Gaussian pyramid
level and the next (before subsampling)
• Properties
– Also known as the difference-of-Gaussian function,
which is a close approximation to the Laplacian
– It is a band pass filter - each level represents a different
band of spatial frequencies
• Reconstructing the original image:
– Reconstruct the Gaussian pyramid starting at top layer
Gaussian
pyramid
Laplacian
Pyramid
(note top image
is from Gaussian)
Oriented pyramids

• Laplacian pyramid is orientation independent


• Apply an oriented filter to determine orientations at each
layer
– This represents image information at a particular scale
and orientation.
– We will not study details in this course.
Reprinted from “Shiftable MultiScale Transforms,” by Simoncelli et al., IEEE Transactions
on Information Theory, 1992, copyright 1992, IEEE
Creating oriented pyramid
Final texture representation

• Form a Laplacian and oriented pyramid (or equivalent set


of responses to filters at different scales and orientations).
• Square the output (makes values positive)
• Average responses over a neighborhood by blurring with a
Gaussian
• Take statistics of responses
– Mean of each filter output
– Possibly standard deviation of each filter output
Application: Texture-based Image Matching
Decreasing
response
vector
similarity

Query image

Ordered list of
best matches
from Forsyth & Ponce
The texture synthesis problem
Generate new examples of a texture.
• Original approach: Use the same representation for analysis
and synthesis
– This can produce good results for random textures, but
fails to account for some regularities
• Recent approach: Use an image of the texture as the source
of a probability model
– This draws samples directly from the actual texture, so can
account for more types of structure
– Very simple to implement
– However, depends on choosing a correct distance
parameter
This is like copying, but not just repetition

Photo

Pattern Repeated
Efros and Leung method

• For each new pixel p (select p on boundary of texture):


– Match a window around p to sample texture, and select
several closest matches
• Matching minimizes sum of squared differences of
each pixel in the window (Gaussian weighted)
• Give zero weight to empty pixels in the window
– Select one of the closest matches at random and use its
center value for p
Initial conditions for growing texture

• If no initial conditions are specified, just pick a patch from


the texture at random
• To fill in an empty region within an existing texture:
– Grow away from pixels that are on the boundary of the
existing texture
Window size parameter
Figure from Texture Synthesis by Non-parametric Sampling, A. Efros and T.K.
Leung, Proc. Int. Conf. Computer Vision, 1999 copyright 1999, IEEE
Further issues in texture synthesis

• How to improve efficiency


– Use fast nearest-neighbor search
• How to select region size automatically
• How to edit textures to modify them in natural
ways

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