Texture ReconstructionOne of the neat applications of Paget and Longstaff's texture synthesis algorithm is in texture reconstruction. This technique was used as part of some collaboration work within 3D Murale: 3D Measurement & Virtual Reconstruction of Ancient Lost Worlds of Europe. The results of which were published in IEEE/CVPR Workshop on Applications of Computer Vision in Archaeolog ACVA'03.
The problem that was presented, was that they required realistic texture maps for their 3D model. They had sample textures of particular types of marble that they wanted to use, but unfortunately due to circumstances, these were not ideal textures from which to synthesis texture maps. Most had unwanted reflections from not using diffuse lighting during photography. But in the most extreme cases, the marble had suffered a great deal of weathering, resulting in a high density of cracks and fractures over the sample texture. These flaws in the sample texture needed to be absent in the synthetic texture.
The solution to the problem was to use the fast version of Paget and Longstaff's texture synthesis algorithm. Because Paget and Longstaff's algorithm is pixel based, not patch based, it was easy to incorporate an arbitrary mask over the input sample texture. This mask did not affect the sampling procedure, nor did it effect the multi-resolution modelling, as that was done via quad-tree decimation. This meant that the flaws in the input sample texture could be masked out while still preserving the long and short range texture characteristics.
Click on the following images to see the synthesised marble texture maps. Of particular interest are the Black-White marble and the Blue marble as these needed to be heavily masked, and therefore best shows the ability of Paget and Longstaff's algorithm to do texture reconstruction.