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Pascal Guehl
PPTBF
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Semi-Procedural Textures using Point Process Texture Basis Functions

EGSR 2020 (Eurographics Symposium on Rendering)

CFG (Computer Graphics Forum)

Submission ID: 1018

Metalmodel of Textures

This supplemental material provides additional information on the core elements of the PPTBF model, i.e. the point process, the window and feature functions.

Appearance Space Pipeline

Texture Representation

Observation of texture databases, e.g., the well-known Brodatz album [Brodatz 1966], reveals that many natural textures embed spatial stochastic structures like cells, cracks, grains, scratches, spots, stains or waves, with some spatial geometric variations. Most of these types of textures can be characterized through three components: 1) the distribution of its elements, which can be modeled as a spatial point process, 2) the local visual pattern of the elements, modeled as a feature function and 3) the interaction among elements, i.e., how they blend with each others or stay localized in isolated regions, modeled as a window function.

Convolutional Model

Observation of texture databases, e.g., the well-known Brodatz album [Brodatz 1966], reveals that many natural textures embed spatial stochastic structures like cells, cracks, grains, scratches, spots, stains or waves, with some spatial geometric variations. Most of these types of textures can be characterized through three components:

Convolutional Model

Artists Texturing Tools

This supplemental material provides additional information on reverse engineering procedural textures designed by artist from the Substance Designer tool.

Substance Designer sample: fish scale

fish scale

As can be seen from the node graph, artist started to create a pattern of a single fish scale, then use different tiling generator to distribute it on the plane, by mixing (i.e. blending) distributions. The main drawback is the lack of control of the resulting distribution.

Substance Designer sample: lava flow

lava flow

As can be seen from the node graph, artist...

PPTBF Model

The key idea is to separate the structure synthesis from the color synthesis. Structures can be modeled as procedural modeling, inspired from Blumenthal implicit fucntions and the signed distance field distance functions demoscene (e.g. NVScene, shadertoy) and VFX industry.

Comparisons to Previous Models

We compare to:

Window Functions of Patch-based approaches

Window Functions of Patch-based approaches

From left to right: (1) input exmplar, (2) output grid of selected patchs from input (patch contents are the features, the grid is resulting from a point process with regular distribution), (3) optimal cuts between overlapping patches [regions delimited by cuts are the windows], (4) resulting synthesis.

Point Process

The Point Process P controls the spatial distributions of elements through 2 parameters:

The result is a set of feature points xi, one for each cell of the selected tiling type.

Tiling Jitter

Window Function

Cellular Window

Tapered Cosine Window

Feature Function

Anisotropic Gabor Kernels

Operators: bombing, voronoise

Spatial Transformations and Deformations

Spatial distortions significantly increase the range of structures: on the left, no distortion applied to the PPTBF, on the right adding noise-based spatial warping, aiming at simulating natural Brownian motion, a very frequent stochastic process in nature.

Visual Structures: thresholding PPTBF

Binary Structure Maps (thresholding)

PPTBF Database (binary thresholding)

Texture Representation

Few samples of structures generated with PPTBF. These images have been obtained by binary thresholding. Unlike noise, PPTBF covers a large variety of different structural appearances.

PPTBF Database (binary thresholding) PPTBF Database (binary thresholding) PPTBF Database (binary thresholding)

Toward Complex Structures: Mixing Cellular and Regural Windows

Complex structures can be obtained by mixing cellular and regular windows (left: no blend, middle: 50%, right: 100%).