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An in-place texture synthesis technique for memory constrained multimedia applications

机译:用于内存受限多媒体应用的原位纹理合成技术

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Despite the rapid evolution of multimedia content, from 2D to 3D and to stereo on IMAX display, material and texture remain an indispensable component when rendering realistic and appealing graphics and animations. As the demand for high-definition displays increases, so is the necessity for high-resolution textures. Nevertheless, the available texture images very often have low resolution and are inadequate for high-quality rendering. Texture synthesis from examples offers an effective way not only for the creation of high resolution texture, but also useful in interpolating missing data resulted from unreliable transmission and overly compressed data. We present a new memory-efficient technique that facilitates high-quality texture synthesis. We compare the time performance and memory usage between our approach and the commonly used caching techniques. Experimental results show that our method can perform better, given limited memory resources.
机译:尽管多媒体内容迅速发展,从2D到3D,再到IMAX显示器上的立体声,在渲染逼真的,引人入胜的图形和动画时,材料和纹理仍然是必不可少的组成部分。随着对高清显示器的需求增加,对高分辨率纹理的需求也随之增加。然而,可用的纹理图像通常具有低分辨率,并且不足以进行高质量渲染。示例中的纹理合成不仅为创建高分辨率纹理提供了一种有效的方法,而且还可以用于插值因传输不可靠和数据压缩过度而导致的丢失数据。我们提出了一种新的内存有效技术,可促进高质量纹理合成。我们比较了我们的方法和常用的缓存技术之间的时间性能和内存使用情况。实验结果表明,在有限的内存资源下,我们的方法可以实现更好的性能。

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