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Adaptive Synthesis of Distance Fields

机译:距离场的自适应综合

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摘要

We address the computational resource requirements of 3D example-based synthesis with an adaptive synthesis technique that uses a tree-based synthesis map. A signed-distance field (SDF) is determined for the 3D exemplars, and then new models can be synthesized as SDFs by neighborhood matching. Unlike voxel synthesis approach, our input is posed in the real domain to preserve maximum detail. In comparison to straightforward extensions to the existing volume texture synthesis approach, we made several improvements in terms of memory requirements, computation times, and synthesis quality. The inherent parallelism in this method makes it suitable for a multicore CPU. Results show that computation times and memory requirements are very much reduced, and large synthesized scenes exhibit fine details which mimic the exemplars.
机译:我们使用使用基于树的合成图的自适应合成技术来解决基于3D示例的合成的计算资源需求。确定3D示例的有符号距离字段(SDF),然后可以通过邻域匹配将新模型合成为SDF。与体素合成方法不同,我们的输入位于真实域中,以保留最大的细节。与对现有体纹理合成方法的直接扩展相比,我们在内存需求,计算时间和合成质量方面进行了一些改进。这种方法固有的并行性使其适用于多核CPU。结果表明,计算时间和内存需求大大减少,并且大型的合成场景显示出可以模仿示例的精细细节。

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