to a surface.
The authors of (Pereira and Velho, 2009) show
that conservative results can be guaranteed when
combining normals by adding their vector fields coun-
terparts w
h
and w
b
. Three conditions must be satis-
fied. First of all, they require w
h
and w
b
to be con-
servative. Second, since h is only defined in R, we
must extend it as zero outside the edited region. This
requires w
h
to fall smoothly to zero close to ∂R and
be equal to 0 outside. However this is not enough the
added detail must not introduce level changes outside
R or it will create discontinuities in height.
Figure 9: When the low frequencies of the exemplar are
not removed, it is harder to infer pattern. This generates an
uneven result.
What restrictions do we have to make to guarantee
that normal synthesis satisfies the three requirements
above? To begin with, w
h
might not fall smoothly or
not even fall to zero in ∂R, which would result in dis-
continuities in w. In many applications (Figure 10),
w
b
is already discontinuous in ∂R so that new discon-
tinuities are not created. Second, synthesis will not
introduce level changes if w
h
only contains high fre-
quency content which tends to oscillate and cancel it-
self. Hence, the restriction on w
h
is enforced with
the high-pass filter on the exemplars. In addition, tex-
ture synthesis methods in general, and jump maps in
particular, do not introduce repetitions and so no low
frequencies are created.
It seems very unlikely that non-parametric tex-
ture synthesis methods can guarantee the generation
of conservative fields in arbitrary domains, since only
local operations are performed. On the other hand,
local operations seem enough to generate curl-free
fields that guarantee that w is conservative under the
additional hypothesis that R is simply connected (does
not contain holes). Traditional techniques aim at gen-
erating texture such that each pixel’s neighborhood
closely resembles a neighborhood in the exemplar.
We argue that the curl is also similar in this neighbor-
hood. This means given curl-free exemplars, the syn-
thesis will generate approximately curl-free textures.
As Figure 10 shows, quality results can be obtained
even when R is not simply connected.
7 RESULTS
In this section, we will discuss some of the results ob-
tained. Shaded images were produced with one light
source. In some examples, uniform albedo is used
to better highlight shape. In Figure 12-b, only the
normals of the shell were changed, colors were unaf-
fected. The base geometry was combined with high
frequency normals extracted from rust. These new
normals retain the original shape of the shell but give
the appearance of a new material. It is true that with
some trial and error rust could be generated with a
procedural noise. On the other hand, structures syn-
thesis from real objects on the shell (Figure 12-c, 13)
can only be accomplished with texture from example
methods. These structured examples show how syn-
thesized details follow the base geometry.
In Figure 6-b, we can see a normal map sampled
from scanned leaves and synthesized normals. Uni-
form albedo was used for shading. There are some
aliasing artifacts which could be handled by synthe-
sizing in a higher resolution and down-sampling. This
is possible, since synthesis time scales linearly.
The original model contained a wooden board
with real vegetables (see Figure 10, upper left). Seg-
mentation was able to separate the objects. We added
the relief and color of the armor of a stone Chinese
warrior to the board. The complex topology of this
object was not a problem and DFS was able to guide
synthesis around it. Rust was synthesized on the veg-
etables (normal and color). The fine scale normals on
the normal map are hard to spot on the shaded version.
In Figure 9, a sample of the normals of a pine
cone was used for synthesis. Low frequencies were
not removed. This can be seen as the exemplar varies
smoothly from light (top) to dark blue (bottom). It
has two consequences, first it is harder for the analy-
sis phase to infer pattern. Second the final result is un-
even. The shaded image shows some darker regions
which are not facing the light.
As in Textureshop (Fang and Hart, 2004), shape
from shading can be used to recover normals from
photographs. We have also used it to obtain the tex-
ture exemplar (Figure 11). A swatch was extracted
from the lizard’s arm (b) and combined with smooth
hand normals (d). The final image (e) was shaded
under diffuse lighting, ignoring the lizard’s skin re-
flectance properties. For more realistic results, a syn-
thesis method that can handle morphing between tex-
tures is required. Notice how the texture of the fin-
gers, the hand and the arm of the lizard are differ-
ent. Very high frequency detail like human hand lines
could be recombined in the final result.
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