Another optimization regards the overlapping re-
gion comparison. We reduce their dimension by use
of Principal Component Analysis - PCA (Lefebvre
and Hoppe, 2005), and find the best matching by the
Nearest Neighbor method (Freeman et al., 2002). The
PCA basis and kd-tree used in the second method is
also created in the preprocessing stage.
Finally, in the optimization performed in the patch
choice step, the most expensive calculation refers to
the path creation. So, we can solve this problem in
two steps. The first one keeps the candidates close to
the optimal one defined by G and O. And, the second
step calculates the path for all remainder candidates
and pick the best.
4 INPUT
The quality of the synthesis depends on the choice of
the exemplars. If the amount of the data is too small
there is not enough information to perform an ade-
quate synthesis. However, a huge amount of redun-
dant data increases significantly the processing cost.
In general, in texture synthesis work, the user pro-
vides the exemplars. In our approach, it is extremely
important that the exemplars be able to cover the
guide. So, to avoid many trial and errors, we perform
an input validation. It is performed by checking if all
blocks in the guide are related to a minimum amount
of patches from exemplars. In general, we ask for
this minimum be greater than 500 candidates, to have
many alternatives for the next criteria.
In cases where the synthesis is performed with-
out a guide, we have to guarantee that the exemplars
are compatible: i.e. all exemplars have an enough
amount of patches in the same range of height of
patches in other exemplars. It is necessary that the
synthesis uses patches from all exemplars without big
discontinuities. When we use a guide, an adequate
coverture has this validation implicitly. The compati-
bility of patches is also performed by the comparison
of blocks of piece (analogous to the comparison with
the guide).
Furthermore, we cluster the patches from exem-
plars according to the blocks of average of pieces, and
create the categorization according to this clustering.
From this division, the user can create the categoriza-
tion map.
5 CONCLUSION
We introduced a patch-based approach for terrain syn-
thesis. The focus of our approach is the synthesis con-
trol. Even it has been proposed a control of structures,
a future work for this research is the improvement
of the creation and use of these elements. We can
include the Ridges and Valleys control (as in (Zhou
et al., 2007)), and improve the coarse structures cre-
ation for the guide.
Another possible guide creation approach is based
on hydrology. The user can place vectors related to
water flow. Thus, we can fill the entire area, by inter-
polating them. Mathematically, the flow is the gradi-
ent of the DEM. So, we can integrate them for gener-
ating the guide.
Despite of the advances for terrain synthesis, there
is a lack of high level methods for complex models
creation, and methods that combines different kinds
of nature elements. The main future work for this re-
search is to pursuit these goals.
ACKNOWLEDGEMENTS
The first author was being supported by CAPES, for
the development of part of this research at LIRIS, and
by CNPq for the rest of his PhD at VISGRAF.
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