tures with very different levels of intensity variation.
Color restoration could also be improved. Compat-
ible palettes yield convincing results, but dissimilar
palettes are integrated less well. Better color blend-
ing, especially in conjunction with oversegmentation,
is a direction for future work. The sign of the output
coefficient (positive or negative) is decided separately
from the magnitude and is a binary outcome. While
generally effective for static textures, the process has
a discontinuity as the two input values become simi-
lar in magnitude, which could be a problem for future
efforts on dynamic textures.
5 CONCLUSIONS AND FUTURE
WORK
We presented a method for synthesizing textures in-
termediate between two exemplars. The degree of
blending can vary spatially, yielding inhomogeneous
textures if desired. Using the SLIC segments we were
able increase heterogeneity, preserving small coher-
ent regions of each texture.
Our process is applicable only for textures lacking
well-defined structures. It also has difficulty preserv-
ing long continuous features. However, for stochastic
textures with small features, our output textures look
realistic and natural. In future work, we would like
to consider additional factors, including local con-
trast and directionality. We would like to extend the
method to work well for more structured textures. We
would also like to use time as a factor in order to cre-
ate dynamic textures.
In this work, we treated all levels of the Laplacian
pyramid the same way. However, it might make sense
to investigate different treatments for different levels.
Depending on the texture, one level or another may
contain more of the structural content, and account-
ing for this in the merging could produce still bet-
ter blends. The example of Doyle and Mould (Doyle
and Mould, 2018) is instructive, albeit not in a texture
blending context.
ACKNOWLEDGEMENTS
This work was supported by the Natural Sciences and
Engineering Research Council of Canada. We thank
members of the Graphics, Imaging, and Games Lab at
Carleton University for many useful discussions dur-
ing the development of this work. Finally, thanks to
the reviewers for helpful comments.
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