簡易檢索 / 詳目顯示

研究生: 黃鈺凱
Yu-Kai Huang
論文名稱: 基於區塊合成之混合式紋理拼接演算法
Patch-based Texture Synthesis Using Hybrid Algorithm
指導教授: 胡國瑞
Kuo-Jui Hu
口試委員: 高聖龍
Sheng-Long Kao
孫沛立
Pei-Li Sun
胡國瑞
Kuo-Jui Hu
學位類別: 碩士
Master
系所名稱: 應用科技學院 - 色彩與照明科技研究所
Graduate Institute of Color and Illumination Technology
論文出版年: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 87
中文關鍵詞: 紋理拼接紋理合成影像拼接
外文關鍵詞: Texture Stitching, Texture Synthesis, Image Stitching
相關次數: 點閱:168下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 近年來,隨著電腦運算速度以及顯示卡性能的提升,電腦圖學的技術被廣泛應用在各個領域之中,也促進了影像處理相關研究的發展,而紋理拼接便是其中之一,從多媒體產業(如:A/VR、電影、3D 動畫),到紡織、印刷、建材相關產業都有使用到紋理影像的需求,其目標都希望將小尺寸紋理影像透過演算法產生出大尺寸的紋理影像。早期演算法從以像素為主的拼接到以區塊為主的拼接方法,改善了在拼接上的速度以及紋理結構之間的銜接流暢度,而後期演算法如卷積神經網路(Convolutional Neural Networks,CNN)、生成對抗網路(Generative Adversarial Nets,GAN),在近年也大量應用於紋理拼接的研究,然而,神經網路的方法需要大量的影像作為訓練集,且所花費時間成本也較高。
    因此,本研究提出了一個基於區塊的紋理拼接演算法,利用α合成(Alpha Blending)以及最小誤差路徑切割(Minimum Error Boundary Cut)來消除區塊與區塊之間拼接時的不連續感,並加入KD-Tree及最鄰近搜索技術(Approximate Nearest Neighbor,ANN)來加速相似區塊的搜索及拼接過程,最終達到產生出任意大小的紋理影像的目的,且適用於結構及隨機紋理影像,並製作成應用程式供相關產業之專業人員使用。而在最後本研究也與經典演算法進行比較,並利用人因實驗做為評估、探討本研究的優勢以及需要改善的地方。


    In recent years, with the improvement of computer computing speed and graphics card performance, computer graphics technology has been widely used in various fields, and it has also promoted the development of image processing related research. Texture stitching is one of them. From the multimedia Industry (such as: A/VR, Movies, 3D Animation), Textile, Printing, and Building materials industries all have the need to use texture images. Their goals are to generate large-size texture images from small-size texture images through algorithms. The early algorithm changed from Pixel-based to Patch-based, which improved the speed of stitching and the smoothness of the smoothness of the texture structure, while the later algorithms such as CNN (Convolutional Neural Networks), GAN (Generative Adversarial Nets), have also been widely used in the research of texture stitching in recent years. However, the neural network method requires many images as a training set, and the time cost is also higher.
    Therefore, this research proposes a block-based texture stitching algorithm, which uses Alpha Blending and Minimum Error Boundary Cut to eliminate the sense of discontinuity when stitching between blocks. KD-Tree and the nearest neighbor search technology (Approximate Nearest Neighbor, ANN) are added to accelerate the search and stitching process of similar blocks, and finally achieve the purpose of generating texture images of any size, and make them into applications for professionals in related industries use. In the end, this research also compares with classic algorithm, and uses human factors experiments as evaluations to discuss the advantages of this research and areas for improvement.

    摘要 I Abstract II 誌謝 III 目錄 IV 圖目錄 VII 表目錄 X 第一章 緒論 1 1.1 研究背景 1 1.2 研究動機與目的 2 1.3 論文架構 2 第二章 文獻探討 4 2.1 紋理 4 2.1.1 何為紋理 4 2.1.2 紋理分類 5 2.2 紋理特徵與分析方法 7 2.2.1 統計法 7 2.2.2 結構法 9 2.2.3 訊號處理法 9 2.2.4 模型法 11 2.3 紋理拼接 13 2.3.1 基於訊號處理的紋理拼接演算法 13 2.3.2 非參數的紋理拼接演算法 14 2.3.3 基於區塊的紋理拼接演算法 17 2.3.4 基於Wang Tiles的紋理拼接演算法 22 2.3.5 基於深度學習的紋理拼接 23 2.3.6 小結 24 第三章 研究方法 25 3.1 研究範圍 25 3.2 研究流程與步驟 26 3.2.1 紋理影像蒐集 26 3.2.2 紋理影像拼接 27 3.2.3 初期演算法開發 28 3.3 演算法設計 30 3.3.1 匹配區塊 31 3.3.2 α合成(Alpha Blending) 34 3.3.3 最小誤差路徑切割 (Minimum error boundary cut) 36 第四章 系統實作 39 4.1 硬體與環境 39 4.2 系統介面與功能 40 4.3 實驗成果 43 第五章 實驗結果與分析 49 5.1 人因評估 49 5.1.1 實驗設置 49 5.1.2 實驗流程 51 5.1.3 演算法比較 53 5.1.4 實驗結果 63 第六章 結論及未來研究方向 66 6.1 結論及未來展望 66 參考文獻 67 附錄 70

    [1] H. Tamura, S. Mori, and T. Yamawaki, “Textural Features Corresponding to Visual Perception,” IEEE Trans. Syst. Man Cybern., vol. 8, no. 6, pp. 460–473, 1978, doi: 10.1109/TSMC.1978.4309999.
    [2] Y. Rubner and C. Tomasi, “Texture metrics,” Proc. IEEE Int. Conf. Syst. Man Cybern., vol. 5, no. May, pp. 4601–4607, 1998, doi: 10.1109/icsmc.1998.727577.
    [3] R. W. Conners and C. A. Harlow, “Toward a structural textural analyzer based on statistical methods,” Comput. Graph. Image Process., vol. 12, no. 3, pp. 224–256, 1980, doi: 10.1016/0146-664X(80)90013-1.
    [4] R. M. Haralick, I. Dinstein, and K. Shanmugam, “Textural Features for Image Classification,” IEEE Trans. Syst. Man Cybern., vol. SMC-3, no. 6, pp. 610–621, 1973, doi: 10.1109/TSMC.1973.4309314.
    [5] C. G. Eichkitz, J. Davies, J. Amtmann, M. G. Schreilechner, and P. deGroot, “Grey level co-occurrence matrix and its application to seismic data,” First Break, vol. 33, no. 3, pp. 71–77, 2015, doi: 10.3997/1365-2397.33.3.79517.
    [6] “Brief introduction of basic methods of texture image analysis.” https://mp.weixin.qq.com/s/GiPxzw6VAWRtj9cpcoMUKw.
    [7] P. Scheunders and S. Livens, “Wavelet-based texture analysis,” IInternational J. Comput. Sci. Inf. Manag., pp. 22–34, 1998.
    [8] R. C. Gonzalez and R. E. Woods, 4TH EDITION Digital image processing. 2018.
    [9] M. Liao, J. Qin, and Y. Tan, “Texture classification and segmentation using simultaneous autoregressive random model,” Proc. - IEEE Symp. Comput. Med. Syst., vol. 1992-June, no. 2, pp. 398–401, 1992, doi: 10.1109/CBMS.1992.244923.
    [10] G. R. Cross and A. K. Jain, “Markov Random Field Texture Models,” IEEE Trans. Pattern Anal. Mach. Intell., vol. PAMI-5, no. 1, pp. 25–39, 1983, doi: 10.1109/TPAMI.1983.4767341.
    [11] H. Elliott and H. Derin, “Modeling and Segmentation of Noisy and Textured Images Using Gibbs Random Fields,” IEEE Trans. Pattern Anal. Mach. Intell., no. 1, pp. 39–55, 1987.
    [12] Y. Qiao and L. Weng, “Hidden Markov Model Based Dynamic Texture Classification,” vol. 22, no. 4, pp. 509–512, 2015.
    [13] A. P. Pentland, “Fractal-Based Description of Natural Scenes,” IEEE Trans. Pattern Anal. Mach. Intell., vol. PAMI-6, no. 6, pp. 661–674, 1984, doi: 10.1109/TPAMI.1984.4767591.
    [14] L. Armi and S. Fekri-Ershad, “Texture image analysis and texture classification methods - A review,” vol. 2, no. 1, pp. 1–29, 2019, [Online]. Available: http://arxiv.org/abs/1904.06554.
    [15] L. Ying, A. Hertzmann, H. Biermann, and D. Zorin, “Texture and Shape Synthesis on Surfaces,” pp. 301–312, 2001, doi: 10.1007/978-3-7091-6242-2_28.
    [16] G. Turk, “Texture synthesis on surfaces,” Proc. ACM SIGGRAPH Conf. Comput. Graph., pp. 347–354, 2001.
    [17] 徐崇傑,可操控的材質合成演算法之研究,國立中興大學資訊科學系所碩士論文,2006.
    [18] D. J. Heeger, “Pyramid-Based Texture Analysis/Synthesis,” SIGGRAPH ’95 Proc. 22nd Annu. Conf. Comput. Graph. Interact. Tech., pp. 1–10, 1995, [Online]. Available: papers://90b07e07-903c-45d4-a899-2629f88b6b69/Paper/p2526.
    [19] E. P. Simoncelli and J. Portilla, “Texture characterization via joint statistics of wavelet coefficient magnitudes,” IEEE Int. Conf. Image Process., vol. 1, pp. 62–66, 1998, doi: 10.1109/icip.1998.723417.
    [20] J. S. DeBonet, “Multiresolution sampling procedure for analysis and synthesis of texture images,” Proc. 24th Annu. Conf. Comput. Graph. Interact. Tech. SIGGRAPH 1997, pp. 361–368, 1997, doi: 10.1145/258734.258882.
    [21] H. C. Hsin, T. Y. Sung, Y. S. Shieh, and C. Cattani, “A new texture synthesis algorithm based on wavelet packet tree,” Math. Probl. Eng., vol. 2012, 2012, doi: 10.1155/2012/305384.
    [22] 孫沛立、廖子騰、楊智、闕家彬、劉美廷,"智慧圖紋生成技術之探討",印刷科技,第36卷第2期,第1~20頁, 2020.
    [23] A. A. Efros and T. K. Leung, “Texture synthesis by non-parametric sampling,” Proc. IEEE Int. Conf. Comput. Vis., vol. 2, no. September, pp. 1033–1038, 1999, doi: 10.1109/iccv.1999.790383.
    [24] L. Y. Wei and M. Levoy, “Fast texture synthesis using tree-structured vector quantization,” Proc. ACM SIGGRAPH Conf. Comput. Graph., pp. 479–488, 2000, doi: 10.1145/344779.345009.
    [25] M. Ashikhmin, “Synthesizing natural textures,” Proc. Symp. Interact. 3D Graph., pp. 217–226, 2001, doi: 10.1145/364338.364405.
    [26] L. Liang, C. Liu, Y. Q. Xu, B. N. Guo, and H. Y. SHUM, “Real-Time Texture Synthesis by Patch-Based Sampling,” vol. 20, no. 3, pp. 127–150, 2001.
    [27] A. A. Efros and W. T. Freeman, “Image quilting for texture synthesis and transfer,” Proc. 28th Annu. Conf. Comput. Graph. Interact. Tech. SIGGRAPH 2001, pp. 341–346, 2001, doi: 10.1145/383259.383296.
    [28] A. Nealen and M. Alexa, “Hybrid Texture Synthesis,” in Proceedings of the 14th Eurographics Workshop on Rendering, 2003, pp. 97–105.
    [29] V. Kwatra, A. Schödl, I. Essa, G. Turk, and A. Bobick, “Graphcut textures: Image and video synthesis using graph cuts,” ACM Trans. Graph., vol. 22, no. 3, pp. 277–286, 2003, doi: 10.1145/882262.882264.
    [30] C. Soler, M. P. Cani, and A. Angelidis, “Hierarchical pattern mapping,” Proc. 29th Annu. Conf. Comput. Graph. Interact. Tech. SIGGRAPH ’02, pp. 673–680, 2002, doi: 10.1145/566570.566635.
    [31] S. L. Kilthau, M. S. Drew, and T. Möller, “Full search content independent block matching based on the fast fourier transform,” IEEE Int. Conf. Image Process., vol. 1, pp. 669–672, 2002, doi: 10.1109/icip.2002.1038113.
    [32] M. F. Cohen, J. Shade, S. Hiller, and O. Deussen, “Wang Tiles for image and texture generation,” ACM SIGGRAPH 2003 Pap. SIGGRAPH ’03, no. May 2003, pp. 287–294, 2003, doi: 10.1145/1201775.882265.
    [33] L. A. Gatys, A. S. Ecker, and M. Bethge, “Texture synthesis using convolutional neural networks,” Adv. Neural Inf. Process. Syst., vol. 2015-Janua, pp. 262–270, 2015.
    [34] S. Arya, D. M. Mount, N. S. Netanyahu, R. Silverman, and A. Y. Wu, “An optimal algorithm for approximate nearest neighbor searching in fixed dimensions,” J. ACM, vol. 45, no. 6, pp. 891–923, 1998, doi: 10.1145/293347.293348.
    [35] D. M. Mount and D. M. Mount, “ANN Programming Manual,” 1998.

    無法下載圖示 全文公開日期 2026/09/08 (校內網路)
    全文公開日期 2026/09/08 (校外網路)
    全文公開日期 2026/09/08 (國家圖書館:臺灣博碩士論文系統)
    QR CODE