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dc.contributor.advisorJulie Dorsey.en_US
dc.contributor.authorJagnow, Robert Carl, 1976-en_US
dc.contributor.otherMassachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2006-03-24T18:25:32Z
dc.date.available2006-03-24T18:25:32Z
dc.date.copyright2004en_US
dc.date.issued2005en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/30164
dc.descriptionThesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2005.en_US
dc.descriptionIncludes bibliographical references (leaves 121-130).en_US
dc.description.abstractWhen creating photorealistic digital scenes, textures are commonly used to depict complex variation in surface appearance. For materials that have spatial variation in three dimensions, such as wood or marble, solid textures offer a natural representation. Unlike 2D textures, which can be easily captured with a photograph, it can be difficult to obtain a 3D material volume. This thesis addresses the challenge of extrapolating tileable 3D solid textures from images of aggregate materials, such as concrete, asphalt, terrazzo or granite. The approach introduced here is inspired by and builds on prior work in stereology--the study of 3D properties of a material based on 2D observations. Unlike ad hoc methods for texture synthesis, this approach has rigorous mathematical foundations that allow for reliable, accurate material synthesis with well-defined assumptions. The algorithm is also driven by psychophysical constraints to insure that slices through the synthesized volume have a perceptually similar appearance to the input image. The texture synthesis algorithm uses a variety of techniques to independently solve for the shape, distribution, and color of the embedded particles, as well as the residual noise. To approximate particle shape, I consider four methods-including two algorithms of my own contribution. I compare these methods under a variety of input conditions using automated, perceptually-motivated metrics as well as a carefully controlled psychophysical experiment. In addition to assessing the relative performance of the four algorithms, I also evaluate the reliability of the automated metrics in predicting the results of the user study. To solve for the particle distribution, I apply traditional stereological methods.en_US
dc.description.abstract(cont.) I first illustrate this approach for aggregate materials of spherical particles and then extend the technique to apply to particles of arbitrary shapes. The particle shape and distribution are used in conjunction to create an explicit 3D material volume using simulated annealing. Particle colors are assigned using a stochastic method, and high-frequency noise is replicated with the assistance of existing algorithms. The data representation is suitable for high-fidelity rendering and physical simulation. I demonstrate the effectiveness of the approach with side-by-side comparisons of real materials and their synthetic counterparts derived from the application of these techniques.en_US
dc.description.statementofresponsibilityby Robert Carl Jagnow.en_US
dc.format.extent130 leavesen_US
dc.format.extent9281658 bytes
dc.format.extent9298472 bytes
dc.format.mimetypeapplication/pdf
dc.format.mimetypeapplication/pdf
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleStereological techniques for synthesizing solid textures from images of aggregate materialsen_US
dc.typeThesisen_US
dc.description.degreePh.D.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
dc.identifier.oclc60663374en_US


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