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GPU适用的并行纹理合成算法

Parallel Algorithm for Texture Synthesis on GPU

  • 摘要: 基于样图的纹理合成是一个大计算量过程,为了利用GPU的并行计算能力进行大规模纹理合成,我们提出一种并行纹理合成算法.该算法综合块查找和全局纹理优化算法分多遍进行纹理的合成和优化,其中每一遍分为串行纹理块定位和并行最优块匹配2个阶段.纹理块定位阶段在CPU端按照扫描线顺序确定待合成的邻域,并将邻域位置传入GPU;最优块匹配阶段在GPU端并行计算待合成邻域与对应样本邻域的全局距离,并查找出最优解得到匹配块.最后根据匹配过程统计数据自适应调整优化规模,在全局范围内对纹理进行迭代优化.实验结果表明,文中算法在保证大规模纹理合成效果的基础上减少了计算时间,能够满足交互式纹理合成的应用.

     

    Abstract: Sample based texture synthesis is a computation intensive process. To improve the efficiency of large scale texture synthesis by the powerful parallel computing capacity of GPU(graphic processing unit), this paper proposes a novel parallel algorithm for texture synthesis on GPU. The proposed algorithm integrates the patch based texture synthesis method and the global texture optimization method. The algorithm applies the synthesis and optimal procedure iteratively. Each synthesis procedure includes two stages: locating the undecided texture patch, and finding the best match texture patch in the sample texture. After each synthesis procedure, a optimize procedure is applied to refine the coarse texture. The experiments show that the proposed algorithm is efficient and easy to use, and it can synthesize fine large enough texture within a short time, and the algorithm could meet the demand of interactive texture synthesis application.

     

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