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TextureSynthesis

Texture synthesis from examples

Model DevelopmentDataset engineeringC#
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创建于 2016-05-10 · 更新于 2026-10-12 · 今日第 12186 名
主要开发者

mxgmn/TextureSynthesis 排名第 12,186,有 992 个星标。

同类别比较

mxgmn/TextureSynthesis 排名第 12,186,此处有 8 个同类条目;MaurizioFD/RecSys2019_DeepLearning_Evaluation 排名第 12,189。

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关键参数与规格
关键参数与规格
参数值
语言C#
类别Model Development
子类别Dataset engineering
关键词Data synthesis
星标数992
分叉数55
贡献者1
创建日期2016-05-10
更新日期2026-10-12
1 天星标数0
7 天星标数0
排名12,186
上次排名12,114
排名变化-72
7 天星标排名13,305
上次 7 天星标排名13,316
7 天星标排名变化11
总星标排名11,218
上次总星标排名11,195
总星标排名变化-23
国家Finland
README 摘录

Full neighbourhood search algorithm of Scott Draves and Alexei Efros + Thomas Leung and Li-Yi Wei + Marc Levoy is probably the simplest texture synthesis algorithm imaginable. K-coherent neighbourhood search of Michael Ashikhmin and Xin Tong + Jingdan Zhangz + Ligang Liu + Xi Wangz + Baining Guo + Heung-Yeung Shum takes computational burden from the synthesis to the analysis part and therefore is better suited for synthesizing large textures. Harrison is scale-invariant, fast, supports constraints and practically never produces completely unsatisfactory results

. Note that my implementations are not completely true to the original papers. Harrison's algorithm on YouTube: How to build This is a console application that depends only on the standard library. NET Core for Windows, Linux or macOS and run

常见问题

记录了多少星标和分叉?

mxgmn/TextureSynthesis 有 992 个星标和 55 个分叉。

仓库排名是多少?

mxgmn/TextureSynthesis 排名第 12,186。

记录的语言和类别是什么?

mxgmn/TextureSynthesis 有 992 个星标,语言为 C#,类别为 Model Development。

哪个仓库排名最接近?

mxgmn/TextureSynthesis 与 MaurizioFD/RecSys2019_DeepLearning_Evaluation 比较,后者排名第 12,189,有 991 个星标。

README

The algorithms are:

  1. Full neighbourhood search algorithm of Scott Draves and Alexei Efros + Thomas Leung and Li-Yi Wei + Marc Levoy is probably the simplest texture synthesis algorithm imaginable.
  2. K-coherent neighbourhood search of Michael Ashikhmin and Xin Tong + Jingdan Zhangz + Ligang Liu + Xi Wangz + Baining Guo + Heung-Yeung Shum takes computational burden from the synthesis to the analysis part and therefore is better suited for synthesizing large textures.
  3. Resynthesis algorithm of P. F. Harrison is scale-invariant, fast, supports constraints and practically never produces completely unsatisfactory results.

Note that my implementations are not completely true to the original papers.

Watch a video demonstration of P. F. Harrison's algorithm on YouTube: https://www.youtube.com/watch?v=8sUMBMpZNzk.

How to build

This is a console application that depends only on the standard library. Get .NET Core for Windows, Linux or macOS and run

dotnet run --configuration Release TextureSynthesis.csproj
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