Zelinka, SteveGarland, MichaelP. Debevec and S. Gibson2014-01-272014-01-2720021-58113-534-31727-3463https://doi.org/10.2312/EGWR/EGWR02/099-104While texture synthesis has been well-studied in recent years, real-time techniques remain elusive. To help facilitate real-time texture synthesis, we divide the task of texture synthesis into two phases: a relatively slow analysis phase, and a real-time synthesis phase. Any particular texture need only be analyzed once, and then an unlimited amount of texture may be synthesized in real-time. Our analysis phase generates a jump map, which stores for each input pixel a set of matching input pixels (jumps). Texture synthesis proceeds in real-time as a random walk through the jump map. Each new pixel is synthesized by extending the patch of input texture from which one of its neighbours was copied. Occasionally, a jump is taken through the jump map to begin a new patch. Despite the method s extreme simplicity, its speed and output quality compares favourably with recent patch-based algorithms.Towards Real-Time Texture Synthesis with the Jump Map