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The quality and speed of most texture synthesis algorithms depend on a 2D input sample that is small and contains enough texture variations. However, little research exists on how to acquire such sample. For homogeneous patterns this can be achieved via manual cropping, but no adequate solution exists for inhomogeneous or globally varying textures, i.e. patterns that are local but not stationary, such as rusting over an iron statue with appearance conditioned on varying moisture levels.
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Wei et al. (2008) studied this question.
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