Abstract

Multiple-Point Simulations (MPS) is a family of geostatistical tools that has received a lot of attention in recent years for the characterization of spatial phenomena in geosciences. It relies on the definition of training images to represent a given type of spatial variability, or texture. We show that the algorithmic tools used are similar in many ways to techniques developed in computer graphics, where there is a need to generate large amounts of realistic textures for applications such as video games and animated movies. Similarly to MPS, these texture synthesis methods use training images, or exemplars, to generate realistic-looking graphical textures.Both domains of multiple-point geostatistics and example-based texture synthesis present similarities in their historic development and share similar concepts. These disciplines have however remained separated, and as a result significant algorithmic innovations in each discipline have not been universally adopted. Texture synthesis algorithms present drastically increased computational efficiency, patterns reproduction and user control. At the same time, MPS developed ways to condition models to spatial data and to produce 3D stochastic realizations, which have not been thoroughly investigated in the field of texture synthesis.In this paper we review the possible links between these disciplines and show the potential and limitations of using concepts and approaches from texture synthesis in MPS. We also provide guidelines on how recent developments could benefit both fields of research, and what challenges remain open.

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