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  • Publication
    Accès libre
    Constraining distance-based multipoint simulations to proportions and trends
    (2015-10) ; ; ;
    Chugunova, Tatiana
    ;
    Biver, Pierre
    In the last years, the use of training images to represent spatial variability has emerged as a viable concept. Among the possible algorithms dealing with training images, those using distances between patterns have been successful for applications to subsurface modeling and earth surface observation. However, one limitation of these algorithms is that they do not provide a precise control on the local proportion of each category in the output simulations. We present a distance perturbation strategy that addresses this issue. During the simulation, the distance to a candidate value is penalized if it does not result in proportions that tend to a target given by the user. The method is illustrated on applications to remote sensing and pore-scale modeling. These examples show that the approach offers increased user control on the simulation by allowing to easily impose trends or proportions that differ from the proportions in the training image.
  • Publication
    Accès libre
    Bridges between multiple-point geostatistics and texture synthesis: Review and guidelines for future research
    (2014) ;
    Lefebvre, S
    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.
  • Publication
    Accès libre
    A practical guide to performing multiple-point statistical simulations with the Direct Sampling algorithm
    (2013-3)
    Meerschman, Eef
    ;
    ; ; ;
    Van Meirvenne, Marc
    ;
    The Direct Sampling (DS) algorithm is a recently developed multiple-point statistical simulation technique. It directly scans the training image (TI) for a given data event instead of storing the training probability values in a catalogue prior to simulation. By using distances between the given data events and the TI patterns, DS allows to simulate categorical, continuous and multivariate problems. Benefiting from the wide spectrum of potential applications of DS, requires understanding of the user-defined input parameters. Therefore, we list the most important parameters and assess their impact on the generated simulations. Real case TIs are used, including an image of ice-wedge polygons, a marble slice and snow crystals, all three as continuous and categorical images. We also use a 3D categorical TI representing a block of concrete to demonstrate the capacity of DS to generate 3D simulations. First, a quantitative sensitivity analysis is conducted on the three parameters balancing simulation quality and CPU time: the acceptance threshold t, the fraction of TI to scan f and the number of neighbors n. Next to a visual inspection of the generated simulations, the performance is analyzed in terms of speed of calculation and quality of pattern reproduction. Whereas decreasing the CPU time by influencing t and n is at the expense of simulation quality, reducing the scanned fraction of the TI allows substantial computational gains without degrading the quality as long as the TI contains enough reproducible patterns. We also illustrate the quality improvement resulting from post-processing and the potential of DS to simulate bivariate problems and to honor conditioning data. We report a comprehensive guide to performing multiple-point statistical simulations with the DS algorithm and provide recommendations on how to set the input parameters appropriately.
  • Publication
    Accès libre
    A practical guide to performing multiple-point statistical simulations with the Direct Sampling algorithm
    The Direct Sampling (DS) algorithm is a recently developed multiple-point statistical simulation technique. It directly scans the training image (TI) for a given data event instead of storing the training probability values in a catalogue prior to simulation. By using distances between the given data events and the TI patterns, DS allows to simulate categorical, continuous and multivariate problems. Benefiting from the wide spectrum of potential applications of DS, requires understanding of the user-defined input parameters. Therefore, we list the most important parameters and assess their impact on the generated simulations. Real case TIs are used, including an image of ice-wedge polygons, a marble slice and snow crystals, all three as continuous and categorical images. We also use a 3D categorical TI representing a block of concrete to demonstrate the capacity of DS to generate 3D simulations. First, a quantitative sensitivity analysis is conducted on the three parameters balancing simulation quality and CPU time: the acceptance threshold t, the fraction of TI to scan f and the number of neighbors n. Next to a visual inspection of the generated simulations, the performance is analyzed in terms of speed of calculation and quality of pattern reproduction. Whereas decreasing the CPU time by influencing t and n is at the expense of simulation quality, reducing the scanned fraction of the TI allows substantial computational gains without degrading the quality as long as the TI contains enough reproducible patterns. We also illustrate the quality improvement resulting from post-processing and the potential of DS to simulate bivariate problems and to honor conditioning data. We report a comprehensive guide to performing multiple-point statistical simulations with the DS algorithm and provide recommendations on how to set the input parameters appropriately.