You mentioned rotation and mirroring type bitmap ops in your algorithm. But how do we precisely apply a series of dynamic filters to the input to "evolve" the patch? Even using overlapping kernels it seems quite intensive! And prone to artefacts...
You might be interested in this work showing texture synthesis over a 2d surface with non-uniform geometry, rotation, scale, or even velocity: http://hhoppe.com/proj/apptexsyn/
So what I'm really after is a way to iteratively "perturb" the sample in such a way that the resulting texture will smoothly reflect those changes.
Take a look at this rough illustration:
Op-Art Texture Synthesis
http://imgur.com/a/1IKN3
You mentioned rotation and mirroring type bitmap ops in your algorithm. But how do we precisely apply a series of dynamic filters to the input to "evolve" the patch? Even using overlapping kernels it seems quite intensive! And prone to artefacts...