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Precomputed Real-Time Texture Synthesis with Markovian Generative Adversarial Networks (1604.04382v1)

Published 15 Apr 2016 in cs.CV

Abstract: This paper proposes Markovian Generative Adversarial Networks (MGANs), a method for training generative neural networks for efficient texture synthesis. While deep neural network approaches have recently demonstrated remarkable results in terms of synthesis quality, they still come at considerable computational costs (minutes of run-time for low-res images). Our paper addresses this efficiency issue. Instead of a numerical deconvolution in previous work, we precompute a feed-forward, strided convolutional network that captures the feature statistics of Markovian patches and is able to directly generate outputs of arbitrary dimensions. Such network can directly decode brown noise to realistic texture, or photos to artistic paintings. With adversarial training, we obtain quality comparable to recent neural texture synthesis methods. As no optimization is required any longer at generation time, our run-time performance (0.25M pixel images at 25Hz) surpasses previous neural texture synthesizers by a significant margin (at least 500 times faster). We apply this idea to texture synthesis, style transfer, and video stylization.

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Authors (2)
  1. Chuan Li (70 papers)
  2. Michael Wand (16 papers)
Citations (1,393)

Summary

Precomputed Real-Time Texture Synthesis with Markovian Generative Adversarial Networks

The paper "Precomputed Real-Time Texture Synthesis with Markovian Generative Adversarial Networks" by Chuan Li and Michael Wand introduces an innovative method for texture synthesis leveraging the capabilities of Markovian Generative Adversarial Networks (MGANs). This method is notable for its computational efficiency without sacrificing the quality of the generated textures, making it a significant advancement in the field of texture synthesis.

Technical Overview

The approach proposed in this paper focuses on precomputing a feed-forward, strided convolutional network capable of capturing feature statistics of Markovian patches. This network can directly decode brown noise or photos into realistic textures or artistic paintings. By adopting adversarial training, the authors maintain a high synthesis quality comparable to other neural texture synthesis methods but achieve a dramatic increase in run-time performance. Specifically, a GPU implementation of this method can generate 512x512 pixel images in 40 milliseconds, representing at least a 500-fold speed improvement over previous methods.

Key Contributions

  1. Precomputation and Efficiency: The precomputation method involves training a strided convolutional network to invert the feature statistics, enabling direct generation without iterative optimization. This approach addresses the inefficiency seen in traditional deconvolutional frameworks.
  2. Adversarial Training on Markovian Patches: Utilizing adversarial training, the method ensures the synthesized textures are of high quality. The generative network (G) and the discriminative network (D) are jointly optimized, where the network D is trained to distinguish real patches from synthesized ones, and G works to fool D.
  3. Application Versatility: MGANs have been successfully applied to texture synthesis, style transfer, and video stylization, demonstrating the broad applicability of the method.

Experimental Results

The paper presents comprehensive experiments demonstrating significant speed gains while maintaining or surpassing the visual quality of prior methods. In terms of run-time performance, the method operates at 25Hz for 512x512 images, a stark contrast to previous techniques requiring minutes to process a single low-resolution image.

Table I in the paper highlights the speed benefits, showing that the MGANs offer a 500 times faster synthesis than methods by Gatys et al. (2015) and 5000 times faster than Li and Wand (2016). The paper also offers visual comparisons indicating that the results are coherent and preserve the structural integrity and details of the textures.

Theoretical and Practical Implications

From a theoretical perspective, MGANs advance the understanding of how Markovian models coupled with adversarial training can achieve high-quality generative results with substantial computational efficiency. These findings can influence further research into efficient neural network architectures for generative tasks.

Practically, the efficiency of MGANs makes them highly applicable to real-time applications such as video games, virtual reality, and interactive design software, where computational resources are constrained, and high-speed performance is crucial.

Speculation on Future Developments

Future developments could explore expanding the architecture to handle more complex, non-Markovian textures and integrating coarse-scale structure models. Additionally, leveraging a broader dataset and more complex decoders could enhance generalization capabilities, leading to more robust and versatile generative models capable of handling diverse real-world image classes.

Ensuring the method's stability and adaptability across various hardware platforms will be essential for widespread adoption. Exploring hybrid models that combine the strengths of MGANs with other generative frameworks could also yield superior results.

Conclusion

The paper by Li and Wand offers a significant contribution to texture synthesis research through the introduction of MGANs. By addressing the inefficiencies of previous methods and presenting substantial speed improvements without compromising quality, this work opens new possibilities for real-time texture synthesis applications. The comprehensive experimental validation and exploration of parameter influences provide a solid foundation for future research and practical implementations.