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TileGAN: Synthesis of Large-Scale Non-Homogeneous Textures

Published 29 Apr 2019 in cs.GR, cs.AI, and cs.CV | (1904.12795v1)

Abstract: We tackle the problem of texture synthesis in the setting where many input images are given and a large-scale output is required. We build on recent generative adversarial networks and propose two extensions in this paper. First, we propose an algorithm to combine outputs of GANs trained on a smaller resolution to produce a large-scale plausible texture map with virtually no boundary artifacts. Second, we propose a user interface to enable artistic control. Our quantitative and qualitative results showcase the generation of synthesized high-resolution maps consisting of up to hundreds of megapixels as a case in point.

Citations (40)

Summary

  • The paper introduces a novel GAN architecture that divides the generator to transfer fine-scale details across large textures, eliminating boundary artifacts.
  • It employs a custom Markov Random Field model to ensure seamless transitions by minimizing visual discrepancies between adjacent tiles.
  • A user-friendly interface allows interactive manipulation of the latent space, granting users creative control over the synthesis process.

Overview of "TileGAN: Synthesis of Large-Scale Non-Homogeneous Textures"

The paper "TileGAN: Synthesis of Large-Scale Non-Homogeneous Textures" presents a novel approach for generating large-scale, non-uniform textures using Generative Adversarial Networks (GANs). The central challenge tackled is the synthesis of textures at a large scale while preserving both small-scale and global characteristics of input exemplars, a common problem in computer graphics and digital content creation fields.

The authors propose two significant extensions to existing GAN architectures to address this challenge. First, they introduce an algorithm that seamlessly combines multiple GAN-generated outputs even when trained at lower resolutions. This approach ensures that the synthesized large-scale texture map is devoid of boundary artifacts, a common issue in traditional tiling methods such as graph cuts or pixel-based stitching.

Second, the research provides a user interface that empowers users with artistic control over the discovered latent space of the GAN. This interface allows users to manipulate texture synthesis interactively, creating avenues for user-guided optimization by adjusting the latent variables, thus enabling creative freedom in the texture generation process.

Technical Contributions

GAN Extension for Large Textures: The authors extend a pre-trained GAN, notably built upon ProGAN, to carry out texture synthesis at larger scales. By dividing the generator network at an intermediate level, the proposed method constructs a latent field from which plausible texture maps can be generated. This architecture allows the transfer of small-scale details across large textures by re-synthesizing latent vectors, thereby eliminating abrupt transitions that result in visible seams.

Markov Random Field Optimization: The paper utilizes a Markov Random Field (MRF) model tailored to texture synthesis to ensure harmony across neighboring tiles. This optimization reduces the overall energy of the tiling by minimizing discrepancies in visual and latent representations between adjacent tiles, thus contributing to the generation of coherent and visually appealing textures.

Results and Implications

Quantitatively, TileGAN demonstrates its efficacy by synthesizing textures of hundreds of megapixels, showcasing qualitative superiority and efficiency in synthesis time compared to state-of-the-art techniques such as Self-Tuning Texture Optimization and Non-Stationary Texture Synthesis. These results are compelling when dealing with complex and multi-scale textures that require high variability.

The implications of this study are profound for fields relying on high-resolution graphical textures, such as gaming, digital media production, and virtual simulation environments. The method's ability to handle large data sets while maintaining visually coherent outputs opens up opportunities for applications requiring automated texture synthesis from limited high-level structural guidance.

Future Directions

Future research built on TileGAN could explore integrating additional modalities, such as depth information, or extending GAN architectures to accommodate multi-channel data synthesis. Furthermore, improving the MRF optimization to incorporate implicit diversity as a loss regularization or developing strategies for handling large output sizes even more efficiently could enhance the framework's applicability.

Overall, this work represents a substantial contribution to texture synthesis and provides a flexible framework leveraging the power of GANs for large-scale texture generation, enveloping both the technical refinements necessary to ensure high-quality outputs and the tools required for creative input. Such developments ensure a continued advancement in the synthesis capabilities for various digital production domains.

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