This paper addresses the problem of interpolating visual textures. We formulate the problem of texture interpolation by requiring (1) by-example controllability and (2) realistic and smooth interpolation among an arbitrary number of texture samples. To solve it we propose a neural network trained simultaneously on a reconstruction task and a generation task, which can project texture examples onto a latent space where they can be linearly interpolated and reprojected back onto the image domain, thus ensuring both intuitive control and realistic results. We show several additional applications including texture brushing and texture dissolve, and show our method outperforms a number of baselines according to a comprehensive suite of metrics as well as a user study.
Recently, generative adversarial networks (GANs) @cite_21 @cite_7 @cite_46 @cite_2 have shown improved realism in image synthesis and translation tasks @cite_32 @cite_42 @cite_41 . GANs have also been used directly for texture synthesis @cite_51 @cite_30 @cite_4 , however they were limited to a single texture they were trained on. A recent approach dubbed PSGAN @cite_57 learns to synthesize a collection of textures present in a single photograph, making it more general and applicable to texture interpolation; it does not, however, allow for user control by specifying which textures are synthesized.
@cite_30 @cite_4 @cite_7 @cite_41 @cite_21 @cite_42 @cite_32 @cite_57 @cite_2 @cite_46 @cite_51
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This paper introduces a novel approach to texture synthesis based on generative adversarial networks (GAN) (, 2014), and call this technique Periodic Spatial GAN (PS-GAN). The PSGAN has several novel abilities which surpass the current state of the art in texture synthesis. First, we can learn multiple textures, periodic or non-periodic, from datasets of one or more complex large images. Second, we show that the image generation with PS-GANs has properties of a texture manifold: we can smoothly interpolate between samples in the structured noise space and generate novel samples, which lie perceptually between the textures of the original dataset. We make multiple experiments which show that PSGANs can flexibly handle diverse texture and image data sources, and the method is highly scalable and can generate output images of arbitrary large size. This paper introduces a novel approach to texture synthesis based on generative adversarial networks (GAN) (, 2014). We extend the structure of the input noise distribution by constructing tensors with different types of dimensions. We call this technique Periodic Spatial GAN (PSGAN). The PSGAN has several novel abilities which surpass the current state of the art in texture synthesis. First, we can learn multiple textures from datasets of one or more complex large images. Second, we show that the image generation with PSGANs has properties of a texture manifold: we can smoothly interpolate between samples in the structured noise space and generate novel samples, which lie perceptually between the textures of the original dataset. In addition, we can also accurately learn periodical textures. We make multiple experiments which show that PSGANs can flexibly handle diverse texture and image data sources. Our method is highly scalable and it can generate output images of arbitrary large size. Generative adversarial networks (GANs) are a recent approach to train generative models of data, which have been shown to work particularly well on image data. In the current paper we introduce a new model for texture synthesis based on GAN learning. By extending the input noise distribution space from a single vector to a whole spatial tensor, we create an architecture with properties well suited to the task of texture synthesis, which we call spatial GAN (SGAN). To our knowledge, this is the first successful completely data-driven texture synthesis method based on GANs. Our method has the following features which make it a state of the art algorithm for texture synthesis: high image quality of the generated textures, very high scalability w.r.t. the output texture size, fast real-time forward generation, the ability to fuse multiple diverse source images in complex textures. To illustrate these capabilities we present multiple experiments with different classes of texture images and use cases. We also discuss some limitations of our method with respect to the types of texture images it can synthesize, and compare it to other neural techniques for texture generation. Generative Adversarial Networks (GANs) have been successfully used to synthesize realistically looking images of faces, scenery and even medical images. Unfortunately, they usually require large training datasets, which are often scarce in the medical field, and to the best of our knowledge GANs have been only applied for medical image synthesis at fairly low resolution. However, many state-of-the-art machine learning models operate on high resolution data as such data carries indispensable, valuable information. In this work, we try to generate realistically looking high resolution images of skin lesions with GANs, using only a small training dataset of 2000 samples. The nature of the data allows us to do a direct comparison between the image statistics of the generated samples and the real dataset. We both quantitatively and qualitatively compare state-of-the-art GAN architectures such as DCGAN and LAPGAN against a modification of the latter for the task of image generation at a resolution of 256x256px. Our investigation shows that we can approximate the real data distribution with all of the models, but we notice major differences when visually rating sample realism, diversity and artifacts. In a set of use-case experiments on skin lesion classification, we further show that we can successfully tackle the problem of heavy class imbalance with the help of synthesized high resolution melanoma samples.