We build on recent advances in progressively growing generative autoencoder models. These models can encode and reconstruct existing images, and generate novel ones, at resolutions comparable to Generative Adversarial Networks (GANs), while consisting only of a single encoder and decoder network. The ability to reconstruct and arbitrarily modify existing samples such as images separates autoencoder models from GANs, but the output quality of image autoencoders has remained inferior. The recently proposed PIONEER autoencoder can reconstruct faces in the @math CelebAHQ dataset, but like IntroVAE, another recent method, it often loses the identity of the person in the process. We propose an improved and simplified version of PIONEER and show significantly improved quality and preservation of the face identity in CelebAHQ, both visually and quantitatively. We also show evidence of state-of-the-art disentanglement of the latent space of the model, both quantitatively and via realistic image feature manipulations. On the LSUN Bedrooms dataset, our model also improves the results of the original PIONEER. Overall, our results indicate that the PIONEER networks provide a way to photorealistic face manipulation.
In this paper, we build upon @cite_3 , based on the adversarial generator--encoder (AGE) @cite_17 . In contrast to many other previous works, these two models consist of only two deep networks, a generator and an encoder, which represent the mappings between the image space and latent space. In addition, the method of progressive network growing, adapted from @cite_33 , is utilized in @cite_3 .
@cite_33 @cite_3 @cite_17
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We describe a new training methodology for generative adversarial networks. The key idea is to grow both the generator and discriminator progressively: starting from a low resolution, we add new layers that model increasingly fine details as training progresses. This both speeds the training up and greatly stabilizes it, allowing us to produce images of unprecedented quality, e.g., CelebA images at 1024^2. We also propose a simple way to increase the variation in generated images, and achieve a record inception score of 8.80 in unsupervised CIFAR10. Additionally, we describe several implementation details that are important for discouraging unhealthy competition between the generator and discriminator. Finally, we suggest a new metric for evaluating GAN results, both in terms of image quality and variation. As an additional contribution, we construct a higher-quality version of the CelebA dataset. We introduce a novel generative autoencoder network model that learns to encode and reconstruct images with high quality and resolution, and supports smooth random sampling from the latent space of the encoder. Generative adversarial networks (GANs) are known for their ability to simulate random high-quality images, but they cannot reconstruct existing images. Previous works have attempted to extend GANs to support such inference but, so far, have not delivered satisfactory high-quality results. Instead, we propose the Progressively Growing Generative Autoencoder (Pioneer) network which achieves high-quality reconstruction with (128 128 ) images without requiring a GAN discriminator. We merge recent techniques for progressively building up the parts of the network with the recently introduced adversarial encoder–generator network. The ability to reconstruct input images is crucial in many real-world applications, and allows for precise intelligent manipulation of existing images. We show promising results in image synthesis and inference, with state-of-the-art results in CelebA inference tasks. We present a new autoencoder-type architecture that is trainable in an unsupervised mode, sustains both generation and inference, and has the quality of conditional and unconditional samples boosted by adversarial learning. Unlike previous hybrids of autoencoders and adversarial networks, the adversarial game in our approach is set up directly between the encoder and the generator, and no external mappings are trained in the process of learning. The game objective compares the divergences of each of the real and the generated data distributions with the prior distribution in the latent space. We show that direct generator-vs-encoder game leads to a tight coupling of the two components, resulting in samples and reconstructions of a comparable quality to some recently-proposed more complex architectures.