Image forensics is an increasingly relevant problem, as it can potentially address online disinformation campaigns and mitigate problematic aspects of social media. Of particular interest, given its recent successes, is the detection of imagery produced by Generative Adversarial Networks (GANs), e.g. deepfakes'. Leveraging large training sets and extensive computing resources, recent work has shown that GANs can be trained to generate synthetic imagery which is (in some ways) indistinguishable from real imagery. We analyze the structure of the generating network of a popular GAN implementation, and show that the network's treatment of color is markedly different from a real camera in two ways. We further show that these two cues can be used to distinguish GAN-generated imagery from camera imagery, demonstrating effective discrimination between GAN imagery and real camera images used to train the GAN.
Since their introduction in 2014 @cite_6 , GANs have quickly become an extremely valuable tool in a range of computer vision applications. At a high level, the concept of a GAN is that two networks are trained to compete with one another. The generator' network is trained to produce artificial imagery that is indistinguishable from a given dataset of real imagery, whereas the discriminator' is trained to correctly classify imagery as being either real or coming from the generator. Early attempts at this @cite_15 were able to generate convincing imagery of simple image datasets such as MNIST digits @cite_2 , but had a harder time mimicking more complicated images. More recently, computational techniques have been introduced which can generate convincing facial imagery @cite_9 and have increased the resolution of generated imagery @cite_0 .
@cite_9 @cite_6 @cite_0 @cite_2 @cite_15
2766527293 2099471712 2963800363 2310919327 2432004435
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 propose a new framework for estimating generative models via an adversarial process, in which we simultaneously train two models: a generative model G that captures the data distribution, and a discriminative model D that estimates the probability that a sample came from the training data rather than G. The training procedure for G is to maximize the probability of D making a mistake. This framework corresponds to a minimax two-player game. In the space of arbitrary functions G and D, a unique solution exists, with G recovering the training data distribution and D equal to ½ everywhere. In the case where G and D are defined by multilayer perceptrons, the entire system can be trained with backpropagation. There is no need for any Markov chains or unrolled approximate inference networks during either training or generation of samples. Experiments demonstrate the potential of the framework through qualitative and quantitative evaluation of the generated samples. We present a new method for synthesizing high-resolution photo-realistic images from semantic label maps using conditional generative adversarial networks (conditional GANs). Conditional GANs have enabled a variety of applications, but the results are often limited to low-resolution and still far from realistic. In this work, we generate 2048 A— 1024 visually appealing results with a novel adversarial loss, as well as new multi-scale generator and discriminator architectures. Furthermore, we extend our framework to interactive visual manipulation with two additional features. First, we incorporate object instance segmentation information, which enables object manipulations such as removing adding objects and changing the object category. Second, we propose a method to generate diverse results given the same input, allowing users to edit the object appearance interactively. Human opinion studies demonstrate that our method significantly outperforms existing methods, advancing both the quality and the resolution of deep image synthesis and editing. We present a variety of new architectural features and training procedures that we apply to the generative adversarial networks (GANs) framework. We focus on two applications of GANs: semi-supervised learning, and the generation of images that humans find visually realistic. Unlike most work on generative models, our primary goal is not to train a model that assigns high likelihood to test data, nor do we require the model to be able to learn well without using any labels. Using our new techniques, we achieve state-of-the-art results in semi-supervised classification on MNIST, CIFAR-10 and SVHN. The generated images are of high quality as confirmed by a visual Turing test: our model generates MNIST samples that humans cannot distinguish from real data, and CIFAR-10 samples that yield a human error rate of 21.3 . We also present ImageNet samples with unprecedented resolution and show that our methods enable the model to learn recognizable features of ImageNet classes.