Do you want to publish a course? Click here

Transposer: Universal Texture Synthesis Using Feature Maps as Transposed Convolution Filter

157   0   0.0 ( 0 )
 Added by Guilin Liu
 Publication date 2020
and research's language is English




Ask ChatGPT about the research

Conventional CNNs for texture synthesis consist of a sequence of (de)-convolution and up/down-sampling layers, where each layer operates locally and lacks the ability to capture the long-term structural dependency required by texture synthesis. Thus, they often simply enlarge the input texture, rather than perform reasonable synthesis. As a compromise, many recent methods sacrifice generalizability by training and testing on the same single (or fixed set of) texture image(s), resulting in huge re-training time costs for unseen images. In this work, based on the discovery that the assembling/stitching operation in traditional texture synthesis is analogous to a transposed convolution operation, we propose a novel way of using transposed convolution operation. Specifically, we directly treat the whole encoded feature map of the input texture as transposed convolution filters and the features self-similarity map, which captures the auto-correlation information, as input to the transposed convolution. Such a design allows our framework, once trained, to be generalizable to perform synthesis of unseen textures with a single forward pass in nearly real-time. Our method achieves state-of-the-art texture synthesis quality based on various metrics. While self-similarity helps preserve the input textures regular structural patterns, our framework can also take random noise maps for irregular input textures instead of self-similarity maps as transposed convolution inputs. It allows to get more diverse results as well as generate arbitrarily large texture outputs by directly sampling large noise maps in a single pass as well.



rate research

Read More

In this paper, we investigate deep image synthesis guided by sketch, color, and texture. Previous image synthesis methods can be controlled by sketch and color strokes but we are the first to examine texture control. We allow a user to place a texture patch on a sketch at arbitrary locations and scales to control the desired output texture. Our generative network learns to synthesize objects consistent with these texture suggestions. To achieve this, we develop a local texture loss in addition to adversarial and content loss to train the generative network. We conduct experiments using sketches generated from real images and textures sampled from a separate texture database and results show that our proposed algorithm is able to generate plausible images that are faithful to user controls. Ablation studies show that our proposed pipeline can generate more realistic images than adapting existing methods directly.
Here we introduce a new model of natural textures based on the feature spaces of convolutional neural networks optimised for object recognition. Samples from the model are of high perceptual quality demonstrating the generative power of neural networks trained in a purely discriminative fashion. Within the model, textures are represented by the correlations between feature maps in several layers of the network. We show that across layers the texture representations increasingly capture the statistical properties of natural images while making object information more and more explicit. The model provides a new tool to generate stimuli for neuroscience and might offer insights into the deep representations learned by convolutional neural networks.
We present a data-driven inference method that can synthesize a photorealistic texture map of a complete 3D face model given a partial 2D view of a person in the wild. After an initial estimation of shape and low-frequency albedo, we compute a high-frequency partial texture map, without the shading component, of the visible face area. To extract the fine appearance details from this incomplete input, we introduce a multi-scale detail analysis technique based on mid-layer feature correlations extracted from a deep convolutional neural network. We demonstrate that fitting a convex combination of feature correlations from a high-resolution face database can yield a semantically plausible facial detail description of the entire face. A complete and photorealistic texture map can then be synthesized by iteratively optimizing for the reconstructed feature correlations. Using these high-resolution textures and a commercial rendering framework, we can produce high-fidelity 3D renderings that are visually comparable to those obtained with state-of-the-art multi-view face capture systems. We demonstrate successful face reconstructions from a wide range of low resolution input images, including those of historical figures. In addition to extensive evaluations, we validate the realism of our results using a crowdsourced user study.
Here we demonstrate that the feature space of random shallow convolutional neural networks (CNNs) can serve as a surprisingly good model of natural textures. Patches from the same texture are consistently classified as being more similar then patches from different textures. Samples synthesized from the model capture spatial correlations on scales much larger then the receptive field size, and sometimes even rival or surpass the perceptual quality of state of the art texture models (but show less variability). The current state of the art in parametric texture synthesis relies on the multi-layer feature space of deep CNNs that were trained on natural images. Our finding suggests that such optimized multi-layer feature spaces are not imperative for texture modeling. Instead, much simpler shallow and convolutional networks can serve as the basis for novel texture synthesis algorithms.
Neural network pruning offers a promising prospect to facilitate deploying deep neural networks on resource-limited devices. However, existing methods are still challenged by the training inefficiency and labor cost in pruning designs, due to missing theoretical guidance of non-salient network components. In this paper, we propose a novel filter pruning method by exploring the High Rank of feature maps (HRank). Our HRank is inspired by the discovery that the average rank of multiple feature maps generated by a single filter is always the same, regardless of the number of image batches CNNs receive. Based on HRank, we develop a method that is mathematically formulated to prune filters with low-rank feature maps. The principle behind our pruning is that low-rank feature maps contain less information, and thus pruned results can be easily reproduced. Besides, we experimentally show that weights with high-rank feature maps contain more important information, such that even when a portion is not updated, very little damage would be done to the model performance. Without introducing any additional constraints, HRank leads to significant improvements over the state-of-the-arts in terms of FLOPs and parameters reduction, with similar accuracies. For example, with ResNet-110, we achieve a 58.2%-FLOPs reduction by removing 59.2% of the parameters, with only a small loss of 0.14% in top-1 accuracy on CIFAR-10. With Res-50, we achieve a 43.8%-FLOPs reduction by removing 36.7% of the parameters, with only a loss of 1.17% in the top-1 accuracy on ImageNet. The codes can be available at https://github.com/lmbxmu/HRank.
comments
Fetching comments Fetching comments
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا