Texture Synthesis with deep CNNs
bethgelab.org
bethgelab.org
This stuff seems better:
https://www.think-cell.com/en/pdf/think-cell_article_siggrap...
https://graphics.stanford.edu/papers/texture-synthesis-sig00...
Markov generated infinite multi-resolution textures with a 'Neighborhood Causality' feature that looks like it removes some of the uncanny valley in the article link suffers from.
Interesting references nonetheless.
I wonder if this global structure gets lost in the pooling layers? I'm not sure how global constraints could be enforced across pooling. Part of the pooling layers' job is to provide translation invariance, after all.
I could also image that sequential information (i.e. videos) would help in the case of the liquid texture.
[1]: http://techtv.mit.edu/collections/bcs/videos/30698-what-s-wr...
This group's most interesting work was the paper that outlines "style transfer"[1], which is what all those photos-painted-in-the-style-of-van-gogh-etc pictures[2] that went around a few months ago were using.
[1] http://arxiv.org/abs/1508.06576
[2] eg, my pretty average effort: https://twitter.com/nlothian/status/646280514484043776
I point this out because existing texture synthesis methods work surprisingly well already and to anyone not familiar with them it may appear that the results achieved here would be very difficult to produce when there are already quite effective techniques in existence.
Some of the generated textures have a curious uncanny valley feel, very nearly the same and the differences can look interestingly weird.
I like the weird architecture, it has an intriguing medieval old-town feel. http://bethgelab.org/media/uploads/deeptextures/BuildingsDer...