Local Padding in Patch-Based GANs for Seamless Infinite-Sized Texture Synthesis
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Abstract (arXiv)
Texture models based on Generative Adversarial Networks (GANs) use zero-padding to implicitly encode positional information of the image features. However, when extending the spatial input to generate images at large sizes, zero-padding can often lead to degradation in image quality due to the incorrect positional information at the center of the image. Moreover, zero-padding can limit the diversity within the generated large images. In this paper, we propose a novel approach for generating stochastic texture images at large arbitrary sizes using GANs based on patch-by-patch generation. Instead of zero-padding, the model uses textitlocal padding in the generator that shares border features between the generated patches; providing positional context and ensuring consistency at the boundaries. The proposed models are trainable on a single texture image and have a constant GPU scalability with respect to the output image size, and hence can generate images of infinite sizes. We show in the experiments that our method has a significant advancement beyond existing GANs-based texture models in terms of the quality and diversity of the generated textures. Furthermore, the implementation of local padding in the state-of-the-art super-resolution models effectively eliminates tiling artifacts enabling large-scale super-resolution. Our code is available at urlhttps://github.com/ai4netzero/InfiniteTextureGANs.
Key facts. Cited by 3 papers in the map (data through 13 Oct 2026). Builds on 28 of its 33 references that are in the map. First posted on arXiv 5 Sep 2023.
Builds on
28 of 33 references.
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16 more
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