stylegan2-ada
Human Machine Co-Creation. A Complementary Cognitive Approach to Creative Character Design Process Using GANs
Lataifeh, Mohammad, Carrascoa, Xavier A, Elnagara, Ashraf M, Ahmeda, Naveed, Junejo, Imran
Recent advances in Generative Adversarial Networks GANs applications continue to attract the attention of researchers in different fields. In such a framework, two neural networks compete adversely to generate new visual contents indistinguishable from the original dataset. The objective of this research is to create a complementary codesign process between humans and machines to augment character designers abilities in visualizing and creating new characters for multimedia projects such as games and animation. Driven by design cognitive scaffolding, the proposed approach aims to inform the process of perceiving, knowing, and making. The machine generated concepts are used as a launching platform for character designers to conceptualize new characters. A labelled dataset of 22,000 characters was developed for this work and deployed using different GANs to evaluate the most suited for the context, followed by mixed methods evaluation for the machine output and human derivations. The discussed results substantiate the value of the proposed cocreation framework and elucidate how the generated concepts are used as cognitive substances that interact with designers competencies in a versatile manner to influence the creative processes of conceptualizing novel characters.
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Augmenting Character Designers Creativity Using Generative Adversarial Networks
Lataifeh, Mohammad, Carrasco, Xavier, Elnagar, Ashraf, Ahmed, Naveed
Recent advances in Generative Adversarial Networks (GANs) continue to attract the attention of researchers in different fields due to the wide range of applications devised to take advantage of their key features. Most recent GANs are focused on realism; however, generating hyper-realistic output is not a priority for some domains, as in the case of this work. The generated outcomes are used here as cognitive components to augment character designers' creativity while conceptualizing new characters for different multimedia projects. To select the best-suited GANs for such a creative context, we first present a comparison between different GAN architectures and their performance when trained from scratch on a new visual character's dataset using a single Graphics Processing Unit (GPU). We also explore alternative techniques, such as transfer learning and data augmentation, to overcome computational resource limitations, a challenge faced by many researchers in the domain. Additionally, mixed methods are used to evaluate the cognitive value of the generated visuals on character designers' agency conceptualizing new characters. The results discussed proved highly effective for this context, as demonstrated by early adaptations to the characters' design process. As an extension for this work, the presented approach will be further evaluated as a novel co-design process between humans and machines to investigate where and how the generated concepts are interacting with and influencing the design process outcome.
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High Fidelity Synthetic Face Generation for Rosacea Skin Condition from Limited Data
Mohanty, Anwesha, Sutherland, Alistair, Bezbradica, Marija, Javidnia, Hossein
Similar to the majority of deep learning applications, diagnosing skin diseases using computer vision and deep learning often requires a large volume of data. However, obtaining sufficient data for particular types of facial skin conditions can be difficult due to privacy concerns. As a result, conditions like Rosacea are often understudied in computer-aided diagnosis. The limited availability of data for facial skin conditions has led to the investigation of alternative methods for computer-aided diagnosis. In recent years, Generative Adversarial Networks (GANs), mainly variants of StyleGANs, have demonstrated promising results in generating synthetic facial images. In this study, for the first time, a small dataset of Rosacea with 300 full-face images is utilized to further investigate the possibility of generating synthetic data. The preliminary experiments show how fine-tuning the model and varying experimental settings significantly affect the fidelity of the Rosacea features. It is demonstrated that $R_1$ Regularization strength helps achieve high-fidelity details. Additionally, this study presents qualitative evaluations of synthetic/generated faces by expert dermatologists and non-specialist participants. The quantitative evaluation is presented using a few validation metric(s). Furthermore a number of limitations and future directions are discussed. Code and generated dataset are available at: \url{https://github.com/thinkercache/stylegan2-ada-pytorch}
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Evaluating the Performance of StyleGAN2-ADA on Medical Images
Woodland, McKell, Wood, John, Anderson, Brian M., Kundu, Suprateek, Lin, Ethan, Koay, Eugene, Odisio, Bruno, Chung, Caroline, Kang, Hyunseon Christine, Venkatesan, Aradhana M., Yedururi, Sireesha, De, Brian, Lin, Yuan-Mao, Patel, Ankit B., Brock, Kristy K.
Although generative adversarial networks (GANs) have shown promise in medical imaging, they have four main limitations that impeded their utility: computational cost, data requirements, reliable evaluation measures, and training complexity. Our work investigates each of these obstacles in a novel application of StyleGAN2-ADA to high-resolution medical imaging datasets. Our dataset is comprised of liver-containing axial slices from non-contrast and contrast-enhanced computed tomography (CT) scans. Additionally, we utilized four public datasets composed of various imaging modalities. We trained a StyleGAN2 network with transfer learning (from the Flickr-Faces-HQ dataset) and data augmentation (horizontal flipping and adaptive discriminator augmentation). The network's generative quality was measured quantitatively with the Fr\'echet Inception Distance (FID) and qualitatively with a visual Turing test given to seven radiologists and radiation oncologists. The StyleGAN2-ADA network achieved a FID of 5.22 ($\pm$ 0.17) on our liver CT dataset. It also set new record FIDs of 10.78, 3.52, 21.17, and 5.39 on the publicly available SLIVER07, ChestX-ray14, ACDC, and Medical Segmentation Decathlon (brain tumors) datasets. In the visual Turing test, the clinicians rated generated images as real 42% of the time, approaching random guessing. Our computational ablation study revealed that transfer learning and data augmentation stabilize training and improve the perceptual quality of the generated images. We observed the FID to be consistent with human perceptual evaluation of medical images. Finally, our work found that StyleGAN2-ADA consistently produces high-quality results without hyperparameter searches or retraining.
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How to Train StyleGAN2-ADA with Custom Datasets using TensorFlow and Google Colab
Generative Adversarial Networks (GANs) are one of the hottest topics in computer science in recent times. They are a clever way of training a generative model (unsupervised learning) by framing the problem as a supervised learning problem. The main idea is that two different models are trained simultaneously by an adversarial process. Generative adversarial networks are based on a game theoretic scenario in which the generator network must compete against an adversary. The generator network directly produces samples.
Generating Golf Clubs with StyleGAN2-ADA : I created the new golf driver design !
StyleGAN is one of the most popular generative models by NVIDIA. First released by NVIDIA in 2018, StyleGAN is one of the most well-known image generation GANs. For best results, StyleGAN needs to be trained on tens of thousands of images and requires powerful GPU resources. In 2020, NVIDIA released StyleGAN2 ADA with a feature that enables new models to be cross-trained from another. By starting with an existing high-quality model and resuming training with a different set of images, it's possible to get good results with a few thousand images and a lot less computing power.
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Generative video with StyleGAN and Unreal engine
I used StyleGAN2-ADA to generate the original portrait, and then applied some special effects in Unreal. The previous AI exercises I used StyleGAN or StyleGAN2, which required a lot of data sets and training time. This batch changed to StyleGAN2-ADA, which was later released by Nvidia. It supports small data sets, that is really a gospel for amateur players. In addition, in terms of framework, Google's Tensorflow was used before, but Facebook's Pytorch was replaced this time.