text: Recovering the latent photorealistic faces from their artistic portraits aids human perception and facial analysis. However, recovering photorealistic faces from stylized portraits while preserving identity is challenging because the fine details of real faces can be distorted or lost in stylized images. In this paper, we present a new Identity-preserving Face Recovery from Portraits (IFRP) method to recover latent photorealistic faces from unaligned stylized portraits. Our IFRP method consists of two components: Style Removal Network (SRN) and Discriminative Network (DN). The SRN is designed to transfer feature maps of stylized images to the feature maps of the corresponding photorealistic faces. By embedding spatial transformer networks into the SRN, our method can compensate for misalignments of stylized faces automatically and output aligned realistic face images. The DN is used to enforce recovered face images to be similar to authentic faces. To ensure the identity preservation, we promote the recovered and ground-truth faces to share similar visual features via a distance measure which compares features of recovered and ground-truth faces extracted from a pre-trained VGG network. Our approach is evaluated on a large-scale synthesized dataset of real and stylized face pairs and outperforms the state-of-the-art methods. In addition, we demonstrate that our method can also recover photorealistic faces from unseen stylized portraits (unavailable in training) as well as original paintings.
  @cite_40: We investigate conditional adversarial networks as a general-purpose solution to image-to-image translation problems. These networks not only learn the mapping from input image to output image, but also learn a loss function to train this mapping. This makes it possible to apply the same generic approach to problems that traditionally would require very different loss formulations. We demonstrate that this approach is effective at synthesizing photos from label maps, reconstructing objects from edge maps, and colorizing images, among other tasks. Indeed, since the release of the pix2pix software associated with this paper, a large number of internet users (many of them artists) have posted their own experiments with our system, further demonstrating its wide applicability and ease of adoption without the need for parameter tweaking. As a community, we no longer hand-engineer our mapping functions, and this work suggests we can achieve reasonable results without hand-engineering our loss functions either.
  @cite_43: This paper proposes Markovian Generative Adversarial Networks (MGANs), a method for training generative neural networks for efficient texture synthesis. While deep neural network approaches have recently demonstrated remarkable results in terms of synthesis quality, they still come at considerable computational costs (minutes of run-time for low-res images). Our paper addresses this efficiency issue. Instead of a numerical deconvolution in previous work, we precompute a feed-forward, strided convolutional network that captures the feature statistics of Markovian patches and is able to directly generate outputs of arbitrary dimensions. Such network can directly decode brown noise to realistic texture, or photos to artistic paintings. With adversarial training, we obtain quality comparable to recent neural texture synthesis methods. As no optimization is required any longer at generation time, our run-time performance (0.25M pixel images at 25Hz) surpasses previous neural texture synthesizers by a significant margin (at least 500 times faster). We apply this idea to texture synthesis, style transfer, and video stylization.
  @cite_47: Recently, there have been several promising methods to generate realistic imagery from deep convolutional networks. These methods sidestep the traditional computer graphics rendering pipeline and instead generate imagery at the pixel level by learning from large collections of photos (e.g. faces or bedrooms). However, these methods are of limited utility because it is difficult for a user to control what the network produces. In this paper, we propose a deep adversarial image synthesis architecture that is conditioned on sketched boundaries and sparse color strokes to generate realistic cars, bedrooms, or faces. We demonstrate a sketch based image synthesis system which allows users to 'scribble' over the sketch to indicate preferred color for objects. Our network can then generate convincing images that satisfy both the color and the sketch constraints of user. The network is feed-forward which allows users to see the effect of their edits in real time. We compare to recent work on sketch to image synthesis and show that our approach can generate more realistic, more diverse, and more controllable outputs. The architecture is also effective at user-guided colorization of grayscale images.
  @cite_10: Automatic image synthesis research has been rapidly growing with deep networks getting more and more expressive. In the last couple of years, we have observed images of digits, indoor scenes, birds, chairs, etc. being automatically generated. The expressive power of image generators have also been enhanced by introducing several forms of conditioning variables such as object names, sentences, bounding box and key-point locations. In this work, we propose a novel deep conditional generative adversarial network architecture that takes its strength from the semantic layout and scene attributes integrated as conditioning variables. We show that our architecture is able to generate realistic outdoor scene images under different conditions, e.g. day-night, sunny-foggy, with clear object boundaries.
summary: Conditional GANs have been used for the task of generating photographs from sketches @cite_47 , and from semantic layout and scene attributes @cite_10 . Li and Wand @cite_43 train a Markovian GAN for the style transfer -- a discriminative training is applied on Markovian neural patches to capture local style statistics. Isola @cite_40 develop pix2pix'' framework which uses so-called Unet'' architecture and the patch-GAN to transfer low-level features from the input to the output domain. For faces, this approach produces visual artefacts and fails to capture the global structure of faces.