A Generative Model for Texture Synthesis based on Optimal Transport between Feature Distributions
Antoine Houdard, Arthur Leclaire, Nicolas Papadakis, Julien Rabin
TL;DR
This work introduces GOTEX, a texture synthesis framework that enforces the distribution of local texture features to match an exemplar via optimal transport. By exploiting the semi-dual formulation of OT, GOTEX casts texture synthesis as a minimax optimization that can be solved with efficient gradient-based methods, enabling both patch-based and deep-feature representations, as well as multi-feature and barycenter extensions. The authors derive gradients for the semi-discrete OT cost, propose multi-scale feature integrations (patches and VGG-based), and demonstrate single-image synthesis, training of a fast feed-forward generator, texture inpainting, and texture interpolation. GOTEX offers a principled alternative to GANs and OT-approximation methods, delivering high-quality textures with controllable statistics and practical applications. The results indicate that multiscale patch distributions provide robust texture synthesis while mixing patch and deep features mitigates artifacts, with potential for fast on-the-fly texture generation and interpolations between textures.
Abstract
We propose GOTEX, a general framework for texture synthesis by optimization that constrains the statistical distribution of local features. While our model encompasses several existing texture models, we focus on the case where the comparison between feature distributions relies on optimal transport distances. We show that the semi-dual formulation of optimal transport allows to control the distribution of various possible features, even if these features live in a high-dimensional space. We then study the resulting minimax optimization problem, which corresponds to a Wasserstein generative model, for which the inner concave maximization problem can be solved with standard stochastic gradient methods. The alternate optimization algorithm is shown to be versatile in terms of applications, features and architecture; in particular it allows to produce high-quality synthesized textures with different sets of features. We analyze the results obtained by constraining the distribution of patches or the distribution of responses to a pre-learned VGG neural network. We show that the patch representation can retrieve the desired textural aspect in a more precise manner. We also provide a detailed comparison with state-of-the-art texture synthesis methods. The GOTEX model based on patch features is also adapted to texture inpainting and texture interpolation. Finally, we show how to use our framework to learn a feed-forward neural network that can synthesize on-the-fly new textures of arbitrary size in a very fast manner. Experimental results and comparisons with the mainstream methods from the literature illustrate the relevance of the generative models learned with GOTEX.
