Related papers: World-GAN: a Generative Model for Minecraft Worlds
We present LR-GAN: an adversarial image generation model which takes scene structure and context into account. Unlike previous generative adversarial networks (GANs), the proposed GAN learns to generate image background and foregrounds…
Generative adversarial networks (GANs) are deep neural networks that allow us to sample from an arbitrary probability distribution without explicitly estimating the distribution. There is a generator that takes a latent vector as input and…
GANs largely increases the potential impact of generative models. Therefore, we propose a novel knowledge transfer method for generative models based on mining the knowledge that is most beneficial to a specific target domain, either from a…
Image generation has rapidly evolved in recent years. Modern architectures for adversarial training allow to generate even high resolution images with remarkable quality. At the same time, more and more effort is dedicated towards…
In this paper, we propose Text2Scene, a model that generates various forms of compositional scene representations from natural language descriptions. Unlike recent works, our method does NOT use Generative Adversarial Networks (GANs).…
Taking a photo outside, can we predict the immediate future, e.g., how would the cloud move in the sky? We address this problem by presenting a generative adversarial network (GAN) based two-stage approach to generating realistic time-lapse…
We introduce Dream-Cubed, a large-scale dataset of Minecraft worlds at voxel resolution, and a family of models using cubes as powerful compositional units for efficient generation of interactive 3D environments. Dream-Cubed comprises tens…
In the field of computer vision, multimodal image generation has become a research hotspot, especially the task of integrating text, image, and style. In this study, we propose a multimodal image generation method based on Generative…
Generative design (GD) methods aim to automatically generate a wide variety of designs that satisfy functional or aesthetic design requirements. However, research to date generally lacks considerations of manufacturability of the generated…
In this paper, we focus on generating realistic images from text descriptions. Current methods first generate an initial image with rough shape and color, and then refine the initial image to a high-resolution one. Most existing…
Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements.…
In this paper, we introduce Random Path Generative Adversarial Network (RPGAN) -- an alternative design of GANs that can serve as a tool for generative model analysis. While the latent space of a typical GAN consists of input vectors,…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
Using a large-scale, experimentally captured 3D microstructure dataset, we implement the generative adversarial network (GAN) framework to learn and generate 3D microstructures of solid oxide fuel cell electrodes. The generated…
We introduce the Probabilistic Generative Adversarial Network (PGAN), a new GAN variant based on a new kind of objective function. The central idea is to integrate a probabilistic model (a Gaussian Mixture Model, in our case) into the GAN…
Recently, procedural content generation has exhibited considerable advancements in the domain of 2D game level generation such as Super Mario Bros. and Sokoban through large language models (LLMs). To further validate the capabilities of…
Cutting and pasting image segments feels intuitive: the choice of source templates gives artists flexibility in recombining existing source material. Formally, this process takes an image set as input and outputs a collage of the set…
Generative Adversarial Networks (GANs) have demonstrated their ability to learn patterns in data and produce new exemplars similar to, but different from, their training set in several domains, including video games. However, GANs have a…
GANs have been shown to perform exceedingly well on tasks pertaining to image generation and style transfer. In the field of language modelling, word embeddings such as GLoVe and word2vec are state-of-the-art methods for applying neural…
In this paper, we propose GlyphGAN: style-consistent font generation based on generative adversarial networks (GANs). GANs are a framework for learning a generative model using a system of two neural networks competing with each other. One…