78 research outputs found

    Developing Agent-Based Model for Colorization

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     التلوين هو اضافة الالوان الى صور الابيض والاسود لتصبح صور ملونة. التلوين يجذب الباحثين لكونه يخدم كثير من التطبيقات مثل صفحات الويب ومعالجة الصور الطبية. ان حجم البينات المتوقع يفرض ان تكون العملية الية. في هذا البحث، تم تطوير طريقة مستوحاة من الانظمة الطبيعية لنقل الالوان من الصور الملونة الى الصور الرمادية. يمكن تنفيذ الخوارزمية المقترحة بسهولة في انظمة الحوسبة المتوازية او الموزعة. كما يمكن تطبيق النموذج على انواع متنوعة من الصور مع الحفاظ على خصائص الصور كالاضاءة والنسج. اظهرت الصور الناتجة امكانية تطبيق الاسلوب في مجالات متنوعة. تم اجراء محاكاة لطريقة الحل باستخدام بيئة النت لوكوColorization is adding colors to black and white images. Colorization attracts the interest of researchers as it serves wide are of applications such as web technology and medical images processing. The expected large dimensionality of source datasets, imposes the automation is mandatory. In this paper, a natural inspired solution is developed for automatic color transferring from colored to grayscale images. The proposed algorithm can be easily implemented in parallel and distributed environment. We show that our technique can be applied on broad image types, with preserving image features such as texture and luminance. The resulting images make our technique applicable in verity domains. The algorithm is simulated and result is presented using NetLogo tool

    06221 Abstracts Collection -- Computational Aestethics in Graphics, Visualization and Imaging

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    From 28.05.06 to 02.06.06, the Dagstuhl Seminar 06221 ``Computational Aesthetics in Graphics, Visualization and Imaging\u27\u27 was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    Virtual Cleaning of Works of Art Using Deep Learning Based Approaches

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    Virtual cleaning of art is a key process that conservators apply to see the likely appearance of the work of art they have aimed to clean, before the process of cleaning. There have been many different approaches to virtually clean artworks but having to physically clean the artwork at a few specific places of specific colors, the need to have pure black and white paint on the painting and their low accuracy are only a few of their shortcomings prompting us to propose deep learning based approaches in this research. First we report the work we have done in this field focusing on the color estimation of the artwork virtual cleaning and then we describe our methods for the spectral reflectance estimation of artwork in virtual cleaning. In the color estimation part, a deep convolutional neural network (CNN) and a deep generative network (DGN) are suggested, which estimate the RGB image of the cleaned artwork from an RGB image of the uncleaned artwork. Applying the networks to the images of the well-known artworks (such as the Mona Lisa and The Virgin and Child with Saint Anne) and Macbeth ColorChecker and comparing the results to the only physics-based model (which is the first model that has approached the issue of virtual cleaning from the physics-point of view, hence our reference to compare our models with) shows that our methods outperform that model and have great potentials of being applied to the real situations in which there might not be much information available on the painting, and all we have is an RGB image of the uncleaned artwork. Nonetheless, the methods proposed in the first part, cannot provide us with the spectral reflectance information of the artwork, therefore, the second part of the dissertation is proposed. This part focuses on the spectral estimation of the artwork virtual cleaning. Two deep learning-based approaches are also proposed here; the first one is deep generative network. This method receives a cube of the hyperspectral image of the uncleaned artwork and tries to output another cube which is the virtually cleaned hyperspectral image of the artwork. The second approach is 1D Convolutional Autoencoder (1DCA), which is based on 1D convolutional neural network and tries to find the spectra of the virtually cleaned artwork using the spectra of the physically cleaned artworks and their corresponding uncleaned spectra. The approaches are applied to hyperspectral images of Macbeth ColorChecker (simulated in the forms of cleaned and uncleaned hyperspectral images) and the \u27Haymakers\u27 (real hyperspectral images of both cleaned and uncleaned states). The results, in terms of Euclidean distance and spectral angle between the virtually cleaned artwork and the physically cleaned one, show that the proposed approaches have outperformed the physics-based model, with DGN outperforming the 1DCA. Methods proposed herein do not rely on finding a specific type of paint and color on the painting first and take advantage of the high accuracy offered by deep learning-based approaches and they are also applicable to other paintings

    Artificial Intelligence in the Creative Industries: A Review

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    This paper reviews the current state of the art in Artificial Intelligence (AI) technologies and applications in the context of the creative industries. A brief background of AI, and specifically Machine Learning (ML) algorithms, is provided including Convolutional Neural Network (CNNs), Generative Adversarial Networks (GANs), Recurrent Neural Networks (RNNs) and Deep Reinforcement Learning (DRL). We categorise creative applications into five groups related to how AI technologies are used: i) content creation, ii) information analysis, iii) content enhancement and post production workflows, iv) information extraction and enhancement, and v) data compression. We critically examine the successes and limitations of this rapidly advancing technology in each of these areas. We further differentiate between the use of AI as a creative tool and its potential as a creator in its own right. We foresee that, in the near future, machine learning-based AI will be adopted widely as a tool or collaborative assistant for creativity. In contrast, we observe that the successes of machine learning in domains with fewer constraints, where AI is the `creator', remain modest. The potential of AI (or its developers) to win awards for its original creations in competition with human creatives is also limited, based on contemporary technologies. We therefore conclude that, in the context of creative industries, maximum benefit from AI will be derived where its focus is human centric -- where it is designed to augment, rather than replace, human creativity

    VISION AND NATURAL LANGUAGE FOR CREATIVE APPLICATIONS, AND THEIR ANALYSIS

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    Recent advances in machine learning, specifically problems in Computer Vision and Natural Language, have involved training deep neural networks with enormous amounts of data. The first frontier for deep networks was in uni-modal classification and detection problems (which were directed more towards ”intelligent robotics” and surveillance applications), while the next wave involves deploying deep networks on more creative tasks and common-sense reasoning. We provide two applications of these, interspersed by an analysis on these deep models. Automatic colorization is the process of adding color to greyscale images. We condition this process on language, allowing end users to manipulate a colorized image by feeding in different captions. We present two different architectures for language-conditioned colorization, both of which produce more accurate and plausible colorizations than a language-agnostic version. Through this language-based framework, we can dramatically alter colorizations by manipulating descriptive color words in captions. Researchers have observed that Visual Question Answering(VQA) models tend to answer questions by learning statistical biases in the data. (for example, the answer to the question “What is the color of the sky?” is usually “Blue”). It is of interest to the community to explicitly discover such biases, both for understanding the behavior of such models, and towards debugging them. In a database, we store the words of the question, answer and visual words corresponding to regions of interest in attention maps. By running simple rule mining algorithms on this database, we discover human-interpretable rules which give us great insight into the behavior of such models. Our results also show examples of unusual behaviors learned by the model in attempting VQA tasks. Visual narrative is often a combination of explicit information and judicious omissions, relying on the viewer to supply missing details. In comics, most movements in time and space are hidden in the gutters between panels. To follow the story, readers logically connect panels together by inferring unseen actions through a process called closure. While computers can now describe what is explicitly depicted in natural images, in this paper we examine whether they can understand the closure-driven narratives conveyed by stylized artwork and dialogue in comic book panels. We construct a dataset, COMICS, that consists of over 1.2 million panels (120 GB) paired with automatic textbox transcriptions. An in-depth analysis of COMICS demonstrates that neither text nor image alone can tell a comic book story, so a computer must understand both modalities to keep up with the plot. We introduce three cloze-style tasks that ask models to predict narrative and character-centric aspects of a panel given n preceding panels as context. Various deep neural architectures underperform human baselines on these tasks, suggesting that COMICS contains fundamental challenges for both vision and language. For many NLP tasks, ordered models, which explicitly encode word order information, do not significantly outperform unordered (bag-of-words) models. One potential explanation is that the tasks themselves do not require word order to solve. To test whether this explanation is valid, we perform several time-controlled human experiments with scrambled language inputs. We compare human accuracies to those of both ordered and unordered neural models. Our results contradict the initial hypothesis, suggesting instead that humans may be less robust to word order variation than computers

    Limitations and possibilities of digital restoration techniques using generative AI tools: Reconstituting Antoine François Callet’s Achilles dragging hector’s body past the walls of troy

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    Digital restoration offers new avenues for conserving historical artworks, yet presents unique challenges. This research delves into the balance between traditional restoration methods and the use of generative artificial intelligence (AI) tools, using Antoine François Callet’s portrayal of Achilles Dragging Hector’s Body Past the Walls of Troy as a case study. The application of Easy Diffusion and Stable Diffusion 2.1 technologies provides insights into AI-driven restoration methods such as inpainting and colorization. Results indicate that while AI can streamline the restoration process, repeated inpainting can compromise the painting’s color quality and detailed features. Furthermore, the AI approach occasionally introduces unintended visual discrepancies, especially with repeated application. With evolving restoration tools, adaptability remains crucial. Integrating both AI and traditional techniques seems promising, though it is essential to maintain the artwork’s inherent authenticity. This study offers valuable perspectives for art historians, conservators, and AI developers, enriching discussions about the potential and pitfalls of AI in art restoration

    Learning visual representations of style

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    Learning Visual Representations of Style Door Nanne van Noord De stijl van een kunstenaar is zichtbaar in zijn/haar werk, onafhankelijk van de vorm of het onderwerp van een kunstwerk kunnen kunstexperts deze stijl herkennen. Of het nu om een landschap of een portret gaat, het connaisseurschap van kunstexperts stelt hen in staat om de stijl van de kunstenaar te herkennen. Het vertalen van dit vermogen tot connaisseurschap naar een computer, zodat de computer in staat is om de stijl van een kunstenaar te herkennen, en om kunstwerken te (re)produceren in de stijl van de kunstenaar, staat centraal in dit onderzoek. Voor visuele analyseren van kunstwerken maken computers gebruik van beeldverwerkingstechnieken. Traditioneel gesproken bestaan deze technieken uit door computerwetenschappers ontwikkelde algoritmes die vooraf gedefinieerde visuele kernmerken kunnen herkennen. Omdat deze kenmerken zijn ontwikkelt voor de analyse van de inhoud van foto’s zijn ze beperkt toepasbaar voor de analyse van de stijl van visuele kunst. Daarnaast is er ook geen definitief antwoord welke visuele kenmerken indicatief zijn voor stijl. Om deze beperkingen te overkomen maken we in dit onderzoek gebruik van Deep Learning, een methodologie die het beeldverwerking onderzoeksveld in de laatste jaren enorm heeft gerevolutionaliseerd. De kracht van Deep Learning komt voort uit het zelflerende vermogen, in plaats van dat we afhankelijk zijn van vooraf gedefinieerde kenmerken, kan de computer zelf leren wat de juiste kenmerken zijn. In dit onderzoek hebben we algoritmes ontwikkelt met het doel om het voor de computer mogelijk te maken om 1) zelf te leren om de stijl van een kunstenaar te herkennen, en 2) nieuwe afbeeldingen te genereren in de stijl van een kunstenaar. Op basis van het in het proefschrift gepresenteerde werk kunnen we concluderen dat de computer inderdaad in staat is om te leren om de stijl van een kunstenaar te herkennen, ook in een uitdagende setting met duizenden kunstwerken en enkele honderden kunstenaars. Daarnaast kunnen we concluderen dat het mogelijk is om, op basis van bestaande kunstwerken, nieuwe kunstwerken te generen in de stijl van de kunstenaar. Namelijk, een kleurloze afbeeldingen van een kunstwerk kan ingekleurd worden in de stijl van de kunstenaar, en wanneer er delen missen uit een kunstwerk is het mogelijk om deze missende stukken in te vullen (te retoucheren). Alhoewel we nog niet in staat zijn om volledig nieuwe kunstwerken te generen, is dit onderzoek een grote stap in die richting. Bovendien zijn de in dit onderzoek ontwikkelde technieken en methodes veelbelovend als digitale middelen ter ondersteuning van kunstexperts en restauratoren
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