Text to Image Synthesis Using Thought Vectors
github.com
github.com
https://imgur.com/oZ4wzdC some definite weaknesses in the natural language embedding
https://imgur.com/MAupphr roses in general don't seem to work well. must not have been many in the dataset
You can see that it works better than one would expect, but there are definitely limits to the understanding. The flower and COCO datasets are, ultimately, not that big. What would be exciting is if you could train it on some extremely large and well-annotated dataset like Danbooru.
Now, I could be wrong, but because of the way the results are presented it doesn't tell me that it's any good at picking up the meaning of the phrase. The results show a single phrase and a set of images it generates. White flower with yellow center, and a bunch of images of white flowers.
But if it can synthesize the idea properly, one should be able to generate a flower of a variety of descriptions. Yellow flower with blue center. Red flower with yellow center. Blue flower with black edges and black center. etc..
From the way they describe the functionality it should be able to do these things so in a way I don't doubt it, but I want to see how it performs on phrases that induce combinations of ideas that are well outside of the training set yet refer to individual ideas within the training set.
Procedural generation can be far more complex than just linear blending, which is all that a shallow net can do. For example, consider the full generative process which creates a frame from the game No Man's Sky. It is enormously more complex than a simple shallow net that can just do linear blends of previous examples - many many nonlinear processing steps to go from a small random seed to intermediate databases for terrain and objects and finally down to pixels.
If you look at the actual net design used here, it's only a few layers deep, and not very big. Much much closer to 'linear blending' than what our brains do (which is presumably vaguely closer to what no man's sky does).
But the same techniques currently fail on ImageNet - which actually is a much larger dataset. "Add more training data" is not a magic solution that overcomes limitations of your model.
In particular if you look at the generative models these GANs map to, it makes sense that they can learn 2D shapes and texture patterns, but rendering a complex 3D scene with significant depth complexity and lighting interactions is an entirely different beast. That problem has been studied deeply in 3D computer graphics and the generative programs successful there are vastly more complex than current GANs.