Frédéric Fol Leymarie

CV
h-index18
5papers
2,000citations
Novelty36%
AI Score34

5 Papers

3.3GRNov 7, 2025
Neural Image Abstraction Using Long Smoothing B-Splines

Daniel Berio, Michael Stroh, Sylvain Calinon et al.

We integrate smoothing B-splines into a standard differentiable vector graphics (DiffVG) pipeline through linear mapping, and show how this can be used to generate smooth and arbitrarily long paths within image-based deep learning systems. We take advantage of derivative-based smoothing costs for parametric control of fidelity vs. simplicity tradeoffs, while also enabling stylization control in geometric and image spaces. The proposed pipeline is compatible with recent vector graphics generation and vectorization methods. We demonstrate the versatility of our approach with four applications aimed at the generation of stylized vector graphics: stylized space-filling path generation, stroke-based image abstraction, closed-area image abstraction, and stylized text generation.

2.3NEJun 15
Evolution & Foundation: AI Shares Creative Control

Dylan Banarse, Stephen Todd, William Latham et al.

This paper investigates the creative process of automated design and artistic evaluation using an evolutionary system. We consider how a multimodal artificial intelligence (AI) model can communicate and guide a combined generative and evolutionary computational system. This creates a framework for the evolution of aesthetically pleasing complex 3D organic forms by integrating genetic algorithms with the visual reasoning capabilities of large-scale AI foundation models. The framework shifts the artist role from that of intensive direct selection to one of system design; transferring detailed step-by-step curation to an AI agent capable of multimodal aesthetic judgement. This framework enables the human artist/designer to rapidly traverse large areas of multi-dimensional evolutionary parameter space to find creative outcomes based on their semantic targets. Detailed audit trails of the AI's aesthetic reasoning are generated for each experiment. Interactive visualisation tools, together with AI-generated summaries and evolutionary narratives, enable deep exploration into each evolutionary experiment and providing a transparent insight into the AI-guided process.

11.1CVMay 25, 2020Code
Network Bending: Expressive Manipulation of Deep Generative Models

Terence Broad, Frederic Fol Leymarie, Mick Grierson

We introduce a new framework for manipulating and interacting with deep generative models that we call network bending. We present a comprehensive set of deterministic transformations that can be inserted as distinct layers into the computational graph of a trained generative neural network and applied during inference. In addition, we present a novel algorithm for analysing the deep generative model and clustering features based on their spatial activation maps. This allows features to be grouped together based on spatial similarity in an unsupervised fashion. This results in the meaningful manipulation of sets of features that correspond to the generation of a broad array of semantically significant features of the generated images. We outline this framework, demonstrating our results on state-of-the-art deep generative models trained on several image datasets. We show how it allows for the direct manipulation of semantically meaningful aspects of the generative process as well as allowing for a broad range of expressive outcomes.

12.4HCMay 19, 2020
Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry

Gorm Lai, William Latham, Frederic Fol Leymarie

While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man's Sky and Horizon Zero Dawn taking advantage of PCG, the gap between academia and industry is as wide as it has ever been, in terms of communication and sharing methods. One of the authors, has worked on both sides of this gap and in an effort to shorten it and increase the synergy between the two sectors, has identified three design pillars for PCG using mixed-initiative interfaces. The three pillars are Respect Designer Control, Respect the Creative Process and Respect Existing Work Processes. Respecting designer control is about creating a tool that gives enough control to bring out the designer's vision. Respecting the creative process concerns itself with having a feedback loop that is short enough, that the creative process is not disturbed. Respecting existing work processes means that a PCG tool should plug in easily to existing asset pipelines. As academics and communicators, it is surprising that publications often do not describe ways for developers to use our work or lack considerations for how a piece of work might fit into existing content pipelines.

5.8CVFeb 17, 2020
Amplifying The Uncanny

Terence Broad, Frederic Fol Leymarie, Mick Grierson

Deep neural networks have become remarkably good at producing realistic deepfakes, images of people that (to the untrained eye) are indistinguishable from real images. Deepfakes are produced by algorithms that learn to distinguish between real and fake images and are optimised to generate samples that the system deems realistic. This paper, and the resulting series of artworks Being Foiled explore the aesthetic outcome of inverting this process, instead optimising the system to generate images that it predicts as being fake. This maximises the unlikelihood of the data and in turn, amplifies the uncanny nature of these machine hallucinations.