Abstract

AbstractThe high cost of collecting surficial textures has been the bottleneck problem for many decades. To bridge this gap, this study aims to propose a complete framework based on the generative adversarial networks (GANs) architecture for texture regeneration using limited texture data samples. Four variants of the GAN were compared to achieve the best regeneration performance. Prior to running GAN, specifically improved data augmentation and modified sigmoid normalization operations were dedicated to avoiding the loss of texture information and the non‐convergence problem. After running GAN, the estimation metrics were introduced and discussed separately to quantitatively evaluate the rationality and diversity of the regenerated textures. The results demonstrated that the use of improved data augmentation and normalization methods significantly enhanced the regeneration capability of GAN, and more importantly the skewed distribution of surficial heights which is not achievable by present texture regeneration methods was most effectively regenerated by deep regret analytic GAN with well generalization ability. Our study provides a promising choice to generate virtually realistic pavement surface textures.

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