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		<title>Evolutionary Design of BRDFs - Versionsgeschichte</title>
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		<title>Gbachelier: Die Seite wurde neu angelegt: „  == Reference == Jennis Meyer-Spradow and Jörn Loviscach: Evolutionary Design of BRDFs. Eurographics 2003 Short Paper Proceedings, pp. 301-306, 2003.  == DOI…“</title>
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		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „  == Reference == Jennis Meyer-Spradow and Jörn Loviscach: Evolutionary Design of BRDFs. Eurographics 2003 Short Paper Proceedings, pp. 301-306, 2003.  == DOI…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
Jennis Meyer-Spradow and Jörn Loviscach: Evolutionary Design of BRDFs. Eurographics 2003 Short Paper Proceedings, pp. 301-306, 2003.&lt;br /&gt;
&lt;br /&gt;
== DOI ==&lt;br /&gt;
&lt;br /&gt;
== Abstract ==&lt;br /&gt;
The look of a non-transparent material is determined by its bidirectional reflection distribution function (BRDF).&lt;br /&gt;
To design 3-D objects for example for games or animation films thus includes to design BRDFs. However, as func-&lt;br /&gt;
tions defined on a four-dimensional domain, these form a vast space that is very difficult to explore interactively.&lt;br /&gt;
Typically, the infinite number of degrees of freedom is reduced to a tractable handful of parameters by introducing&lt;br /&gt;
simplified physical models or heuristic approximations such as Phong’s. As the complexity of such approaches&lt;br /&gt;
increases, they become difficult to master for a human operator. Even if many parameters are made accessible,&lt;br /&gt;
an infinite variety of useful and/or interesting BRDFs remains hidden and inaccessible. We therefore propose a&lt;br /&gt;
method of constructing BRDFs through genetic programming with a human operator making choices based on his&lt;br /&gt;
or her preferences. With the pixel shader programmability of modern graphics cards this can be performed in real&lt;br /&gt;
time.&lt;br /&gt;
&lt;br /&gt;
== Extended Abstract ==&lt;br /&gt;
&lt;br /&gt;
== Bibtex == &lt;br /&gt;
&lt;br /&gt;
== Used References ==&lt;br /&gt;
1. M. Ashikhmin, S. Premože, and P. Shirley.&lt;br /&gt;
A Microfacet-Based BRDF Generator. ACM Computer&lt;br /&gt;
Graphics (Proc. of SIGGRAPH 2000), pp. 65–74, 2000.&lt;br /&gt;
&lt;br /&gt;
2. P. Bentley (ed.). Evolutionary Design by Computers. &lt;br /&gt;
Morgan Kaufmann, 1999. &lt;br /&gt;
&lt;br /&gt;
3 P. Bentley and D. W. Corne (ed.). Creative Evolutionary Systems. &lt;br /&gt;
Morgan Kaufmann, 2002. &lt;br /&gt;
&lt;br /&gt;
4. A. Fournier. Separating Radiosity Functions for Linear Radiosity. Rendering Techniques ’95 (Eurographics &lt;br /&gt;
Workshop on Rendering), pp. 383–392, 1995 &lt;br /&gt;
&lt;br /&gt;
5. B. Harvey, J. Foster, and D. Frincke. Towards Byte &lt;br /&gt;
Code Genetic Programming. Proc. of the Genetic and &lt;br /&gt;
Evolutionary Computation Conf. (Orlando), pp. 1234–1241, 1999. &lt;br /&gt;
&lt;br /&gt;
6. A. Hewgill and B. J. Ross. Procedural 3D Texture Synthesis Using Genetic Programming. Technical Report &lt;br /&gt;
# CS-03-06, Brock University, Dept. of Computer Science, 2003. &lt;br /&gt;
&lt;br /&gt;
A. E. Ibrahim. Genshade: an Evolutionary Approach to &lt;br /&gt;
Automatic and Interactive Procedural Texture Genera- &lt;br /&gt;
tion. Doctoral Thesis, College of Architecture, A&amp;amp;M &lt;br /&gt;
University, 1998. &lt;br /&gt;
&lt;br /&gt;
J. Kautz and M. McCool. Interactive Rendering&lt;br /&gt;
with Arbitrary BRDFs Using Separable Approxima-&lt;br /&gt;
tions. Rendering Techniques ’99 (Proc. of Eurograph-&lt;br /&gt;
ics Workshop on Rendering), pp. 281–292, 1999.&lt;br /&gt;
&lt;br /&gt;
J. Kautz, P.-P. Sloan, and J. Snyder. Fast, Arbitrary&lt;br /&gt;
BRDF Shading for Low-Frequency Lighting Using&lt;br /&gt;
Spherical Harmonics. Proc. of the 12th Eurographics&lt;br /&gt;
Workshop on Rendering, pp. 301–308, 2002.&lt;br /&gt;
&lt;br /&gt;
J. R. Koza. Hierarchical Genetic Algorithms Operat-&lt;br /&gt;
ing on Populations of Computer Programs. Proc. of&lt;br /&gt;
the 11th Int. Conf. on Genetic Algorithms (San Mateo),&lt;br /&gt;
pp. 768–774, 1989.&lt;br /&gt;
&lt;br /&gt;
F. Kühling, K. Wolff, and P. Nordin. Brute-Force Ap-&lt;br /&gt;
proach to Automatic Induction of Machine Code on&lt;br /&gt;
CISC Architectures. Genetic Programming, Proc. of&lt;br /&gt;
the 5th European Conf. (Kinsale), pp. 288–297, 2002.&lt;br /&gt;
&lt;br /&gt;
L. Latta and A. Kolb.&lt;br /&gt;
Homomorphic Factoriza-&lt;br /&gt;
tion of BRDF-based Lighting Computation. ACM&lt;br /&gt;
Transactions on Graphics (Proc. SIGGRAPH 2002),&lt;br /&gt;
21(3):509–516, 2002&lt;br /&gt;
&lt;br /&gt;
X. Liu, Y. Yu, and H.-Y. Shum. Synthesizing Bidi-&lt;br /&gt;
rectional Texture Functions for Real-World Surfaces.&lt;br /&gt;
ACM Computer Graphics (Proc. of SIGGRAPH 2001),&lt;br /&gt;
pp. 97–106, 2001.&lt;br /&gt;
&lt;br /&gt;
J. Loviscach and J. Meyer-Spradow. Genetic Program-&lt;br /&gt;
ming of Vertex Shaders. Proc. of EuroMedia 2003 (Ply-&lt;br /&gt;
mouth), pp. 29–31, 2003.&lt;br /&gt;
&lt;br /&gt;
T. Malzbender, D. Gelb, and H. Wolters. Polynomial&lt;br /&gt;
Texture Maps. ACM Computer Graphics (Proc. of SIG-&lt;br /&gt;
GRAPH 2001), pp. 519–528, 2001.&lt;br /&gt;
&lt;br /&gt;
M. D. McCool, J. Ang, and A. Ahmad. Homomorphic&lt;br /&gt;
Factorization of BRDFs for High-Performance Render-&lt;br /&gt;
ing. ACM Computer Graphics (Proc. of SIGGRAPH&lt;br /&gt;
2001), pp. 171–178, 2001&lt;br /&gt;
&lt;br /&gt;
J. F. Miller and P. Thomson. Cartesian Genetic Pro-&lt;br /&gt;
gramming. Genetic Programming, Proc. of EuroGP&lt;br /&gt;
2000 (Edinburgh), pp. 121–132, 2000.&lt;br /&gt;
&lt;br /&gt;
B.-T. Phong. Illumination for Computer-Generated Pic-&lt;br /&gt;
tures. Communications of the ACM, 18(6):311–317, 1975.&lt;br /&gt;
&lt;br /&gt;
R. Ramamoorthi and P. Hanrahan. Frequency Space&lt;br /&gt;
Environment Map Rendering. ACM Transactions on&lt;br /&gt;
Graphics (Proc. of SIGGRAPH 2002), 21(3):517–525,&lt;br /&gt;
2002.&lt;br /&gt;
&lt;br /&gt;
K. Sims. Artificial Evolution for Computer Graphics.&lt;br /&gt;
Computer Graphics, 25(4):319–328, 1991.&lt;br /&gt;
&lt;br /&gt;
T. Soule and R. B. Heckendorn. An Analysis of the&lt;br /&gt;
Causes of Code Growth in Genetic Programming. Ge-&lt;br /&gt;
netic Programming and Evolvable Machines, 3:283–&lt;br /&gt;
309, 2002.&lt;br /&gt;
&lt;br /&gt;
A. L. Wiens and B. J. Ross. Gentropy: Evolving 2D&lt;br /&gt;
Textures. Computers &amp;amp; Graphics, 26:75–88, 2002.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
=== Full Text === &lt;br /&gt;
http://www.cs.bham.ac.uk/~wbl/biblio/cache/bin/cache.php?ML03,http___viscg.uni-muenster.de_publications_2003_ML03_evolutionary_web.pdf,http://viscg.uni-muenster.de/publications/2003/ML03/evolutionary_web.pdf&lt;br /&gt;
&lt;br /&gt;
[[intern file]]&lt;br /&gt;
&lt;br /&gt;
=== Sonstige Links ===&lt;/div&gt;</summary>
		<author><name>Gbachelier</name></author>	</entry>

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