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		<title>Gbachelier: Die Seite wurde neu angelegt: „== Reference == A. Hewgill and Brian J. Ross: Procedural 3D Texture Synthesis Using Genetic Programming_TR | Procedural 3D Texture Synthesis Using Geneti…“</title>
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		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „== Reference == A. Hewgill and &lt;a href=&quot;/index.php?title=Brian_J._Ross&quot; title=&quot;Brian J. Ross&quot;&gt;Brian J. Ross&lt;/a&gt;: Procedural 3D Texture Synthesis Using Genetic Programming_TR | Procedural 3D Texture Synthesis Using Geneti…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Reference ==&lt;br /&gt;
A. Hewgill and [[Brian J. Ross]]: [[Procedural 3D Texture Synthesis Using Genetic Programming_TR | Procedural 3D Texture Synthesis Using Genetic Programming]]. Brock COSC TR CS-03-06, April 2003. &lt;br /&gt;
&lt;br /&gt;
== DOI ==&lt;br /&gt;
&lt;br /&gt;
== Abstract ==&lt;br /&gt;
The automatic synthesis of procedural textures for 3D surfaces using genetic pro-&lt;br /&gt;
gramming is investigated. Genetic algorithms employ a search strategy inspired by&lt;br /&gt;
Darwinian natural evolution. Genetic programming uses genetic algorithms on tree&lt;br /&gt;
structures, which are interpretable as computer programs or mathematical formulae.&lt;br /&gt;
We use a texture generation language as a target language for genetic programming,&lt;br /&gt;
and then use it to evolve textures having particular characteristics of interest. The&lt;br /&gt;
texture generation language used here includes operators useful for texture creation,&lt;br /&gt;
for example, mathematical operators, and colour and noise functions. In order to&lt;br /&gt;
be practical for 3D model rendering, the language includes primitives that access&lt;br /&gt;
surface information for the point being rendered, such as coordinates values, normal&lt;br /&gt;
vectors, and surface gradients. A variety of experiments successfully generated pro-&lt;br /&gt;
cedural textures that displayed visual characteristics similar to the target textures&lt;br /&gt;
used during training.&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] D.S. Ebert, F.K. Musgrave, D. Peachey, K. Perlin, and S. Worley. Texturing&lt;br /&gt;
and Modeling: a Procedural Approach. Academic Press, 2 edition, 1998.&lt;br /&gt;
&lt;br /&gt;
[2] D.E. Goldberg. Genetic Algorithms in Search, Optimization, and Machine&lt;br /&gt;
Learning. Addison Wesley, 1989.&lt;br /&gt;
&lt;br /&gt;
[3] A.E.M. Ibrahim. GenShade: an Evolutionary Approach to Automatic and&lt;br /&gt;
Interactive Procedural Texture Generation. PhD thesis, Texas A&amp;amp;M University,&lt;br /&gt;
December 1998.&lt;br /&gt;
&lt;br /&gt;
[4] J.R. Koza. Genetic Programming: On the Programming of Computers by Means&lt;br /&gt;
of Natural Selection. MIT Press, 1992.&lt;br /&gt;
&lt;br /&gt;
[5] M. Mitchell. An Introduction to Genetic Algorithms. MIT Press, 1996.&lt;br /&gt;
&lt;br /&gt;
[6] D.J. Montana. Strongly Typed Genetic Programming.&lt;br /&gt;
Computation, 3(2):199–230, 1995. Evolutionary&lt;br /&gt;
&lt;br /&gt;
[7] K. Perlin. An Image Synthesizer. Computer Graphics, 19(3), 1985.&lt;br /&gt;
&lt;br /&gt;
[8] S. Rooke. Eons of Genetically Evolved Algorithmic Images. In P.J. Bentley and&lt;br /&gt;
D.W. Corne, editors, Creative Evolutionary Systems, pages 330–365. Morgan&lt;br /&gt;
Kaufmann, 2002.&lt;br /&gt;
&lt;br /&gt;
[9] B.J. Ross and H. Zhu. Procedural Texture Evolution Using Multiobjective&lt;br /&gt;
Optimization. Technical Report CS-02-18, Brock University, Dept. of Computer&lt;br /&gt;
Science, July 2002.&lt;br /&gt;
&lt;br /&gt;
[10] A. Rowbottom. Evolutionary Art and Form. In P.J. Bentley, editor,&lt;br /&gt;
Evolutionary Design by Computers, pages 330–365. Morgan Kaufmann, 1999.&lt;br /&gt;
&lt;br /&gt;
[11] K. Sims. Interactive evolution of equations for procedural models. The Visual&lt;br /&gt;
Computer, 9:466–476, 1993.&lt;br /&gt;
&lt;br /&gt;
[12] A. Watt and M. Watt. Advanced Animation and Rendering Techniques: Theory&lt;br /&gt;
and Practice. ACM Press, 1992.&lt;br /&gt;
&lt;br /&gt;
[13] A.L. Wiens and B.J. Ross. Gentropy: Evolutionary 2D Texture Generation.&lt;br /&gt;
Computers and Graphics Journal, 26(1):75–88, February 2002.&lt;br /&gt;
&lt;br /&gt;
[14] D. Zongker and B. Punch. lil-gp 1.0 User’s Manual. Dept. of Computer Science,&lt;br /&gt;
Michigan State University, 1995.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
=== Full Text === &lt;br /&gt;
http://www.cosc.brocku.ca/files/downloads/research/cs0306.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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