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		<title>The Evolution of 3D Procedural Textures - Versionsgeschichte</title>
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		<title>Gbachelier: Die Seite wurde neu angelegt: „== Reference == A. Hewgill and Brian J. Ross: The Evolution of 3D Procedural Textures. Proceedings GECCO-2003 Late-Breaking Papers, Chicago IL, pp. 146…“</title>
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				<updated>2015-01-14T10:22:06Z</updated>
		
		<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;: &lt;a href=&quot;/index.php?title=The_Evolution_of_3D_Procedural_Textures&quot; title=&quot;The Evolution of 3D Procedural Textures&quot;&gt;The Evolution of 3D Procedural Textures&lt;/a&gt;. Proceedings GECCO-2003 Late-Breaking Papers, Chicago IL, pp. 146…“&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]]: [[The Evolution of 3D Procedural Textures]]. Proceedings GECCO-2003 Late-Breaking Papers, Chicago IL, pp. 146-147. &lt;br /&gt;
&lt;br /&gt;
== DOI ==&lt;br /&gt;
&lt;br /&gt;
== Abstract ==&lt;br /&gt;
Genetic programming is used to automati-&lt;br /&gt;
cally synthesize procedural textures for 3D&lt;br /&gt;
surfaces. The GP system evolves textures&lt;br /&gt;
with similar colour and surface characteris-&lt;br /&gt;
tics as training textures sampled on 3D mod-&lt;br /&gt;
els. The texture language includes mathe-&lt;br /&gt;
matical operators, colour and noise functions,&lt;br /&gt;
as well as surface information for the point&lt;br /&gt;
being rendered, such as coordinates, normal,&lt;br /&gt;
and gradient. Experiments successfully gen-&lt;br /&gt;
erated procedural textures that displayed vi-&lt;br /&gt;
sual characteristics similar to target textures.&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;
Ebert, D.S., F.K. Musgrave, D. Peachey, K. Perlin and&lt;br /&gt;
S. Worley (1998). Texturing and Modeling: a Pro-&lt;br /&gt;
cedural Approach. 2 ed.. Academic Press.&lt;br /&gt;
&lt;br /&gt;
Hewgill, A. and B.J. Ross (2003). Procedural 3D&lt;br /&gt;
Texture Synthesis Using Genetic Programming.&lt;br /&gt;
Technical Report CS-03-06. Brock University,&lt;br /&gt;
Dept. of Computer Science.&lt;br /&gt;
&lt;br /&gt;
Ibrahim, A.E.M. (1998). GenShade: an Evolutionary&lt;br /&gt;
Approach to Automatic and Interactive Procedu-&lt;br /&gt;
ral Texture Generation. PhD thesis. Texas A&amp;amp;M&lt;br /&gt;
University.&lt;br /&gt;
&lt;br /&gt;
Rooke, S. (2002). Eons of Genetically Evolved Algo-&lt;br /&gt;
rithmic Images. In: Creative Evolutionary Sys-&lt;br /&gt;
tems (P.J. Bentley and D.W. Corne, Eds.).&lt;br /&gt;
pp. 330–365. Morgan Kaufmann.&lt;br /&gt;
&lt;br /&gt;
Ross, B.J. and H. Zhu (2002). Procedural Texture Evo-&lt;br /&gt;
lution Using Multiobjective Optimization. Tech-&lt;br /&gt;
nical Report CS-02-18. Brock University, Dept. of&lt;br /&gt;
Computer Science.&lt;br /&gt;
&lt;br /&gt;
Sims, K. (1993). Interactive evolution of equations for&lt;br /&gt;
procedural models. The Visual Computer 9, 466–&lt;br /&gt;
476.&lt;br /&gt;
&lt;br /&gt;
Wiens, A.L. and B.J. Ross (2002). Gentropy: Evolu-&lt;br /&gt;
tionary 2D Texture Generation. Computers and&lt;br /&gt;
Graphics Journal 26(1), 75–88.&lt;br /&gt;
&lt;br /&gt;
Zongker, D. and B. Punch (1995). lil-gp 1.0 User’s&lt;br /&gt;
Manual. Dept. of Computer Science, Michigan&lt;br /&gt;
State University.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
=== Full Text === &lt;br /&gt;
http://www.cosc.brocku.ca/~bross/research/gen3d_LBP.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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