Procedural 3D Texture Synthesis Using Genetic Programming

Aus de_evolutionary_art_org
Version vom 13. November 2014, 11:24 Uhr von Gbachelier (Diskussion | Beiträge) (Die Seite wurde neu angelegt: „ == Reference == Hewgill, A., Ross, B. (2004). Procedural 3D Texture Synthesis Using Genetic Programming. Computers and Graphics, 28(4): 569–584. == DOI =…“)

(Unterschied) ← Nächstältere Version | Aktuelle Version (Unterschied) | Nächstjüngere Version → (Unterschied)
Wechseln zu: Navigation, Suche


Reference

Hewgill, A., Ross, B. (2004). Procedural 3D Texture Synthesis Using Genetic Programming. Computers and Graphics, 28(4): 569–584.

DOI

http://dx.doi.org/10.1016/j.cag.2004.04.012

Abstract

The automatic synthesis of procedural textures for 3D surfaces using genetic programming is investigated. Genetic algorithms employ a search strategy inspired by Darwinian natural evolution. Genetic programming uses genetic algorithms on tree structures, which are interpretable as computer programs or mathematical formulae. We define a texture generation language in the genetic programming system, which is then used to evolve textures having particular characteristics of interest. The texture generation language used here includes operators useful for texture creation, for example, mathematical operators, colour functions and noise functions. In order to be practical for 3D model rendering, the language includes primitives that access surface information for the point being rendered, such as coordinates values, normal vectors, and surface gradients. A variety of experiments successfully generated procedural textures that displayed visual characteristics similar to the target textures used during training.

Extended Abstract

Bibtex

Used References

[1] S. Baluja, D. Pomerleau, and T. Jochem. Towards Automated Artificial Evolution for Computer-generated Images. Connection Science, 6(2/3):325– 354, 1994.

[2] P. Bentley. Evolutionary Design by Computers. Morgan Kaufmann, 1999.

[3] P. Bentley and D.W. Corne. Creative Evolutionary Systems. Morgan Kaufmann, 2002.

[4] A. Dorin. Aesthetic Fitness and Artificial Evolution for the Selection of Imagery fgrom the Mythical Infinite Library. In Advances in Artificial Life – Proc. 6th European Conference on Artificial Life. Springer-Verlag, 2001.

[5] D.S. Ebert, F.K. Musgrave, D. Peachey, K. Perlin, and S. Worley. Texturing and Modeling: a Procedural Approach. Academic Press, 2 edition, 1998.

[6] R. Gatarski. Evolutionary Banners: An Experiment With Automated Advertising Design. In Proc. COTIM-99, 1999.

[7] J. Graf and W. Banzhaf. Interactive Evolution of Images. In Proc. Intl. Conf. on Evolutionary Programming, pages 53–65, 1995. [8] J.I. Hemert and A.E. Eiben. Mondrian Art by Evolution. In Proc. Dutch/Belgian Conf. on Artificial Intelligence (BNAIC ’99), 1999.

[9] J.H. Holland. Adaptation in Natural and Artificial Systems. MIT Press, 1992.

[10] A.E.M. Ibrahim. GenShade: an Evolutionary Approach to Automatic and Interactive Procedural Texture Generation. PhD thesis, Texas A&M University, December 1998.

18[11] C. Jacob. Illustrating evolutionary computation with Mathematica. Morgan Kaufmann, 2001.

[12] J.R. Koza. Genetic Programming: On the Programming of Computers by Means of Natural Selection. MIT Press, 1992.

[13] B. Lange and M. Beyer. Rayvolution: An Evolutionary Ray Tracing Algorithm. In G. Sakes, P.Shirley, and S. Muller, editors, Photorealistic Rendering Techniques, pages 136–144. Springer-Verlag, 1995.

[14] M. Lewis. Aesthetic Evolutionary Design with Data Flow Networks. In Proc. Generative Art 2000, 2000.

[15] P. Machado and A. Cardoso. All the Truth About NEvAr. Applied Intelligence, 16(2):101–118, 2002.

[16] P. Machado, A. Dias, N. Duarte, and A. Cardoso. Giving Colour to Images. In Proc. AISB 2002 Symposium on AI and Creativity in the Arts, 2002.

[17] M. Mitchell. An Introduction to Genetic Algorithms. MIT Press, 1996.

[18] D.J. Montana. Strongly Typed Genetic Programming. Evolutionary Computation, 3(2):199–230, 1995.

[19] K. Perlin. An Image Synthesizer. Computer Graphics, 19(3), 1985.

[20] R. Poli. Evolution of Graph-like Programs with Parallel Distributed Genetic Programming. In Thomas Back, editor, Proc. 7th Intl. Conf. on Genetic Algorithms, pages 346–353. Morgan Kaufmann, 1997.

[21] S. Rooke. Eons of Genetically Evolved Algorithmic Images. In P.J. Bentley and D.W. Corne, editors, Creative Evolutionary Systems, pages 330–365. Morgan Kaufmann, 2002.

[22] B.J. Ross and H. Zhu. Procedural Texture Evolution Using Multiobjective Optimization. Technical Report CS-02-18, Brock University, Dept. of Computer Science, July 2002.

[23] A. Rowbottom. Evolutionary Art and Form. In P.J. Bentley, editor, Evolutionary Design by Computers, pages 330–365. Morgan Kaufmann, 1999.

[24] K. Sims. Interactive evolution of equations for procedural models. The Visual Computer, 9:466–476, 1993.

[25] K. Sims. Evolving Virtual Creatures. In SIGGRAPH 94, pages 15–22, 1994.

[26] S. Todd and W. Latham. Evolutionary Art and Computers. Academic Press, 1992.

[27] J. Ventrella. Explorations in the Emergence of Morphology and Locomotion Behavior in Animated Characters. In R. Brooks and P. Maes, editors, Artificial Life IV: Proceedings of the Fourth International Workshop on the Synthesis and Simulation of Living Systems, pages 436–441. MIT Press, 1994.

[28] J. Ventrella. Disney meets Darwin - the evolution of funny animated figures. In Computer Animation 95, pages 35–43. IEEE Press, 1995.

[29] A. Watt and M. Watt. Advanced Animation and Rendering Techniques: Theory and Practice. ACM Press, 1992.

[30] M. Whitelaw. Breeding Aesthetic Objects: Art and Artificial Evolution. In P. Bentley and D.W. Corne, editors, Creative Evolutionary Systems, pages 129– 145. Morgan Kaufmann, 2002.

[31] A.L. Wiens and B.J. Ross. Gentropy: Evolutionary 2D Texture Generation. Computers and Graphics Journal, 26(1):75–88, February 2002.

[32] D. Zongker and B. Punch. lil-gp 1.0 User’s Manual. Dept. of Computer Science, Michigan State University, 1995.


Links

Full Text

http://www.cosc.brocku.ca/~bross/research/gentropy_3d.pdf

intern file

Sonstige Links