SBArt4 – Breeding abstract animations in realtime

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Reference

Tatsuo Unemi: SBArt4 – Breeding abstract animations in realtime. IEEE Congress on Evolutionary Computation (CEC 2010), IEEE Press, 18-23 July 2010.

DOI

http://dx.doi.org/10.1109/CEC.2010.5586293

Abstract

SBART was developed in early 1990's as one of the derivatives from Artificial Evolution by Karl Sims. It has a functionality to create a movie from a bred image through post-processing. The innovation of graphics processing unit (GPU) in these years improved the calculation performance to be fast enough to realize breeding animations in realtime on the personal computer. SBArt4 utilizes the advantage of GPU by compiling each expression in genotype into a type of OpenGL shading language. Even when it renders each frame of the animation in realtime, it achieves enough speed for users to evaluate the product of an abstract animation immediately. Though there were a number of problems because of architectural difference between CPU and GPU, almost compatible functionalities with the previous version have been implemented including reference to an external image and integer-based bitwise operation. Through experimental executions on some different hardware configurations, it was certified that it runs fast enough on recent consumer machines though some older machines are not powerful enough.

Extended Abstract

Bibtex

Used References

K. Sims, "Artificial Evolution for Computer Graphics," Computer Graphics, vol. 25, pp. 319-328, 1991. http://dx.doi.org/10.1145/122718.122752

T. Unemi, "Embedding Movie into SBART - Breeding Deformed Movies," in Proc. of the IEEE Conference on Systems, Man and Cybernetics, The Hague, Netherlands, 2004. http://dx.doi.org/10.1109/ICSMC.2004.1401113

J. Kessenich, "The OpenGL Shading Language - Language Version: 1.50," The Khronos Group Inc., http://www.opengl.org/ documentation/glsl/, 2009.

Apple Corp., "Core Image Kernel Language Reference," in Mac OS X Reference Library, http://developer.apple.com/mac/library/ , 2008.

J. R. Koza, Genetic Programming: On The Programming of Computers by Means of Natural Selection, Cambridge, MA: MIT Press, 1992.

T. Unemi, "A Design of Multi-Field User Interface for Simulated Breeding," in Proc. of the third Asian Fuzzy Systems Symposium, Masan, Korea, pp. 489-494, 1998.

T. Unemi, "Partial Breeding - a method of IEC for well-structured large scale target domains," in Proc. of the IEEE Conference on Systems, Man and Cybernetics, TP1D4, Yasmine Hammamet, Tunisia, 2002. http://dx.doi.org/10.1109/ICSMC.2002.1173345

T. Unemi, "A Tool for Multi-part Music Composition by Simulated Breeding," in Proc. of the Eighth International Conference on Artificial Life, Sydney, Australia, pp. 410-413, 2002.

T. Takahashi, Y. Tsukahara, M. Nomura, and H. Matsuoka, "Pokemon Seizures," Neurological Journal of South East Asia, no. 4, pp. 1-11, 1999.


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