Evolutionary Design of BRDFs
Created by W.Langdon from
gpbibliography.bib Revision:1.7954
 @InProceedings{ML03,

author = "Jennis MeyerSpradow and J{\"o}rn Loviscach",

title = "Evolutionary Design of {BRDFs}",

booktitle = "Eurographics 2003 Short Paper Proceedings",

pages = "301306",

year = "2003",

editor = "M. Chover and H. Hagen and D. Tost",

keywords = "genetic algorithms, genetic programming, GPU, Computer
Graphics, ThreeDimensional Graphics and Realism",

URL = "http://viscg.unimuenster.de/publications/2003/ML03/evolutionary_web.pdf",

size = "6 pages",

abstract = "The look of a nontransparent material is determined
by its bidirectional reflection distribution function
(BRDF). To design 3D objects for example for games or
animation films thus includes to design BRDFs. However,
as functions defined on a fourdimensional domain,
these form a vast space that is very difficult to
explore interactively. Typically, the infinite number
of degrees of freedom is reduced to a tractable handful
of parameters by introducing simplified physical models
or heuristic approximations such as Phong's As the
complexity of such approaches increases, they become
difficult to master for a human operator. Even if many
parameters are made accessible, an infinite variety of
useful and/or interesting BRDFs remains hidden and
inaccessible. We therefore propose a method of
constructing BRDFs through genetic programming with a
human operator making choices based on his or her
preferences. With the pixel shader programmability of
modern graphics cards this can be performed in real
time.",

notes = "broken Feb 2021
http://viscg.unimuenster.de/publications/2003/ML03/
OpenGL nVidia GeForce FX 5800 fragment pixel shader
assembler programs Instruction set: ADD add two vectors
COS cosine of a scalar DP3 dot product using three
components DP4 dot product using four components DST
auxiliary operation for light attenuation EX2 the
number 2 raised to a power given by a scalar LRP linear
interpolation of two vectors MAD multiply and add
vectors MOV copy vector to another register MUL
multiply two vectors componentwise SIN sine of a
scalar SUB subtract one vector from another X2D affine
2D transform using two vectors. 25 frames per second.
Up to 100 instructions",
 }
Genetic Programming entries for
Jennis MeyerSpradow
Jorn Loviscach
Citations