Evolving textures from high level descriptions
Created by W.Langdon from
gp-bibliography.bib Revision:1.8178
- @Article{Reynolds:IJART:2016,
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title = "Evolving textures from high level descriptions",
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author = "Craig Reynolds",
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journal = "Int. J. of Arts and Technology",
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year = "2016",
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month = mar # "~22",
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volume = "9",
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number = "1",
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pages = "26--38",
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keywords = "genetic algorithms, genetic programming, texture
synthesis, evolutionary art, graphic design, tools,
evolutionary computation, optimisation, procedural,
textures, high level descriptions, stylistic
description, colour images, fitness function,
aesthetics",
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bibsource = "OAI-PMH server at www.inderscience.com",
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language = "eng",
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publisher = "Inderscience Publishers",
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ISSN = "1754-8861",
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URL = "http://www.inderscience.com/link.php?id=75407",
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DOI = "doi:10.1504/IJART.2016.075407",
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abstract = "Evolutionary texture synthesis is used in a prototype
tool intended to assist a designer or artist by
automatically discovering collections of candidate
textures to fit a given stylistic description. The
textures used here are small colour images created by
procedural texture synthesis. This paper describes four
examples of stylistic description. Each is defined by a
handwritten fitness function that rates how well a
given texture meets this style. Genetic programming
uses the fitness function to evolve programs written in
a texture synthesis language. This system automatically
generates a catalogue of variations on the given theme.
A designer could then visually scan through these
textures to pick out ones that seem aesthetically
interesting. Their procedural genetic representation
would allow textures to be further adjusted by
interactive evolution. The procedural representation
also allows re-rendering textures at arbitrary pixel
resolutions and provides a way to store them in a
highly compressed form allowing lossless
reconstruction.",
- }
Genetic Programming entries for
Craig W Reynolds
Citations