SBArt4 -- Breeding abstract animations in realtime
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gp-bibliography.bib Revision:1.8194
- @InProceedings{Unemi:2010:cec,
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author = "Tatsuo Unemi",
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title = "{SBArt4} -- {Breeding} abstract animations in
realtime",
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booktitle = "IEEE Congress on Evolutionary Computation (CEC 2010)",
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year = "2010",
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address = "Barcelona, Spain",
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month = "18-23 " # jul,
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publisher = "IEEE Press",
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keywords = "genetic algorithms, genetic programming, GPU",
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isbn13 = "978-1-4244-6910-9",
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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 uses 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.",
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DOI = "doi:10.1109/CEC.2010.5586293",
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notes = "WCCI 2010. Also known as \cite{5586293}",
- }
Genetic Programming entries for
Tatsuo Unemi
Citations