Procedural 3D Texture Synthesis Using Genetic Programming
Created by W.Langdon from
gp-bibliography.bib Revision:1.8120
- @TechReport{hewgill:2003:06,
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author = "Adam Hewgill and Brian J. Ross",
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title = "Procedural {3D} Texture Synthesis Using Genetic
Programming",
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institution = "Brock University, Department of Computer Science",
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year = "2003",
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type = "Technical Report",
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number = "CS-03-06",
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address = "St. Catharines, Ontario, Canada L2S 3A1",
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month = apr # " 2003",
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keywords = "genetic algorithms, genetic programming, procedural
textures, evolution",
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URL = "http://www.cosc.brocku.ca/files/downloads/research/cs0306.pdf",
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URL = "http://citeseer.ist.psu.edu/559621.html",
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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 use a texture generation language as a
target language for genetic programming, and then use
it to evolve textures having particular characteristics
of interest. The texture generation language used here
includes operators useful for texture creation, for
example, mathematical operators, and colour 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.",
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notes = "see also \cite{hewgill:2004:CG}",
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size = "26 pages",
- }
Genetic Programming entries for
Adam Hewgill
Brian J Ross
Citations