Procedural 3D Texture Synthesis Using Genetic Programming
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- @Article{hewgill:2004:CG,
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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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journal = "Computers and Graphics",
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year = "2004",
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volume = "28",
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number = "4",
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pages = "569--584",
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month = aug,
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keywords = "genetic algorithms, genetic programming, Procedural
textures, Evolution, grammar BNF",
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URL = "http://www.cosc.brocku.ca/~bross/research/HewgillRoss04.pdf",
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URL = "http://www.sciencedirect.com/science/article/B6TYG-4CS4FCT-1/2/b8a5d381a1371ba6545d194a470dfa89",
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ISSN = "0097-8493",
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DOI = "doi:10.1016/j.cag.2004.04.012",
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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 define a texture generation language in
the genetic programming system, which is then used to
evolve textures having particular characteristics of
interest. The texture generation language used here
includes operators useful for texture creation, for
example, mathematical operators, colour functions 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 = "\cite{hewgill:2003:06} is prelimary version. lilgp.
Ten runs in parallel on 16-CPU Silicon Graphics Origin
2000 server. Fig 9 Woman's clothing training points",
- }
Genetic Programming entries for
Adam Hewgill
Brian J Ross
Citations