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Artificial Evolution for Computer Graphics Karl Sims, SIGGRAPH 91 Basic Idea To apply evolutionary techniques of variation and selection to create complex simulated structures, textures and motions Why artificial evolution? More


  1. Artificial Evolution for Computer Graphics Karl Sims, SIGGRAPH ‘91

  2. Basic Idea • To apply evolutionary techniques of variation and selection to create complex simulated structures, textures and motions

  3. Why artificial evolution? • More use of Procedural Models in Computer Graphics to create high degrees of complexity • Procedure must be conceived, understood and designed by a human • Artificial evolution permits the creation of a large variety of complex entities which do not require the user to understand the underlying creation process involved

  4. Complex simulated structures, textures and motions • 3D Plant Structures • Volume Textures • Animations

  5. Evolutionary Concepts • Genotype genetic information codes for the creation of an individual • Phenotype the individual itself, the form that results from the developmental rules and the genotype • Selection determined by the fitness of the phenotype, parent selection and survival selection, non- random • Reproduction sexual, asexual, variation/mutation, random

  6. Evolutionary Techniques • Plant generation algorithms -- exploring parameter spaces parameters describing fractal limits, branching factors, scaling, stochastic contributions Mutate and Mate parameter sets • Genetic Algorithms -- Symbolic Lisp expressions as genotype

  7. symbolic expressions as genotype • Genotype -- Lisp expressions which can calculate a color for each pixel(x,y) are evolved using a function set containing proper operations (tree structure) • For example: (round (log (+ y (color-grad (round (+ (abs (round (log (+ y (color-grad (round (+ y (log (invert y) 15.5)) x) 3.1 1.86 #(0.95 0.7 0.59) 1.35)) 0.19) x)) (log (invert y) 15.5)) x) 3.1 1.9 #(0.95 0.7 0.35) 1.35)) 0.19) x)

  8. Genetic Algorithms • 1. Population size: 100 to 1000 or more • 2. Selection: interactive selection • 3. Fitness Evaluation: decided by users • 4. Crossover and Mutation: dependent on probability

  9. A simple flow chart

  10. Results • 3D Plant Structures (Figure 2, Figure 3) • Volume Textures (Figure 5, Figure 6) • Animations (Figure 7)

  11. Future work To automatically evolve a symbolic expression that could generate a specific goal image. Fitness evaluation becomes important.

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