Skip to main content

Evolutionary Techniques for Procedural Texture Automation

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 8034))

Abstract

We have developed a genetic algorithm approach for automatically generating procedural textures. Our system, known as GenShade, evaluates evolutionarily generated procedural textures by comparing their rendered images with single or multiple target images of real textures. It uses a multiresolution image querying metric to automatically prioritize parents for breeding. GenShade simulates several key factors in natural selection. It employs a multiple generation breeding population, a notion of gender, and the concept of aging to maintain diversity while providing many breeding opportunities to highly successful offspring. The approach is also especially efficient running in a multiple processor, multiple selection-strategy mode using multiple settings. This paper discusses and evaluates these Genetic Algorithm techniques.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Cook, R., DeRose, T.: Wavelet Noise. In: Siggraph, pp. 803–811 (2005)

    Google Scholar 

  2. Ebert, D., Musgrave, F., Peachy, D., Perlin, K., Worley, S.: Texturing and Modeling, A Procedural Approach, 3rd edn. Morgan Kaufmann Publishers (2002)

    Google Scholar 

  3. Galanter, P.: Computational aesthetic evaluation: steps towards machine creativity. In: SIGGRAPH 2012 Courses (August 2012)

    Google Scholar 

  4. Gilet, G., Dischler, J.: Procedural texture particles. In: I3D 2010: Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (2010)

    Google Scholar 

  5. Godart, C., Kruger, M.: A Genetic Algorithm with Parallel Steady-State Reproduction. In: Alliot, J., et al. (eds.) Artificial Evolution, European Conference. Springer (September 1995)

    Google Scholar 

  6. Goldberg, D.E.: Genetic Algorithms in Search, Optimization, and machine learning. Addison-Wesley Publishing Co. (1989)

    Google Scholar 

  7. Reynolds, C.: Interactive Evolution of Camouflage. Artificial Life 17(2) (2011)

    Google Scholar 

  8. Ross, B., Ralph, W., Zong, H.: Evolutionary image synthesis using a model of aesthetics. In: Yen, G.G., Wang, L., Bonissone, P., Lucas, S.M. (eds.) Proceedings of the 2006 IEEE Congress on Evolutionary Computation, pp. 3832–3839 (2006)

    Google Scholar 

  9. Sims, K.: Artificial Evolution for Computer Graphics. Computer Graphics 25(4), 319–328 (1991)

    Article  MathSciNet  Google Scholar 

  10. Stollnitz, E.J., DeRose, T.D., Salesin, D.H.: Wavelets for computer graphics: A primer. Part I. IEEE Computer Graphics and Applications 15(3), 76–84 (1995)

    Article  Google Scholar 

  11. Syswerda, G.: A Study of Reproduction in Generational and Steady-State Genetic Algorithms. In: Foundations of Genetic Algorithms, pp. 94–101. Morgan Kaufmann Publishers (1991)

    Google Scholar 

  12. Todd, S., Latham, W.: Mutator, a Subjective Human Interface for Evolution of Computer Sculptures. IBM United Kingdom Scientific Centre Report 248 (1991)

    Google Scholar 

  13. Toffolo, A., Benini, E.: Genetic diversity as an objective in multi-objective evolutionary algorithms. Evolutionary Computation 11(2), 151–167 (2003)

    Article  Google Scholar 

  14. Upstill, S.: The RenderMan Companion, A Programmer’s Guide to Realistic Computer Graphics. Addison-Wesley Publishing Company (1989)

    Google Scholar 

  15. Whitley, D.: The GENITOR algorithm and selection pressure: why rank-based allocation of reproductive trials is best. In: David Schaffer, J. (ed.) Proc. of the Third Int. Conf. on Genetic Algorithms, pp. 116–121. Morgan Kaufmann Publishers, San Mateo (1989)

    Google Scholar 

  16. Wiens, A., Ross, B.: Gentropy: Evolutionary 2D Texture Generation. Computers and Graphics Journal 26(1), 75–88 (2002)

    Article  Google Scholar 

  17. GenShade’s ShaderBank digital collection, keywords: Shaderbank collection (2011), http://www.turbosquid.com

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Ibrahim, A.E.M. (2013). Evolutionary Techniques for Procedural Texture Automation. In: Bebis, G., et al. Advances in Visual Computing. ISVC 2013. Lecture Notes in Computer Science, vol 8034. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-41939-3_61

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-41939-3_61

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-41938-6

  • Online ISBN: 978-3-642-41939-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics