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Artwork evolution

Published:26 July 2010Publication History

ABSTRACT

Creating digital artwork requires a lot of time, talent, and effort from artists and programmers. It takes artists hours to design pleasing artwork and programmers even more time as they develop and debug complex graphics shaders. One way to aid in the creation of complex art is to use evolutionary computing called genetic programming. Genetic programming can be used to create mathematical expressions that can be rendered as an image. The image can be used as a texture in a 3D scene or as a starting point for additional artwork.

References

  1. Ebert, D. S., Musgrave, F. K., Peachey, D., Perlin, K., and Worley, S. 2003. Texturing and Modeling: A Procedural Approach, third ed. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA, ch. 19, 20, 546--615.Google ScholarGoogle Scholar
  2. Sims, K. 1991. Artificial evolution for computer graphics. In SIGGRAPH '91: Proceedings of the 18th annual conference on Computer graphics and interactive techniques, ACM, New York, NY, USA, 319--328. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  1. Artwork evolution

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            • Published in

              cover image ACM Conferences
              SIGGRAPH '10: ACM SIGGRAPH 2010 Posters
              July 2010
              156 pages
              ISBN:9781450303934
              DOI:10.1145/1836845
              • Conference Chair:
              • Cindy Grimm

              Copyright © 2010 ACM

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              Association for Computing Machinery

              New York, NY, United States

              Publication History

              • Published: 26 July 2010

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