Artificial evolution for computer graphics
- 2 July 1991
- journal article
- Published by Association for Computing Machinery (ACM) in ACM SIGGRAPH Computer Graphics
- Vol. 25 (4) , 319-328
- https://doi.org/10.1145/127719.122752
Abstract
This paper describes how evolutionary techniques of variation and selection can be used to create complex simulated structures, textures, and motions for use in computer graphics and animation. Interactive selection, based on visual perception of procedurally generated results, allows the user to direct simulated evolutions in preferred directions. Several examples using these methods have been implemented and are described. 3D plant structures are grown using fixed sets of genetic parameters. Images, solid textures, and animations are created using mutating symbolic lisp expressions. Genotypes consisting of symbolic expressions are presented as an attempt to surpass the limitations of fixed-length genotypes with predefined expression rules. It is proposed that artificial evolution has potential as a powerful tool for achieving flexible complexity with a minimum of user input and knowledge of details.Keywords
This publication has 12 references indexed in Scilit:
- Algorithms for solid noise synthesisACM SIGGRAPH Computer Graphics, 1989
- HypertextureACM SIGGRAPH Computer Graphics, 1989
- Combinatorial analysis of ramified patterns and computer imagery of treesACM SIGGRAPH Computer Graphics, 1989
- Plant models faithful to botanical structure and developmentACM SIGGRAPH Computer Graphics, 1988
- Development models of herbaceous plants for computer imagery purposesACM SIGGRAPH Computer Graphics, 1988
- The Connection MachineScientific American, 1987
- Real time design and animation of fractal plants and treesACM SIGGRAPH Computer Graphics, 1986
- Solid texturing of complex surfacesACM SIGGRAPH Computer Graphics, 1985
- Why am and eurisko appear to workArtificial Intelligence, 1984
- Plants, fractals, and formal languagesACM SIGGRAPH Computer Graphics, 1984