Evolutionary Design of BRDFs
Created by W.Langdon from
gp-bibliography.bib Revision:1.8010
- @InProceedings{ML03,
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author = "Jennis Meyer-Spradow and J{\"o}rn Loviscach",
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title = "Evolutionary Design of {BRDFs}",
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booktitle = "Eurographics 2003 Short Paper Proceedings",
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pages = "301--306",
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year = "2003",
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editor = "M. Chover and H. Hagen and D. Tost",
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keywords = "genetic algorithms, genetic programming, GPU, Computer
Graphics, Three-Dimensional Graphics and Realism",
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URL = "http://viscg.uni-muenster.de/publications/2003/ML03/evolutionary_web.pdf",
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size = "6 pages",
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abstract = "The look of a non-transparent material is determined
by its bidirectional reflection distribution function
(BRDF). To design 3-D objects for example for games or
animation films thus includes to design BRDFs. However,
as functions defined on a four-dimensional domain,
these form a vast space that is very difficult to
explore interactively. Typically, the infinite number
of degrees of freedom is reduced to a tractable handful
of parameters by introducing simplified physical models
or heuristic approximations such as Phong's As the
complexity of such approaches increases, they become
difficult to master for a human operator. Even if many
parameters are made accessible, an infinite variety of
useful and/or interesting BRDFs remains hidden and
inaccessible. We therefore propose a method of
constructing BRDFs through genetic programming with a
human operator making choices based on his or her
preferences. With the pixel shader programmability of
modern graphics cards this can be performed in real
time.",
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notes = "broken Feb 2021
http://viscg.uni-muenster.de/publications/2003/ML03/
OpenGL nVidia GeForce FX 5800 fragment pixel shader
assembler programs Instruction set: ADD add two vectors
COS cosine of a scalar DP3 dot product using three
components DP4 dot product using four components DST
auxiliary operation for light attenuation EX2 the
number 2 raised to a power given by a scalar LRP linear
interpolation of two vectors MAD multiply and add
vectors MOV copy vector to another register MUL
multiply two vectors component-wise SIN sine of a
scalar SUB subtract one vector from another X2D affine
2-D transform using two vectors. 25 frames per second.
Up to 100 instructions",
- }
Genetic Programming entries for
Jennis Meyer-Spradow
Jorn Loviscach
Citations