booktitle = "Proceedings of the 8th European Conference on Genetic
Programming",
publisher = "Springer",
series = "Lecture Notes in Computer Science",
volume = "3447",
year = "2005",
address = "Lausanne, Switzerland",
month = "30 " # mar # " - 1 " # apr,
organisation = "EvoNet",
keywords = "genetic algorithms, genetic programming, GPU, linear
GP: Poster",
ISBN = "3-540-25436-6",
pages = "261--270",
DOI = "doi:10.1007/978-3-540-31989-4_23",
DOI = "doi:10.1007/b107383",
bibsource = "DBLP, http://dblp.uni-trier.de",
abstract = "In real-time rendering, objects are represented using
polygons or triangles. Triangles are easy to render and
graphics hardware is highly optimised for rendering of
triangles. Initially, the shading computations were
carried out by dedicated hardwired algorithms for each
vertex and then interpolated by the rasterizer. Todays
graphics hardware contains vertex and pixel shaders
which can be reprogrammed by the user. Vertex and pixel
shaders allow almost arbitrary computations per vertex
respectively per pixel. We have developed a system to
evolve such programs. The system runs on a variety of
graphics hardware due to the use of NVIDIA's high level
Cg shader language. Fitness of the shaders is
determined by user interaction. Both fixed length and
variable length genomes are supported. The system is
highly customisable. Each individual consists of a
series of meta commands. The resulting Cg program is
translated into the low level commands which are
required for the particular graphics hardware.",