Evolving Pixel Shaders for the Prototype Video Game Subversion

Created by W.Langdon from gp-bibliography.bib Revision:1.4420

  author =       "Andrew Howlett and Simon Colton and Cameron Browne",
  title =        "Evolving Pixel Shaders for the Prototype Video Game
  booktitle =    "The Thirty Sixth Annual Convention of the Society for
                 the Study of Artificial Intelligence and Simulation of
                 Behaviour (AISB'10)",
  year =         "2010",
  address =      "De Montfort University, Leicester, UK",
  month =        "30th " # mar,
  note =         "AI \& Games Symposium",
  keywords =     "genetic algorithms, genetic programming, GPU, OpenGL
  URL =          "http://www.doc.ic.ac.uk/~sgc/papers/howlett_aisb10.pdf",
  size =         "6 pages",
  abstract =     "Pixel shaders can be used to create a variety of
                 visual effects in 3D environments, far more efficiently
                 than if produced using the standard graphics pipeline.
                 For such efficiency reasons, pixel shaders are commonly
                 used in video game rendering, to add artistic or other
                 visual effects. We investigate the automated creation
                 of novel shader programs for rendering scenes in the
                 Subversion virtual game world, with a view to providing
                 the player with a visually richer and more diverse 3D
                 environment. We show how shader programs based on the
                 OpenGL shading language may be represented in a
                 hierarchical tree form. This representation admits an
                 evolutionary approach to shader creation, and we show
                 how the application of genetic programming techniques
                 can lead to the evolution of new and interesting
                 shaders. We harness this for an approach where the user
                 supplies details of a fitness function for the overall
                 look of the city environment. We experimented with a
                 number of different fitness function setups in order to
                 produce some preliminary results about this approach.
                 While generally successful in the creation of novel and
                 visually interesting shading effects with little
                 effort, we find some drawbacks to the approach and
                 suggest methods for improvement.",
  notes =        "Colour as



Genetic Programming entries for Andrew Howlett Simon Colton Cameron Browne