Evolutionary Design of BRDFs

Created by W.Langdon from gp-bibliography.bib Revision:1.4163

  author =       "Jennis Meyer-Spradow and J{\"o}rn Loviscach",
  title =        "Evolutionary Design of BRDFs",
  booktitle =    "Eurographics 2003 Short Paper Proceedings",
  pages =        "301--306",
  year =         "2003",
  editor =       "M. Chover and H. Hagen and D. Tost",
  keywords =     "genetic algorithms, genetic programming, GPU",
  URL =          "http://viscg.uni-muenster.de/publications/2003/ML03/evolutionary_web.pdf",
  size =         "6 pages",
  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
  notes =        "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