Evolving textures from high level descriptions

Created by W.Langdon from gp-bibliography.bib Revision:1.4216

  title =        "Evolving textures from high level descriptions",
  author =       "Craig Reynolds",
  journal =      "Int. J. of Arts and Technology",
  year =         "2016",
  month =        mar # "~22",
  volume =       "9",
  number =       "1",
  pages =        "26--38",
  keywords =     "genetic algorithms, genetic programming, texture
                 synthesis, evolutionary art, graphic design, tools,
                 evolutionary computation, optimisation, procedural,
                 textures, high level descriptions, stylistic
                 description, colour images, fitness function,
  bibsource =    "OAI-PMH server at www.inderscience.com",
  language =     "eng",
  publisher =    "Inderscience Publishers",
  ISSN =         "1754-8861",
  URL =          "http://www.inderscience.com/link.php?id=75407",
  DOI =          "doi:10.1504/IJART.2016.075407",
  abstract =     "Evolutionary texture synthesis is used in a prototype
                 tool intended to assist a designer or artist by
                 automatically discovering collections of candidate
                 textures to fit a given stylistic description. The
                 textures used here are small colour images created by
                 procedural texture synthesis. This paper describes four
                 examples of stylistic description. Each is defined by a
                 handwritten fitness function that rates how well a
                 given texture meets this style. Genetic programming
                 uses the fitness function to evolve programs written in
                 a texture synthesis language. This system automatically
                 generates a catalogue of variations on the given theme.
                 A designer could then visually scan through these
                 textures to pick out ones that seem aesthetically
                 interesting. Their procedural genetic representation
                 would allow textures to be further adjusted by
                 interactive evolution. The procedural representation
                 also allows re-rendering textures at arbitrary pixel
                 resolutions and provides a way to store them in a
                 highly compressed form allowing lossless

Genetic Programming entries for Craig W Reynolds