Evolution of Vertex and Pixel Shaders

Created by W.Langdon from gp-bibliography.bib Revision:1.2663

@InProceedings{eurogp:EbnerRA05,
  author =       "Marc Ebner and Markus Reinhardt and Juergen Albert",
  editor =       "Maarten Keijzer and Andrea Tettamanzi and 
                 Pierre Collet and Jano I. {van Hemert} and Marco Tomassini",
  title =        "Evolution of Vertex and Pixel Shaders",
  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",
  ISBN =         "3-540-25436-6",
  pages =        "261--270",
  URL =          "http://springerlink.metapress.com/openurl.asp?genre=article&issn=0302-9743&volume=3447&spage=261",
  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.",
  notes =        "Part of \cite{keijzer:2005:GP} EuroGP'2005 held in
                 conjunction with EvoCOP2005 and
                 EvoWorkshops2005

                 examples
                 http://wwwi2.informatik.uni-wuerzburg.de/mitarbeiter/ebner/research/evoShader/evoShader.html
                 Cg",
}

Genetic Programming entries for Marc Ebner Markus Reinhardt Juergen Albert