A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms

Fuente: arXiv
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Autores principales: Sasso, Elio, Loiacono, Daniele, Lanzi, Pier Luca
Formato: Preprint
Publicado: 2023
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author Sasso, Elio
Loiacono, Daniele
Lanzi, Pier Luca
author_facet Sasso, Elio
Loiacono, Daniele
Lanzi, Pier Luca
contents We present a tool for exploring the design space of shaders using an interactive evolutionary algorithm integrated with the Unity editor, a well-known commercial tool for video game development. Our framework leverages the underlying graph-based representation of recent shader editors and interactive evolution to allow designers to explore several visual options starting from an existing shader. Our framework encodes the graph representation of a current shader as a chromosome used to seed the evolution of a shader population. It applies graph-based recombination and mutation with a set of heuristics to create feasible shaders. The framework is an extension of the Unity editor; thus, designers with little knowledge of evolutionary computation (and shader programming) can interact with the underlying evolutionary engine using the same visual interface used for working on game scenes.
format Preprint
id arxiv_https___arxiv_org_abs_2312_17587
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms
Sasso, Elio
Loiacono, Daniele
Lanzi, Pier Luca
Graphics
Artificial Intelligence
We present a tool for exploring the design space of shaders using an interactive evolutionary algorithm integrated with the Unity editor, a well-known commercial tool for video game development. Our framework leverages the underlying graph-based representation of recent shader editors and interactive evolution to allow designers to explore several visual options starting from an existing shader. Our framework encodes the graph representation of a current shader as a chromosome used to seed the evolution of a shader population. It applies graph-based recombination and mutation with a set of heuristics to create feasible shaders. The framework is an extension of the Unity editor; thus, designers with little knowledge of evolutionary computation (and shader programming) can interact with the underlying evolutionary engine using the same visual interface used for working on game scenes.
title A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms
topic Graphics
Artificial Intelligence
url https://arxiv.org/abs/2312.17587