A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms
Fuente:
arXiv
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| Autores principales: | , , |
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| Formato: | Preprint |
| Publicado: |
2023
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| Acceso en línea: | |
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| _version_ | 1866909057126760448 |
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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 |