Artificial evolution for computer graphics

  • Authors:
  • Karl Sims

  • Affiliations:
  • Thinking Machines Corporation, 245 First Street, Cambridge, MA

  • Venue:
  • Proceedings of the 18th annual conference on Computer graphics and interactive techniques
  • Year:
  • 1991

Quantified Score

Hi-index 0.02

Visualization

Abstract

This paper describes how evolutionary techniques of variation and selection can be used to create complex simulated structures, textures, and motions for use in computer graphics and animation. Interactive selection, based on visual perception of procedurally generated results, allows the user to direct simulated evolutions in preferred directions. Several examples using these methods have been implemented and are described. 3D plant structures are grown using fixed sets of genetic parameters. Images, solid textures, and animations are created using mutating symbolic lisp expressions. Genotypes consisting of symbolic expressions are presented as an attempt to surpass the limitations of fixed-length genotypes with predefined expression rules. It is proposed that artificial evolution has potential as a powerful tool for achieving flexible complexity with a minimum of user input and knowledge of details.