SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Artificial evolution for computer graphics
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Genetic programming: on the programming of computers by means of natural selection
Genetic programming: on the programming of computers by means of natural selection
Genetic programming II: automatic discovery of reusable programs
Genetic programming II: automatic discovery of reusable programs
A compiling genetic programming system that directly manipulates the machine code
Advances in genetic programming
Computer graphics (2nd ed. in C): principles and practice
Computer graphics (2nd ed. in C): principles and practice
Genetic programming: an introduction: on the automatic evolution of computer programs and its applications
Eons of genetically evolved algorithmic images
Creative evolutionary systems
The Escher evolver: evolution to the people
Creative evolutionary systems
Real-Time Rendering
3d Computer Graphics with Cdrom
3d Computer Graphics with Cdrom
Fast genetic programming on GPUs
EuroGP'07 Proceedings of the 10th European conference on Genetic programming
A SIMD interpreter for genetic programming on GPU graphics cards
EuroGP'08 Proceedings of the 11th European conference on Genetic programming
Deployment of parallel linear genetic programming using GPUs on PC and video game console platforms
Genetic Programming and Evolvable Machines
Proceedings of the 13th annual conference companion on Genetic and evolutionary computation
Supervised genetic search for parameter selection in painterly rendering
EuroGP'06 Proceedings of the 2006 international conference on Applications of Evolutionary Computing
A many threaded CUDA interpreter for genetic programming
EuroGP'10 Proceedings of the 13th European conference on Genetic Programming
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In real-time rendering, objects are represented using polygons or triangles. Triangles are easy to render and graphics hardware is highly optimized 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 customizable. 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.