889 research outputs found
Evolved Art with Transparent, Overlapping, and Geometric Shapes
In this work, an evolutionary art project is presented where images are
approximated by transparent, overlapping and geometric shapes of different
types, e.g., polygons, circles, lines. Genotypes representing features and
order of the geometric shapes are evolved with a fitness function that has the
corresponding pixels of an input image as a target goal. A
genotype-to-phenotype mapping is therefore applied to render images, as the
chosen genetic representation is indirect, i.e., genotypes do not include
pixels but a combination of shapes with their properties. Different
combinations of shapes, quantity of shapes, mutation types and populations are
tested. The goal of the work herein is twofold: (1) to approximate images as
precisely as possible with evolved indirect encodings, (2) to produce visually
appealing results and novel artistic styles.Comment: Proceedings of the Norwegian AI Symposium 2019 (NAIS 2019),
Trondheim, Norwa
Mixed Media in Evolutionary Art
This thesis focuses on creating evolutionary art with genetic programming. The main goal of the system is to produce novel stylized images using mixed media. Mixed media on a canvas is the use of multiple artistic effects being used to produce interesting and new images. This approach uses a genetic program (GP) in which each individual in the population will represent their own unique solution. The evaluation method being used to determine the fitness of each individual will be direct colour matching of the GP canvas and target image. The secondary goal was to see how well different computer graphic techniques work together. In particular, bitmaps have not been studied much in evolutionary art. Results show a variety of unique solutions with the application of mixed media
Cohort-based T-SSIM Visual Computing for Radiation Therapy Prediction and Exploration
We describe a visual computing approach to radiation therapy (RT) planning,
based on spatial similarity within a patient cohort. In radiotherapy for head
and neck cancer treatment, dosage to organs at risk surrounding a tumor is a
large cause of treatment toxicity. Along with the availability of patient
repositories, this situation has lead to clinician interest in understanding
and predicting RT outcomes based on previously treated similar patients. To
enable this type of analysis, we introduce a novel topology-based spatial
similarity measure, T-SSIM, and a predictive algorithm based on this similarity
measure. We couple the algorithm with a visual steering interface that
intertwines visual encodings for the spatial data and statistical results,
including a novel parallel-marker encoding that is spatially aware. We report
quantitative results on a cohort of 165 patients, as well as a qualitative
evaluation with domain experts in radiation oncology, data management,
biostatistics, and medical imaging, who are collaborating remotely.Comment: IEEE VIS (SciVis) 201
Automatic Graphics And Game Content Generation Through Evolutionary Computation
Simulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatically renewed, players would remain engaged longer in the evolving stream of content. This dissertation introduces three novel technologies that together realize this ambition. (1) The first, NEAT Particles, is an evolutionary method to enable users to quickly and easily create complex particle effects through a simple interactive evolutionary computation (IEC) interface. That way, particle effects become an evolvable class of content, which is exploited in the remainder of the dissertation. In particular, (2) a new algorithm called content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) is introduced that automatically generates graphical and game content while the game is played, based on the past preferences of the players. Through cgNEAT, the game platform on its own can generate novel content that is designed to satisfy its players. Finally, (3) the Galactic Arms Race (GAR) multiplayer online video game is constructed to demonstrate these techniques working on a real online gaming platform. In GAR, which was made available to the public and playable online, players pilot space ships and fight enemies to acquire unique particle system weapons that are automatically evolved by the cgNEAT algorithm. The resulting study shows that cgNEAT indeed enables players to discover a wide variety of appealing content that is not only novel, but also based on and extended from previous content that they preferred in the past. The implication is that with cgNEAT it is now possible to create applications that generate their own content to satisfy users, potentially significantly reducing the cost of content creation and considerably increasing entertainment value with a constant stream of evolving content
Recommended from our members
Hierarchical Style Modeling: A generative framework for Style-Centric Generation of 3D Models
This work focuses on incorporating style - specifically visual style - into procedural content generation processes. Specifically, I model style as a series of constraints that must be satisfied while an object is generated
- …