1,178 research outputs found

    Multi-agent evolutionary systems for the generation of complex virtual worlds

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    Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery

    Interactive Evolutionary Algorithms for Image Enhancement and Creation

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    Image enhancement and creation, particularly for aesthetic purposes, are tasks for which the use of interactive evolutionary algorithms would seem to be well suited. Previous work has concentrated on the development of various aspects of the interactive evolutionary algorithms and their application to various image enhancement and creation problems. Robust evaluation of algorithmic design options in interactive evolutionary algorithms and the comparison of interactive evolutionary algorithms to alternative approaches to achieving the same goals is generally less well addressed. The work presented in this thesis is primarily concerned with different interactive evolutionary algorithms, search spaces, and operators for setting the input values required by image processing and image creation tasks. A secondary concern is determining when the use of the interactive evolutionary algorithm approach to image enhancement problems is warranted and how it compares with alternative approaches. Various interactive evolutionary algorithms were implemented and compared in a number of specifically devised experiments using tasks of varying complexity. A novel aspect of this thesis, with regards to other work in the study of interactive evolutionary algorithms, was that statistical analysis of the data gathered from the experiments was performed. This analysis demonstrated, contrary to popular assumption, that the choice of algorithm parameters, operators, search spaces, and even the underlying evolutionary algorithm has little effect on the quality of the resulting images or the time it takes to develop them. It was found that the interaction methods chosen when implementing the user interface of the interactive evolutionary algorithms had a greater influence on the performances of the algorithms

    Performance Analysis of Different Optimization Algorithms for Multi-Class Object Detection

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    Object recognition is a significant approach employed for recognizing suitable objects from the image. Various improvements, particularly in computer vision, are probable to diagnose highly difficult tasks with the assistance of local feature detection methodologies. Detecting multi-class objects is quite challenging, and many existing researches have worked to enhance the overall accuracy. But because of certain limitations like higher network loss, degraded training ability, improper consideration of features, less convergent and so on. The proposed research introduced a hybrid convolutional neural network (H-CNN) approach to overcome these drawbacks. The collected input images are pre-processed initially through Gaussian filtering to eradicate the noise and enhance the image quality. Followed by image pre-processing, the objects present in the images are localized using Grid Guided Localization (GGL). The effective features are extracted from the localized objects using the AlexNet model. Different objects are classified by replacing the concluding softmax layer of AlexNet with Support Vector Regression (SVR) model. The losses present in the network model are optimized using the Improved Grey Wolf (IGW) optimization procedure. The performances of the proposed model are analyzed using PYTHON. Various datasets are employed, including MIT-67, PASCAL VOC2010, Microsoft (MS)-COCO and MSRC. The performances are analyzed by varying the loss optimization algorithms like improved Particle Swarm Optimization (IPSO), improved Genetic Algorithm (IGA), and improved dragon fly algorithm (IDFA), improved simulated annealing algorithm (ISAA) and improved bacterial foraging algorithm (IBFA), to choose the best algorithm. The proposed accuracy outcomes are attained as PASCAL VOC2010 (95.04%), MIT-67 dataset (96.02%), MSRC (97.37%), and MS COCO (94.53%), respectively

    Multi-agent evolutionary systems for the generation of complex virtual worlds

    Get PDF
    Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer’s intent through interaction, and encourages playful discovery

    Evolutionary Computation for Digital Artefact Design

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    This thesis presents novel systems for the automatic and semi-automatic design of digital artefacts. Currently, users wanting to create digital models, such as three-dimensional (3D) digital landscapes and website colour schemes, need to possess significant expertise, as the tools involved demand a high level of knowledge and skill. By developing an intuitive algorithmic process, founded on evolutionary computation (EC), this research enables non-specialist human designers to create digital assets more efficiently. This is achieved by replacing design activities that require significant manual input with algorithmic functions, thereby greatly improving the efficiency and accessibility of the practices involved. This research places an initial focus on the generation of 3D landscapes, but the latter aspect concentrates on the identification of text and background colour combinations more amenable to the reading process, particularly for readers with vision impairments. Choosing an ideal combination of colours requires knowledge of the cognitive and psychological procedures involved. Designers need to be aware of colour contrast ratios, brightness, and variations, which would require a series of aesthetic measurements if they are to be manually tested. In an effort to provide a colour design facility, this research offers algorithms that can generate colour schemes, based on the aforementioned principles, which can be used to derive an optimum scheme for a website. This research demonstrates a novel interactive genetic algorithm (IGA), coupled with the use of computational aesthetics, suitable for use in the evolution of terrain generation and digital landscape design. It also provides a tool for automatically creating EC-driven colour palettes for web design via evolutionary searches. Experimental trials use the EC framework developed from this research using both IGA technique and the computational aesthetic measures. Results indicate that the end-users can build any target digital landscape design with less inputs and more comfort, and if required can also automate the whole process to evolve aesthetically pleasing landscape designs. The results obtained for designing colour schemes for website design have proven that end-users can quickly develop a colour scheme, without the need for fine-tuning of colour combinations. Results can compete in quality the colour schemes that are designed by the professional website developers
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