The use of Procedural Content Generation techniques in the production of video games has seen a large diffusion in the last years. However, in the Computer Graphics field, very few works have addressed the procedural generation of Bidirectional Scattering Distribution Functions for complex materials. In this paper, we present a method for the automatic generation of realistic layered materials, based on the application of a Genetic Algorithm. We show that, with the proposed approach, it is possible to generate several instances of a target material, maintaining a desired level of closeness to the original simulated interaction between the light and the surface, but introducing also a controlled amount of differences in the final perceived a...
Texture synthesis using genetic algorithms is one way; proposed in the previous research, to synthes...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
This paper proposes the use of a genetic algorithm to optimize mask and illumination geometries in o...
The use of Procedural Content Generation techniques in the production of Video Games has seen a larg...
The automatic synthesis of procedural textures for 3D surfaces using genetic programming is investig...
In this paper, we take a new look at the problem of texturing surfaces so that they can be displayed...
Producing many varying instances of the same type of graphical resource for games can be of interest...
Subsurface scattering is a subtle and often overlooked phenomena responsible for the translucent eff...
Abstract: This paper develops enhanced material interface reconstruction techniques using genetic pr...
Aiming at developing feasible rendering algorithms for natural scenes, this thesis focus on complex ...
The reshaping technique that is based on transformation optics renders an object to be perceived as ...
This paper describes an attempt to enable computers to generate truly novel conceptual designs of th...
In this document we present an investigation on automatically generating levels for platform videoga...
In the computer graphics production environment, artists often must tweak specific lighting and mate...
Our system automatically generates a layered material volume for approximating a custom BSSRDF. (a)T...
Texture synthesis using genetic algorithms is one way; proposed in the previous research, to synthes...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
This paper proposes the use of a genetic algorithm to optimize mask and illumination geometries in o...
The use of Procedural Content Generation techniques in the production of Video Games has seen a larg...
The automatic synthesis of procedural textures for 3D surfaces using genetic programming is investig...
In this paper, we take a new look at the problem of texturing surfaces so that they can be displayed...
Producing many varying instances of the same type of graphical resource for games can be of interest...
Subsurface scattering is a subtle and often overlooked phenomena responsible for the translucent eff...
Abstract: This paper develops enhanced material interface reconstruction techniques using genetic pr...
Aiming at developing feasible rendering algorithms for natural scenes, this thesis focus on complex ...
The reshaping technique that is based on transformation optics renders an object to be perceived as ...
This paper describes an attempt to enable computers to generate truly novel conceptual designs of th...
In this document we present an investigation on automatically generating levels for platform videoga...
In the computer graphics production environment, artists often must tweak specific lighting and mate...
Our system automatically generates a layered material volume for approximating a custom BSSRDF. (a)T...
Texture synthesis using genetic algorithms is one way; proposed in the previous research, to synthes...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
This paper proposes the use of a genetic algorithm to optimize mask and illumination geometries in o...