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Evolving textures from high level descriptions

Evolving textures from high level descriptions Evolutionary texture synthesis is used in a prototype tool intended to assist a designer or artist by automatically discovering collections of candidate textures to fit a given stylistic description. The textures used here are small colour images created by procedural texture synthesis. This paper describes four examples of stylistic description. Each is defined by a handwritten fitness function that rates how well a given texture meets this style. Genetic programming uses the fitness function to evolve programs written in a texture synthesis language. This system automatically generates a catalogue of variations on the given theme. A designer could then visually scan through these textures to pick out ones that seem aesthetically interesting. Their procedural `genetic' representation would allow textures to be further adjusted by interactive evolution. The procedural representation also allows re-rendering textures at arbitrary pixel resolutions and provides a way to store them in a highly compressed form allowing lossless reconstruction. Keywords: texture synthesis; evolutionary art; graphic design; tool; GP; genetic programming; evolutionary computation; optimisation; procedural. Reference to this paper should be made as follows: Reynolds, C. (2016) `Evolving textures from high level descriptions', Int. J. Arts and Technology, Vol. 9, No. 1, pp.26­38. Biographical notes: Craig http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png International Journal of Arts and Technology Inderscience Publishers

Evolving textures from high level descriptions

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Publisher
Inderscience Publishers
Copyright
Copyright © 2016 Inderscience Enterprises Ltd.
ISSN
1754-8853
eISSN
1754-8861
DOI
10.1504/IJART.2016.075407
Publisher site
See Article on Publisher Site

Abstract

Evolutionary texture synthesis is used in a prototype tool intended to assist a designer or artist by automatically discovering collections of candidate textures to fit a given stylistic description. The textures used here are small colour images created by procedural texture synthesis. This paper describes four examples of stylistic description. Each is defined by a handwritten fitness function that rates how well a given texture meets this style. Genetic programming uses the fitness function to evolve programs written in a texture synthesis language. This system automatically generates a catalogue of variations on the given theme. A designer could then visually scan through these textures to pick out ones that seem aesthetically interesting. Their procedural `genetic' representation would allow textures to be further adjusted by interactive evolution. The procedural representation also allows re-rendering textures at arbitrary pixel resolutions and provides a way to store them in a highly compressed form allowing lossless reconstruction. Keywords: texture synthesis; evolutionary art; graphic design; tool; GP; genetic programming; evolutionary computation; optimisation; procedural. Reference to this paper should be made as follows: Reynolds, C. (2016) `Evolving textures from high level descriptions', Int. J. Arts and Technology, Vol. 9, No. 1, pp.26­38. Biographical notes: Craig

Journal

International Journal of Arts and TechnologyInderscience Publishers

Published: Jan 1, 2016

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