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A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms
December 29, 2023 Β· Entered Twilight Β· π IEEE Games Entertainment Media Conference
Repo contents: .gitignore, .vscode, .vsconfig, Assets, Packages, ProjectSettings, README.md, UIElementsSchema
Authors
Elio Sasso, Daniele Loiacono, Pier Luca Lanzi
arXiv ID
2312.17587
Category
cs.GR: Graphics
Cross-listed
cs.AI
Citations
1
Venue
IEEE Games Entertainment Media Conference
Repository
https://github.com/PierLucaLanzi/Procedural-Generation-of-Shaders-Using-Interactive-Evolutionary-Algorithms/
β 2
Last Checked
3 months ago
Abstract
We present a tool for exploring the design space of shaders using an interactive evolutionary algorithm integrated with the Unity editor, a well-known commercial tool for video game development. Our framework leverages the underlying graph-based representation of recent shader editors and interactive evolution to allow designers to explore several visual options starting from an existing shader. Our framework encodes the graph representation of a current shader as a chromosome used to seed the evolution of a shader population. It applies graph-based recombination and mutation with a set of heuristics to create feasible shaders. The framework is an extension of the Unity editor; thus, designers with little knowledge of evolutionary computation (and shader programming) can interact with the underlying evolutionary engine using the same visual interface used for working on game scenes.
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