DocumentCode
2330422
Title
SBArt4 — Breeding abstract animations in realtime
Author
Unemi, Tatsuo
Author_Institution
Dept. of Inf. Syst. Sci., Soka Univ., Tokyo, Japan
fYear
2010
fDate
18-23 July 2010
Firstpage
1
Lastpage
6
Abstract
SBART was developed in early 1990´s as one of the derivatives from Artificial Evolution by Karl Sims. It has a functionality to create a movie from a bred image through post-processing. The innovation of graphics processing unit (GPU) in these years improved the calculation performance to be fast enough to realize breeding animations in realtime on the personal computer. SBArt4 utilizes the advantage of GPU by compiling each expression in genotype into a type of OpenGL shading language. Even when it renders each frame of the animation in realtime, it achieves enough speed for users to evaluate the product of an abstract animation immediately. Though there were a number of problems because of architectural difference between CPU and GPU, almost compatible functionalities with the previous version have been implemented including reference to an external image and integer-based bitwise operation. Through experimental executions on some different hardware configurations, it was certified that it runs fast enough on recent consumer machines though some older machines are not powerful enough.
Keywords
computer animation; computer graphic equipment; evolutionary computation; rendering (computer graphics); GPU; OpenGL shading language; SBART; SBArt4; artificial evolution; breeding abstract animation; genotype; graphics processing unit; integer-based bitwise operation; Animation; Graphics processing unit; High definition video; Image color analysis; Kernel; Pixel; Rendering (computer graphics);
fLanguage
English
Publisher
ieee
Conference_Titel
Evolutionary Computation (CEC), 2010 IEEE Congress on
Conference_Location
Barcelona
Print_ISBN
978-1-4244-6909-3
Type
conf
DOI
10.1109/CEC.2010.5586293
Filename
5586293
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