{"title":"基于遗传算法的三维多边形树模型设计","authors":"R. Mazza, C. Congdon","doi":"10.1109/CEC.2002.1004523","DOIUrl":null,"url":null,"abstract":"The OpenGL graphics libraries (http://www.opengl.org) provide a powerful environment for programming three-dimensional virtual worlds, and are used in a wide variety of applications. However, the creation of individual 3D models to include within a virtual world is an arduous and time-consuming process. We have designed GenTree, an interactive system that uses genetic algorithms to evolve 3D tree models to be used in virtual environments. The system evolves a set of parameters used to render the trees, with a fitness function provided by user input. The initial system works with a modest set of parameters and uses relatively crude rectangles for rendering, but is able to evolve a variety of plant shapes, including deciduous trees, evergreens, and shrubbery.","PeriodicalId":184547,"journal":{"name":"Proceedings of the 2002 Congress on Evolutionary Computation. CEC'02 (Cat. No.02TH8600)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2002-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Towards a genetic algorithms approach to designing 3D polygonal tree models\",\"authors\":\"R. Mazza, C. Congdon\",\"doi\":\"10.1109/CEC.2002.1004523\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The OpenGL graphics libraries (http://www.opengl.org) provide a powerful environment for programming three-dimensional virtual worlds, and are used in a wide variety of applications. However, the creation of individual 3D models to include within a virtual world is an arduous and time-consuming process. We have designed GenTree, an interactive system that uses genetic algorithms to evolve 3D tree models to be used in virtual environments. The system evolves a set of parameters used to render the trees, with a fitness function provided by user input. The initial system works with a modest set of parameters and uses relatively crude rectangles for rendering, but is able to evolve a variety of plant shapes, including deciduous trees, evergreens, and shrubbery.\",\"PeriodicalId\":184547,\"journal\":{\"name\":\"Proceedings of the 2002 Congress on Evolutionary Computation. CEC'02 (Cat. No.02TH8600)\",\"volume\":\"8 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2002-05-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2002 Congress on Evolutionary Computation. CEC'02 (Cat. No.02TH8600)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CEC.2002.1004523\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2002 Congress on Evolutionary Computation. CEC'02 (Cat. No.02TH8600)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CEC.2002.1004523","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Towards a genetic algorithms approach to designing 3D polygonal tree models
The OpenGL graphics libraries (http://www.opengl.org) provide a powerful environment for programming three-dimensional virtual worlds, and are used in a wide variety of applications. However, the creation of individual 3D models to include within a virtual world is an arduous and time-consuming process. We have designed GenTree, an interactive system that uses genetic algorithms to evolve 3D tree models to be used in virtual environments. The system evolves a set of parameters used to render the trees, with a fitness function provided by user input. The initial system works with a modest set of parameters and uses relatively crude rectangles for rendering, but is able to evolve a variety of plant shapes, including deciduous trees, evergreens, and shrubbery.