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Evolution of Vertex and Pixel Shaders.

Authors :
Keijzer, Maarten
Tettamanzi, Andrea
Collet, Pierre
Hemert, Jano van
Tomassini, Marco
Ebner, Marc
Reinhardt, Markus
Albert, Jürgen
Source :
Genetic Programming (9783540254362); 2005, p261-270, 10p
Publication Year :
2005

Abstract

In real-time rendering, objects are represented using polygons or triangles. Triangles are easy to render and graphics hardware is highly optimized for rendering of triangles. Initially, the shading computations were carried out by dedicated hardwired algorithms for each vertex and then interpolated by the rasterizer. Todays graphics hardware contains vertex and pixel shaders which can be reprogrammed by the user. Vertex and pixel shaders allow almost arbitrary computations per vertex respectively per pixel. We have developed a system to evolve such programs. The system runs on a variety of graphics hardware due to the use of NVIDIA's high level Cg shader language. Fitness of the shaders is determined by user interaction. Both fixed length and variable length genomes are supported. The system is highly customizable. Each individual consists of a series of meta commands. The resulting Cg program is translated into the low level commands which are required for the particular graphics hardware. [ABSTRACT FROM AUTHOR]

Details

Language :
English
ISBNs :
9783540254362
Database :
Supplemental Index
Journal :
Genetic Programming (9783540254362)
Publication Type :
Book
Accession number :
32993135