M. Ebner, M. Reinhardt, and J. Albert. Proceedings of the 8th European Conference on Genetic
Programming, volume 3447 of Lecture Notes in Computer Science, page 261--270. Lausanne, Switzerland, Springer, (30 March - 1 April 2005)
DOI: doi:10.1007/b107383
Abstract
In real-time rendering, objects are represented using
polygons or triangles. Triangles are easy to render and
graphics hardware is highly optimised 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 customisable. 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.
Proceedings of the 8th European Conference on Genetic
Programming
year
2005
month
30 March - 1 April
pages
261--270
publisher
Springer
series
Lecture Notes in Computer Science
volume
3447
bibsource
DBLP, http://dblp.uni-trier.de
organisation
EvoNet
isbn
3-540-25436-6
notes
Part of keijzer:2005:GP EuroGP'2005 held in
conjunction with EvoCOP2005 and
EvoWorkshops2005
examples
http://wwwi2.informatik.uni-wuerzburg.de/mitarbeiter/ebner/research/evoShader/evoShader.html
%0 Conference Paper
%1 eurogp:EbnerRA05
%A Ebner, Marc
%A Reinhardt, Markus
%A Albert, Jürgen
%B Proceedings of the 8th European Conference on Genetic
Programming
%C Lausanne, Switzerland
%D 2005
%E Keijzer, Maarten
%E Tettamanzi, Andrea
%E Collet, Pierre
%E van Hemert, Jano I.
%E Tomassini, Marco
%I Springer
%K GP GPU, algorithms, genetic linear programming,
%P 261--270
%R doi:10.1007/b107383
%T Evolution of Vertex and Pixel Shaders
%U http://springerlink.metapress.com/openurl.asp?genre=article&issn=0302-9743&volume=3447&spage=261
%V 3447
%X In real-time rendering, objects are represented using
polygons or triangles. Triangles are easy to render and
graphics hardware is highly optimised 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 customisable. 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.
%@ 3-540-25436-6
@inproceedings{eurogp:EbnerRA05,
abstract = {In real-time rendering, objects are represented using
polygons or triangles. Triangles are easy to render and
graphics hardware is highly optimised 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 customisable. 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.},
added-at = {2008-06-19T17:35:00.000+0200},
address = {Lausanne, Switzerland},
author = {Ebner, Marc and Reinhardt, Markus and Albert, J{\"u}rgen},
bibsource = {DBLP, http://dblp.uni-trier.de},
biburl = {https://www.bibsonomy.org/bibtex/22e7d4159d490abe760e04476389801d4/brazovayeye},
booktitle = {Proceedings of the 8th European Conference on Genetic
Programming},
doi = {doi:10.1007/b107383},
editor = {Keijzer, Maarten and Tettamanzi, Andrea and Collet, Pierre and {van Hemert}, Jano I. and Tomassini, Marco},
interhash = {8735f79cc830dba05d6b2d90a79b4fbf},
intrahash = {2e7d4159d490abe760e04476389801d4},
isbn = {3-540-25436-6},
keywords = {GP GPU, algorithms, genetic linear programming,},
month = {30 March - 1 April},
notes = {Part of \cite{keijzer:2005:GP} EuroGP'2005 held in
conjunction with EvoCOP2005 and
EvoWorkshops2005
examples
http://wwwi2.informatik.uni-wuerzburg.de/mitarbeiter/ebner/research/evoShader/evoShader.html},
organisation = {EvoNet},
pages = {261--270},
publisher = {Springer},
series = {Lecture Notes in Computer Science},
timestamp = {2008-06-19T17:39:04.000+0200},
title = {Evolution of Vertex and Pixel Shaders},
url = {http://springerlink.metapress.com/openurl.asp?genre=article&issn=0302-9743&volume=3447&spage=261},
volume = 3447,
year = 2005
}