Skip to main content
Log in

Aesthetic geometry evolution in a generic interactive evolutionary design framework

  • Special Issue
  • Published:
New Generation Computing Aims and scope Submit manuscript

Abstract

An interactive evolutionary design framework is presented which provides a testbed for the development and exploration of a range of visual aesthetic design spaces. A commercial 3D digital content development software package is used to leverage the strength of existing 3D algorithm implementations and familiar interfaces and tools. The domain of non-representational 3D forms sculpted with a series of non-linear deformers is discussed as the primary example. Additional simple problem domains are shown which are being developed to serve as examples for non-programmer artists and designers who are familiar with digital content authoring in Maya. These examples will enable such individuals to rapidly construct their own interactive evolution systems.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Institutional subscriptions

Similar content being viewed by others

References

  1. Alias Systems, “Maya,” http://www.alias.com/maya/, 2004.

  2. Bedwell, E.J. and Ebert, D.S., “Artificial Evolution of Algebraic Surfaces,” inProceedings of Implicit Surfaces ’99, 1999.

  3. Bentley, P.J.,Evolutionary Design by Computers, Morgan Kaufmann, 1999.

  4. Das, S., Franguidakis, T., Papka, M., DeFanti, T.A. and Sandin, D.J., “A Genetic Programming Application in Virtual Reality,” inProceedings of the first IEEE Conference on Evolutionary Computation, IEEE Press, pp. 480–484, 1994.

  5. Emergent Design, “Emergent Design Web Site,” http://www.emergent-design.com, 2004.

  6. Hobden, A., “Genetic Algorithms for Graphics Textures,”Tech. Rep. EPCC-SS9403, Edinburgh Parallel Computing Centre (EPCC), 1994.

  7. Jones, M.W., “Direct Surface Rendering of General and Genetically Bred Implicit Surfaces,” inProceedings of the 17th Annual Conference of Eurographics (UK Chapter), Cambridge, pp. 37–46, 1999.

  8. Kuriyama, S. and Kaneko, T., “Morphogenic Synthesis of Free-form Shapes,” inProceedings of First Iteration, pp. 106–115, 1999.

  9. Lewis, M., “Aesthetic Evolutionary Design with Data Flow Networks,” inProceedings of Generative Art 2000, Milan, Italy, 2000.

  10. Lewis, M.,Creating Continuous Design Spaces for Interactive Genetic Algorithms with Layered, Correlated, Pattern Functions, Ph.D. thesis, Ohio State University, 2001.

  11. Lewis, M., “Aesthetic Video Filter Evolution in an Interactive Real-time Framework,” inApplications of Evolutionary Computing, EvoWorkshops2004, G.R. Raidl et al., Eds., Springer Verlag, pp. 407–416, 2004.

  12. Lewis, M., “Visual Aesthetic Evolutionary Design Links,” http://www.accad.ohio-state.edu/∼mlewis/aed.html, 2004.

  13. McGuire, F., “The Origins of Sculpture: Evolutionary 3D Design,”IEEE Computer Graphics, 1993.

  14. Nishino, H., Takagi, H. and Utsumiya, K., “A Digital Prototyping System for Designing Novel 3D Geometries,” in6th International Conference on Virtual Systems and Multimedia (VSMM2000), Ogaki, Gifu, Japan, pp. 473–482, 2000.

  15. Rowland, D.A., “Genetic Sculpture Park,” http://www.mindlab.org/web2/research/creativity.htm, 2004.

  16. Rowley, T., “A Toolkit for Visual Genetic Programming,”Tech. Rep. GCG-74, The Geometry Center, University of Minnesota, 1994.

  17. Tabuada, P., Alves, P., Gomes, J. and Rosa, A., “3D Artificial Art by Genetic Algorithms,” inProceedings of the Workshop on Evolutionary Design at Artificial Intelligence in Design-AID’98, pp. 18–21, 1998.

  18. Takagi, H., “Interactive Evolutionary Computation: Fusion of the Capabilities of EC Optimization and Human Evaluation,”Proceedings of the IEEE,89,9, 2001.

  19. Todd, S. and Latham, W.,Evolutionary Art and Computers, Academic Press, 1992.

  20. Todd, S. and Latham, W., “The Mutation and Growth of Art by Computers,” inEvolutionary Design by Computers, P.J. Bentley, Ed., Morgan Kaufmann, ch. 9, pp. 221–250, 1999.

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Matthew Lewis.

Additional information

Matthew Lewis, Ph.D.: He is a researcher at The Advanced Computing Center for the Arts and Design (ACCAD) at The Ohio State University, where he received his M.S. (1993) and Ph.D. (2001) degrees in Computer Science. His research interests include evolutionary design, generative art, and data remapping for artistic performance and installation.

Keith Ruston: He is a student at The Ohio State University where he has earned his B.S. in Computer Science & Engineering (2003) and is currently pursuing his M.S. His major field of study is graphics and animation. His career goals include working in the animated film industry and/or computer game development.

About this article

Cite this article

Lewis, M., Ruston, K. Aesthetic geometry evolution in a generic interactive evolutionary design framework. New Gener Comput 23, 171–179 (2005). https://doi.org/10.1007/BF03037493

Download citation

  • Received:

  • Revised:

  • Issue Date:

  • DOI: https://doi.org/10.1007/BF03037493

Keywords

Navigation