mlsanityData to 14 Oct 2026

A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms

arXiv 2312.17587 ↗First posted 29 Dec 2023cs.GR cs.AIcited by 0

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Abstract (arXiv)

We present a tool for exploring the design space of shaders using an interactive evolutionary algorithm integrated with the Unity editor, a well-known commercial tool for video game development. Our framework leverages the underlying graph-based representation of recent shader editors and interactive evolution to allow designers to explore several visual options starting from an existing shader. Our framework encodes the graph representation of a current shader as a chromosome used to seed the evolution of a shader population. It applies graph-based recombination and mutation with a set of heuristics to create feasible shaders. The framework is an extension of the Unity editor; thus, designers with little knowledge of evolutionary computation (and shader programming) can interact with the underlying evolutionary engine using the same visual interface used for working on game scenes.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 2 of its 17 references that are in the map. First posted on arXiv 29 Dec 2023.

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2 of 17 references.

References · 2

  1. 2016Deep Shading: Convolutional Neural Networks for Screen-Space Shadingcited by 46
  2. 2016Design and Implementation of a Procedural Content Generation Web Application for Vertex Shaderscited by 1

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