Evolutionary design of objects using scene graphs

4Citations
Citations of this article
19Readers
Mendeley users who have this article in their library.
Get full text

Abstract

One of the main issues in evolutionary design is how to create three-dimensional shape. The representation needs to be general enough such that all possible shapes can be created, yet it has to be evolvable. That is, parent and offspring must be related. Small changes to the genotype should lead to small changes of the fitness of an individual. We have explored the use of scene graphs to evolve three-dimensional shapes. Two different scene graph representations are analyzed, the scene graph representation used by Openlnventor and the scene graph representation used by VRML. Both representations use internal floating point variables to specify three-dimensional vectors, rotation axes and rotation angles. The internal parameters are initially chosen at random, then remain fixed during the run. We also experimented with an evolution strategy to adapt the internal variables. Experimental results are presented for the evolution of a wind turbine. The VRML representation produced better results. © Springer-Verlag Berlin Heidelberg 2003.

Cite

CITATION STYLE

APA

Ebner, M. (2003). Evolutionary design of objects using scene graphs. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 2610, 47–58. https://doi.org/10.1007/3-540-36599-0_5

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free