Latest progress pix... working them into a paper that will be here
Real Soon Now.
The figures are being evolved in Side Effects Software Inc's Houdini.
Permission to display the network and custom panel screenshots shown below provided courtesy of Side Effects Software Inc.
Default Prototype model and network graph representation:
Implicit surface model... 35 hierarchical metaballs/superquads:
Midlevel Parameters: part scaling... thighs, torso:
Midlevel Parameters: chest shaping, pelvic tilt:
High Level Parameters: Weight
High Level Parameters: Muscle
High Level Parameters: Age
High Level Parameters: Height
High Level Parameters: Gender
Parameter Data Network, Evolution Network, Evolution Interface:
Evolved Character Body Geometry:
Whereas the work described in the May tech report used a fixed topology polyhedron for the body in Maya, the figure above is produced from implicit surfaces and thus can be tesselated to any resolution, while maintaining smooth joint connections.
This paper describes a general framework for evolving human figure geometry. Aesthetic selection is employed as a fitness function for producing successive populations of human models. The system is implemented as a plug-in to Maya, using MEL, Maya's embedded scripting language.
Keywords: Human figure modeling, aesthetic evolutionary design, parametric models.
This is very much a work in progress.
I am currently reimplementing this work within my current Houdini based framework.