Evolving Human Figure Geometry

Matthew Lewis

00.11.15 Final Tech Report (1.8 meg pdf)
00.11.13 Tech report "final" draft v3
00.11.09 Tech report "final" draft v2
00.11.07 Tech report "final" draft awaiting final comments/corrections/changes from reviewers.

(00.11.06: updated several images)
(00.11.02: sesi credit text draft added)
(00.10.21: text added)
(00.10.17: images online)

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:
default prototype body network

Implicit surface model... 35 hierarchical metaballs/superquads:
default metaballs deformed metaballs

Midlevel Parameters: part scaling... thighs, torso:
small thighs small torso

Midlevel Parameters: chest shaping, pelvic tilt:
female chest male chest pelvic tilt back pelvic tilt forward

High Level Parameters: Weight
thin heavy

High Level Parameters: Muscle
weak strong

High Level Parameters: Age
young old

High Level Parameters: Height
short tall

High Level Parameters: Gender
female male

Parameter Data Network, Evolution Network, Evolution Interface:
parameter network evolve network custom control panel

Sample Populations:
population 1 population 3 population 2
population 4 population 5 population 6

Evolved Character Body Geometry:
body1 body2 body3
body4 body5 body6

00.10.10 I'm currently porting the figure modeling techniques described below into Metavolve in Houdini:

(tif) (tif)

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.

May, 2000 Tech Report (811k pdf).

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.

Prototype model:
bones prototype front prototype perspective prototype side

arch back arch forward long hair short hair
female female side male side male
strong weak
fat thin

initial population of figures evolving a female figure arbitrary viewing of figures

Mel scripts:

AED links page

Page created 8/25/00
Last updated 9/27/00
Copyright Matthew Lewis, 2000