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An Implicit Surface Prototype for Evolving Human Figure Geometry

This paper describes one method of constructing a parametric human model for use in evolving humanoid character geometry. Interactive aesthetic selection is employed as a fitness function for producing successive populations of human models from an initial parametric human model constructed from a hierarchy of implicit surfaces. The parameters controlling the size, position, and orientation of groups of implicit surfaces are discussed, as well as the usage of a genetic algorithm within a 3D animation authoring package.