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Frederic Fol Leymarie

Publications and source records attributed to Frederic Fol Leymarie.

9 recordsLinked to original sources

Evolution & Foundation: AI Shares Creative Control

This paper investigates the creative process of automated design and artistic evaluation using an evolutionary system. We consider how a multimodal artificial intelligence (AI) model can communicate and guide a combined generative and evolutionary computational system. This creates a framework for the evolution of aesthetically pleasing complex 3D organic forms by integrating genetic algorithms with the visual reasoning capabilities of large-scale AI foundation models. The framework shifts the artist role from that of intensive direct selection to one of system design; transferring detailed step-by-step curation to an AI agent capable of multimodal aesthetic judgement. This framework enables the human artist/designer to rapidly traverse large areas of multi-dimensional evolutionary parameter space to find creative outcomes based on their semantic targets. Detailed audit trails of the AI's aesthetic reasoning are generated for each experiment. Interactive visualisation tools, together with AI-generated summaries and evolutionary narratives, enable deep exploration into each evolutionary experiment and providing a transparent insight into the AI-guided process.

cs.NE↗

Neural Image Abstraction Using Long Smoothing B-Splines

We integrate smoothing B-splines into a standard differentiable vector graphics (DiffVG) pipeline through linear mapping, and show how this can be used to generate smooth and arbitrarily long paths within image-based deep learning systems. We take advantage of derivative-based smoothing costs for parametric control of fidelity vs. simplicity tradeoffs, while also enabling stylization control in geometric and image spaces. The proposed pipeline is compatible with recent vector graphics generation and vectorization methods. We demonstrate the versatility of our approach with four applications aimed at the generation of stylized vector graphics: stylized space-filling path generation, stroke-based image abstraction, closed-area image abstraction, and stylized text generation.

cs.GR↗

Image-driven Robot Drawing with Rapid Lognormal Movements

Large image generation and vision models, combined with differentiable rendering technologies, have become powerful tools for generating paths that can be drawn or painted by a robot. However, these tools often overlook the intrinsic physicality of the human drawing/writing act, which is usually executed with skillful hand/arm gestures. Taking this into account is important for the visual aesthetics of the results and for the development of closer and more intuitive artist-robot collaboration scenarios. We present a method that bridges this gap by enabling gradient-based optimization of natural human-like motions guided by cost functions defined in image space. To this end, we use the sigma-lognormal model of human hand/arm movements, with an adaptation that enables its use in conjunction with a differentiable vector graphics (DiffVG) renderer. We demonstrate how this pipeline can be used to generate feasible trajectories for a robot by combining image-driven objectives with a minimum-time smoothing criterion. We demonstrate applications with generation and robotic reproduction of synthetic graffiti as well as image abstraction.

cs.RO↗

Bioblox 2.5D -- Developing an Educational Game Based on Protein Docking

We present the development process of Bioblox2-5D, an educational biology game aimed at teenagers. The game content refers to protein docking and aims to improve learning about molecular shape complexity, the roles of charges in molecular docking and the scoring function to calculate binding affinity. We developed the game as part of a collaboration between the Computing Department at Goldsmiths, University of London, and the Structural Bioinformatics group at Imperial College London. The team at Imperial provided the content requirements and validated the technical solution adopted in the game. The team at Goldsmiths designed and implemented the content requirements into a fun and stimulating educational puzzle game that supports teaching and motivates students to engage with biology. We illustrate the game design choices, the compromises and solutions that we applied to accomplish the desired learning outcomes. This paper aims to illustrate useful insights and inspirations in the context of educational game development for biology students.

cs.HC↗

Two Decades of Game Jams

In less than a year's time, March 2022 will mark the twentieth anniversary of the first documented game jam, the Indie Game Jam, which took place in Oakland, California in 2002. Initially, game jams were widely seen as frivolous activities. Since then, they have taken the world by storm. Game jams have not only become part of the day-to-day process of many game developers, but jams are also used for activist purposes, for learning and teaching, as part of the experience economy, for making commercial prototypes that gamers can vote on, and more. Beyond only surveying game jams and the relevant published scientific literature from the last two decades, this paper has several additional contributions. It builds a history of game jams, and proposes two different taxonomies of game jams - a historical and a categorical. In addition, it discusses the definition of game jam and identifies the most active research areas within the game jam community such as the interplay and development with local communities, the study and analysis of game jammers and organisers, and works that bring a critical look on game jams.

cs.HC↗

Network Bending: Expressive Manipulation of Deep Generative Models

We introduce a new framework for manipulating and interacting with deep generative models that we call network bending. We present a comprehensive set of deterministic transformations that can be inserted as distinct layers into the computational graph of a trained generative neural network and applied during inference. In addition, we present a novel algorithm for analysing the deep generative model and clustering features based on their spatial activation maps. This allows features to be grouped together based on spatial similarity in an unsupervised fashion. This results in the meaningful manipulation of sets of features that correspond to the generation of a broad array of semantically significant features of the generated images. We outline this framework, demonstrating our results on state-of-the-art deep generative models trained on several image datasets. We show how it allows for the direct manipulation of semantically meaningful aspects of the generative process as well as allowing for a broad range of expressive outcomes.

cs.CV↗

Amplifying The Uncanny

Deep neural networks have become remarkably good at producing realistic deepfakes, images of people that (to the untrained eye) are indistinguishable from real images. Deepfakes are produced by algorithms that learn to distinguish between real and fake images and are optimised to generate samples that the system deems realistic. This paper, and the resulting series of artworks Being Foiled explore the aesthetic outcome of inverting this process, instead optimising the system to generate images that it predicts as being fake. This maximises the unlikelihood of the data and in turn, amplifies the uncanny nature of these machine hallucinations.

cs.CV↗

Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry

While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man's Sky and Horizon Zero Dawn taking advantage of PCG, the gap between academia and industry is as wide as it has ever been, in terms of communication and sharing methods. One of the authors, has worked on both sides of this gap and in an effort to shorten it and increase the synergy between the two sectors, has identified three design pillars for PCG using mixed-initiative interfaces. The three pillars are Respect Designer Control, Respect the Creative Process and Respect Existing Work Processes. Respecting designer control is about creating a tool that gives enough control to bring out the designer's vision. Respecting the creative process concerns itself with having a feedback loop that is short enough, that the creative process is not disturbed. Respecting existing work processes means that a PCG tool should plug in easily to existing asset pipelines. As academics and communicators, it is surprising that publications often do not describe ways for developers to use our work or lack considerations for how a piece of work might fit into existing content pipelines.

cs.HC↗

Calligraphic Stylisation Learning with a Physiologically Plausible Model of Movement and Recurrent Neural Networks

We propose a computational framework to learn stylisation patterns from example drawings or writings, and then generate new trajectories that possess similar stylistic qualities. We particularly focus on the generation and stylisation of trajectories that are similar to the ones that can be seen in calligraphy and graffiti art. Our system is able to extract and learn dynamic and visual qualities from a small number of user defined examples which can be recorded with a digitiser device, such as a tablet, mouse or motion capture sensors. Our system is then able to transform new user drawn traces to be kinematically and stylistically similar to the training examples. We implement the system using a Recurrent Mixture Density Network (RMDN) combined with a representation given by the parameters of the Sigma Lognormal model, a physiologically plausible model of movement that has been shown to closely reproduce the velocity and trace of human handwriting gestures.

cs.CV↗