Albin-Clark, AdrianHoward, TobyWen Tang and John Collomosse2014-01-312014-01-312009978-3-905673-71-5https://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG09/061-064Abstract Virtual Humans are used in many applications either as an embodiment of a real person (an "avatar"), or under the control of a computer program (an "agent" or "non-player character"). The automatic generation of Virtual Humans is a challenging problem if they are to look both plausible and unique within a population. We present an approach which exploits the power of Evolutionary Algorithms (EAs), and provide illustrative examples of how our methods may be realised within the context of surface-based model geometry.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism I.2.8 [Artificial Intelligence]: Problem Solving, Control Methods, and Search - Heuristic methods I.6.5 [Simulation and Modeling]: Model Development - Modeling methodologiesAutomatically Generating Virtual Humans using Evolutionary Algorithms