Procedural Modeling
Eric Galin
Institut de la Communication
Université Lumière Lyon 2, France
Phone: (33) 4 72 71 60 74
Fax: (33) 4 72 71 08 52
e-mail: eric.galin@liris.cnrs.fr
Modeling and Generating Realistic Worlds
GENESIS
Call for students 2013
We are looking for two very good first year Masters students who would like to work on the procedural generation of complex terrains. Please have a look at the project page and contact me as soon as september 2012.
We are looking for one very good second year Masters student who would like to work on the procedural generation of realistic worlds, possibly in collaboration with the University of Purdue (USA) and Montreal (CA).
The salary should be circa 435€/month. Please contact me as soon as september 2012.
What occured in 2012
Our paper on simulating how salt decay ages buildings was accepted in IEEE Computer Graphics & Applications (see the papers online).
What occured in 2011
Our paper on the automatic generation of road networks was accepted at Pacific Graphics Conference (see the papers online).
What occurred in 2010
Eurographics Cover
We won the first prize of the Computer Graphics Forum 2010 Cover Competition (rank 1 out of 70 subissions), see the image.
Eurographics Conference
Two papers accepted at Eurographics Conference: Heat Transfer Simulation for Modeling Realistic Winter Sceneries and Procedural Generation of Roads (see the papers online)
Graphics Interface
One paper was accepted at Graphics Interface: Component-Based Model Synthesis for Low Polygonal Models (see the papers online)
Research activities
The aim of my research encompasses procedural modeling and generation of complex natural objects, simulating ecosystems and natural phenomena such as aging and weathering. Applications include generating landscapes, modeling plants and simulating their growth within complex ecosystems, simulating cracks and fractures, modeling large scenes with many details.
Administration
Since september 2008, I am at the head of Gamagora, a specific video game education program at the University of Lyon.
Gamagora first opened its doors in September 2007 and today, we offer both a Master's degree in interactive game technology
two graduate professional certificates in Level Design and Graphics Design and Artwork.
This educational program benefits from the synergy of industry veterans, CNRS researchers and the
sponsorship of the Pôle de Compétitivité Imaginove (Région Rhône Alpes).
European Game Awards
Gerridae wins the Best Student Game Awards at the Milthon European Game Awards (2010 Paris Game Festival).
Teaching activities
I am involved in several computer graphics courses: Procedural Modeling and Simulation (Gamagora - Masters level and Ecole Centrale de Lyon), Modeling and Rendering (Lyon 1, Masters level), Algorithmics (Lyon 2, Masters level).
ROBOT POPULI Project
Région Rhône Alpes (20012-2014)Gamagora an our research team participated to the Région Rhône Alpes project ROBOT POPULI. This project aimed at designing original games for robots and experimenting new interfaces.
ANR DNA
ANR CONTINT (2007-2010)
I
am involved in the ANR project DNA (Details in NAtural
scenes) that aims at creating complex realistic natural scenes with a
high level of detail by taking into account the life cycle of plants
and the influence of fallen leaves, lichens, small stones and rocks,
branches, mushrooms.
GENAC 2 Project
Pôle de Compétitivité Imaginove (2007-2009)
I'm
involved in the project GENAC 2 (AUtomatiC GENeneration
of procedurAl Content) supported by Pôle de
Compétitivité Imaginove of Rhône Alpes region which aims at designing
procedural techniques for generating natural sceneries with a high
level of details for Next Generation video games.
DEREVE Project
Région Rhône Alpes (2001-2003) and (2004-2006)
I have
been involved in the Région Rhône Alpes project DEREVE, which
aimed at designing real time algorithms for modeling and visualizing
virtual worlds. We participated in developing automatic techniques for
simulating lichen growth and for creating cracks and fractures on a
variety of objects with a view to obtaining weathered and more
realistic objects.