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
Images created in 2010
Roads
Roads were automatically generated using an original anisotropic shortest path algorithm for computing the trajectory over an input terrain, and the geometry was instanciated with procedural generic models.
Images created in 2009
Rocks and stones
Stone huts and canyons with procedurally generated rocks piles.
Eurographics Cover Competition 2010
Here is the image that won the first prize of the Computer Graphics Forum 2010 Cover Competition.
It represents a grasping hand made of small stones. This complex model, featuring 17 504 stones (2,315,840 triangles), was automatically created from a simple mesh model. We use an aperiodic tiling method
for generating the stones into contact without any computationally demanding
physically-based simulation. Our approach relies on a modified corner cube algorithm
to generate a set of aperiodic tiles, which enables us to avoid visually disturbing
repetitive patterns. Our model allow us to control the shape as well as the relative
orientation and size distribution of the stones.
Roads
Countryside roads have been automatically generated from the terrain and ecosystem data structures by computing an anisotropic shortest path minimizing the weighted influence of the vegetation, the slope and the rivers.
Rocks and stones
Rocks and stones have been generated procedurally from a coarse three dimensional model representing the huts.
Rocks and stones have been generated procedurally from a coarse three dimensional model representing the huts.
Terrains
Complex landscapes with overhangs, arches can be sculpted using a three dimensional terrain model based on material layers.