• Deep Terrains at SIGGRAPH ASIA

    Interactive Example-Based Terrain Authoring with Conditional Generative Adversarial Networks has been accepted at SIGGRAPH ASIA.

    Authoring virtual terrains presents a challenge and there is a strong need for authoring tools able to create realistic terrains with simple user-inputs and with high user control. We propose an example-based authoring pipeline that uses a set of terrain synthesizers dedicated to specific tasks. Each terrain synthesizer is a Conditional Generative Adversarial Network trained by using real-world terrains and their sketched counterparts. The training sets are built automatically with a view that the terrain synthesizers learn the generation from features that are easy to sketch. During the authoring process, the artist first creates a rough sketch of the main terrain features, such as rivers, valleys and ridges, and the algorithm automatically synthesizes a terrain corresponding to the sketch using the learned features of the training samples. Our framework allows for an easy terrain authoring and provides a high level of realism for a minimum sketch cost. We show various examples of terrain synthesis created by experienced as well as inexperienced users who are able to design complex and diverse terrains in a very short time.

  • Full Professor Position at Université Lyon 1

    I moved to Université Lyon 1 where I hold a full professor position in the computer science department.

    I will be teaching Master classes in computer graphics, and undergraduate courses in object oriented programming and algorithmics.

  • GEOMOD at SIGGRAPH

    Our paper Authoring Landscapes by Combining Ecosystem and Terrain Erosion Simulation has been accepted at SIGGRAPH.

    We introduce a novel framework for interactive landscape authoring that supports bi-directional feedback between erosion and vegetation simulation. Vegetation and terrain erosion have strong mutual impact and their interplay influences the overall realism of virtual scenes. Despite their importance, these complex interactions have been neglected in computer graphics. Our framework overcomes this by simulating the effect of a variety of geomorphological agents and the mutual interaction between different material and vegetation layers, including rock, sand, humus, grass, shrubs, and trees. Users are able to exploit these interactions with an authoring interface that consistently shapes the terrain and populates it with details.

  • Eurographics 2017 in Lyon

    The GeoMod team had the pleasure to organize and welcome the prestigious conference Eurographics 2017 April 24th-28th in Lyon's Convention Center. This event was a clear success as we received more than 400 researchers and industrials for 79h of scientific presentations around various computer graphics topics: geometry and modeling, image and video processing, rendering, simulation, 3d printing etc. The symbiosis between academic and industrial research culminated during four plenary sessions, making us discover computational photography (Frédo Durand, MIT), the joy of computer graphics programming (Bruno Lévy, INRIA), the secrets of Hollywood movies (Parolo Emilio Selva, Weta Digital) and the mysteries of time (Jos Stam, Autodesk). LIRIS thanks the local organizing team led by Eric Galin and applauds the success of Eurographics 2017!

  • CGI Paper: Landscapes

    Our paper Coherent Multi-Layer Landscape Synthesis has been accepted at CGI.

    We present an effcient method for generating coherent multi-layer landscapes. We use a dictionary built from exemplars to synthesize high-resolution fully-featured terrains from input low-resolution elevation data. Our example-based method consists in analyzing real world terrain examples and learning the procedural rules directly from these inputs. We take into account not only the elevation of the terrain, but also additional layers such as the slope, orientation, drainage area, the density and distribution of vegetation, and the soil type. By increasing the variety of terrain exemplars, our method allows the user to synthesize and control different types of landscapes and biomes, such as temperate or rain forests, arid deserts and mountains.

  • IEEE Transactions on Visualization and Computer Graphics

    Our paper Sculpting Mountains: Interactive Terrain Modeling Based on Subsurface Geology has been accepted at IEE TVCG.

    Most mountain ranges are formed by the compression and folding of colliding tectonic plates. Subduction of one plate causes large-scale asymmetry while their layered composition (or stratigraphy) explains the multi-scale folded strata observed on real terrains. We introduce a novel interactive modeling technique to generate visually plausible, large scale terrains that capture these phenomena. Our method draws on both geological knowledge for consistency and on sculpting systems for user interaction. The user is provided hands-on control on the shape and motion of tectonic plates, represented using a new geologically-inspired model for the Earth crust. The model captures their volume preserving and complex folding behaviors under collision, causing mountains to grow. It generates a volumetric uplift map representing the growth rate of subsurface layers. Erosion and uplift movement are jointly simulated to generate the terrain. The stratigraphy allows us to render folded strata on eroded cliffs. We validated the usability of our sculpting interface through a user study, and compare the visual consistency of the earth crust model with geological simulation results and real terrains.

  • Multi-layered Terrain Synthesis

    Our paper Coherent multi-layer landscape Synthesis has been accepted at CGI and will be published in The Visual Computer.

    We present an efficient method for generating coherent multi-layer landscapes. We use a dictionary built from exemplars to synthesize high-resolution fully-featured terrains from input low-resolution elevation data. Our example-based method consists in analyzing real world terrain examples and learning the procedural rules directly from these inputs. We take into account not only the elevation of the terrain, but also additional layers such as the slope, orientation, drainage area, the density and distribution of vegetation, and the soil type. By increasing the variety of terrain exemplars, our method allows the user to synthesize and control different types of landscapes and biomes, such as temperate or rain forests, arid deserts and mountains.

About

Eric Galin is Professor of Computer Science at the University Lumière Lyon 1, France. He received an engeneering degree from Ecole Centrale de Lyon in 1993 and a PhD in Computer Science from Université Claude Bernard Lyon 1 in 1997. He is responsible for Gamagora, a high level education program combining Level Design, Graphics Design and Computer Game Programming tracks. This educational program benefits from the synergy of industry veterans, CNRS researchers and the sponsorship of the Pôle de Compétitivité Imaginove (Région Rhône Alpes).

His research interests include procedural modeling of virtual worlds, simulating natural phenomena and modeling with implicit surfaces. In collaboration with Brian Wyvill, his research in implicit surface modeling came to the development of a hierarchical modeling system (the Hybrid Tree) which combines implicit surfaces and triangle meshes in a coherent and unified system. In the last eight years, work has centred around procedural modeling of virtual worlds and the Arches modeling system. This framework is a vehicle for experimenting with new modeling and procedural generation methods.

Eric Galin was the organizer and co-chair of the Eurographics Workshop on Natural Phenomena (Dublin 2005, Vienna 2006, Prague 2007, Munich 2009) and Shape Modeling International (Lyon 2007). He served in several program committees of Eurographics, Pacific Graphics and Shape Modeling International. He is been the secretary of the French Chapter of Eurographics in 2003-2005, president in 2006-2009 and secretary again since 2010.