• Procedural generation of villages on arbitrary terrains.

    Our paper has been accepted at CGI.

    Although procedural modeling of cities has attracted a lot of attention for the past decade, populating arbitrary landscapes with non-urban settlements remains an open problem. In this work, we focus on the modeling of small, European villages that took benefit of terrain features to settle in safe, sunny or simply convenient places. We introduce a three step procedural generation method. First, an iterative process based on interest maps is used to progressively generate settlement seeds and the roads that connect them. The fact that a new road attracts settlers while a new house often leads to some extension of the road network is taken into account. Then, an anisotropic conquest method is introduced to segment the land into parcels around settlement seeds. Finally, we introduce open shape grammar to generate 3D geometry that adapts to the local slope. We demonstrate the effectiveness of our method by generating different kinds of villages on arbitrary terrains, from a mountain hamlet to a fisherman village, and validate through comparison with real data.

  • Salt Decay for Virtual City Buildings.

    Our paper Simulating How Salt Decay Ages Buildings has been accepted at IEEE CG.

    Salt-based aging plays an important part in the realism of scenes featuring stone structures and monuments. A proposed model, based on physical behaviors and principles, replaces the simulation of complex physical formulations with ad hoc algorithms. It leads to plausible results, ultimately helping designers create aging patterns on affected objects.


Eric Galin is Professor of Computer Science at University Lyon 1, France. He received an engeneering degree from Ecole Centrale de Lyon in 1993 and a PhD in Computer Science from Université Lyon 1 in 1997.

His research interests cover procedural modeling of virtual worlds, simulating natural phenomena and modeling with implicit surfaces. For the past decade, he contributed to a number of high level procedural methods for modeling terrains, generating road networks and villages, generating river networks and simulating the mutual influence between ecosystems and terrains.

Eric Galin served in many program committees such as SMI, Eurographics and the series of Eurographics Workshop on Natural Phenomena. He was the co-chair of Eurographics 2017 conference in Lyon. In France, he participated to the creation of the French Chapter of Eurographics in 2004 and belongs to the CA. From 2008 to 2013, he was the head of Gamagora, a high level education program combining Level Design, Graphics Design and Computer Game Programming tracks.