• Hydrology based Terrains at SIGGRAPH

    Terrain Generation Using Procedural Models Based on Hydrology has been accepted at SIGGRAPH.

    Watch Terrain Generation using Procedural Models based on Hydrology

    We present a framework that allows quick and intuitive modeling of terrains using concepts inspired by hydrology. The terrain is generated from a simple initial sketch, and its generation is controlled by a few parameters. Our terrain representation is both analytic and continuous and can be rendered by using varying levels of detail. The terrain data are stored in a novel data structure: a construction tree whose internal nodes define a combination of operations, and whose leaves represent terrain features. The framework uses rivers as modeling elements, and it first creates a hierarchical drainage network that is represented as a geometric graph over a given input domain. The network is then analyzed to construct watersheds and to characterize the different types and trajectories of rivers. The terrain is finally generated by combining procedural terrain and river patches with blending and carving operators.

  • MANGO Project

    The GEOMOD team of LIRIS has signed a partnership in the context of the MANGO project. This research and development project aims at creating a new framework for developing video games. The research program encompasses procedural generation of terrains with a high level of details, modeling road networks and generating villages for open-world games.

    We successfully developed methods for generating road networks and villages which were adapted and implemented by UBISOFT for the game Ghost Recon Wildlands which was released in spring 2017 and made it to the top in the video game charts.