• Hydrology based Terrains at SIGGRAPH

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

    Watch Terrain Generation With Deep Learning | Two Minute Papers #208

    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.


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.