Eric Guérin

Dr. Eric Guérin

Laboratoire LIRIS – CNRS, Department of Computer Sciences, INSA Lyon, France

Research Focus & Metrics

Academic Career Length

27Years (2000-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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20 November 2017 in ACM Transactions on Graphics
Verified
Journal Article
Open access
PDF file
EGEric Guérin
Eric Guérin
JDJulie Digne
Julie Digne
ÉGÉric Galin
Éric Galin
APAdrien Peytavie
Adrien Peytavie
CWChristian Wolf
Christian Wolf
BMBenoît Martinez
Benoît Martinez
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. Moreover, an erosion synthesizer can also generate terrain evolution by erosion at a very low computational cost. 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 a vast variety of complex terrains in a very short time.

1 May 2019 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
EGEric Galin
Eric Galin
EGEric Guérin
Eric Guérin
APAdrien Peytavie
Adrien Peytavie
GCGuillaume Cordonnier
Guillaume Cordonnier
MCMarie‐Paule Cani
Marie‐Paule Cani
JGJames Gain
James Gain

21 July 2013 in ACM Transactions on Graphics
Verified
Journal Article
Open access
JGJean-David Génevaux
Jean-David Génevaux
ÉGÉric Galin
Éric Galin
EGEric Guérin
Eric Guérin
APAdrien Peytavie
Adrien Peytavie
Bedrich BenesBedrich Benes
Bedrich Benes
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.

1 May 2010 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
EGE. Galin
E. Galin
APA. Peytavie
A. Peytavie
NMN. Maréchal
N. Maréchal
EGEric Guérin
Eric Guérin

1 September 2010 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
HHHoussam Hnaidi
Houssam Hnaidi
EGEric Guérin
Eric Guérin
SASamir Akkouche
Samir Akkouche
APAdrien Peytavie
Adrien Peytavie
EGEric Galin
Eric Galin

20 July 2017 in ACM Transactions on Graphics
Verified
Journal Article
Open access
GCGuillaume Cordonnier
Guillaume Cordonnier
EGEric Galin
Eric Galin
JGJames Gain
James Gain
Bedrich BenesBedrich Benes
Bedrich Benes
EGEric Guérin
Eric Guérin
MCMarie-Paule Cani
Marie-Paule Cani
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. Our method, validated through side-by-side comparison with real terrains, can be used not only to generate realistic static landscapes, but also to follow the temporal evolution of a landscape over a few centuries.