
Guillaume Cordonnier
Researcher (Chargé de Recherche) at Inria
GraphDeco
Office: Y 002 (Byron) Inria Sophia-Antipolis 2004 route des lucioles, BP 93 FR-06902 Sophia Antipolis, France
Tel: +33 4 92 38 78 40 Mail: guillaume.cordonnier(at)inria.fr
I am a researcher in the GraphDeco group at Inria. I received my Ph.D. from the Université Grenoble Alpes, supervised by Prof. Marie-Paule Cani and Prof. Eric Galin, where I worked on large scale lansdcape synthesis. Before, I was a student at Ecole Normale Superieur de Lyon, and I received a Master's degree from Grenoble INP and a Bachelor's Degree from the Université de Lyon.
My research interests include simulation and modeling of natural phenomena, and especially how to leverage physically inspired algorithms with intuitive user control.
Curriculum
Employment
2021-now | Researcher Inria, GraphDeco |
2019-2020 | Postdoctoral Researcher ETH Zurich, Computer Graphics Laboratory |
2019 | Postdoctoral Researcher Ecole Polytechnique, STREAM group |
2018 | Research engineer Université de Perpignan, CERPT |
2015-2018 | Ph.D. Student Université Grenoble Alpes, IMAGINE group |
Education
2015-2018 | Ph.D. in Computer Science Université Grenoble Alpes, Inria. GdR IG-RV Ph.D. award |
2015 | Master's Degree in Computer Science Grenoble INP. Specialty Graphics, Vision, Robotics. |
2013 | Bachelor's Degree in Computer Science Université de Lyon. Specialty Fundamental Computer Science. |
2012-2015 | Eleve normalien Ecole Normale Supérieure de Lyon |
Scientific community
International Program Committee
2019 | Motion In Games |
Reviewer
2019 | Eurographics Pacific Graphics Computer & Graphics |
2018 | Computer Animation and Virtual Worlds |
Research projects

Sketch-based design of fluid annimations
Fluids are one of the most common yet challenging effects to model for digital content. The tremendous amount of research in that field brought simulation tools that produce impressive results, but they are unfortunately hard to control. I develop new sketching metaphors for the efficient control of fluid animations while exploring the use of data-driven approaches to reduce the computation time and yield interactive feedback.

Generation of large scale mountain ranges
Current computing capabilities allow for rendering and exploring gigantic digital sceneries. Populating these massive environments increases the need for large scale objects, such as mountain ranges. In this project, I explore the use of geology inspired physical models to generate such content (e.g., fluvial and glacial erosion, plate tectonics and crust compression), and I adapt the resulting algorithms to provide users with interactive and intuitive control.

Interleaved phenomena for landscape synthesis
At medium scales, the visual aspect of landscapes is driven by the competition of interdependent phenomena. I propose new solutions to the efficient combined simulation of numerous complex physical events that operate at various time scales. The applications range from the generation of landscapes including erosion and ecosystems to the simulation of the evolution of snow cover over a season.
Publications