# Assistant conversation 49VG3D

- Canonical URL: <https://m.sheaf.less.rest/49VG3D>
- Resource IRI: <https://m.sheaf.less.rest/49VG3D>
- Type: assistant conversation
- Mode: chat

## Transcript

### 1. User

We added a feature now that you can set a so-called micro abstract in the document metadata, and it'll be shown in a nice way in the index of documents, along with the nice artworks that we have for them as well.
What I would like to do is, if you can, pick a folder of articles and then:
- Skim through them.
- Read their abstracts.
- Read a bit.
- Figure out what they are about.
- Write micro abstracts for each thing in that folder, or suggest a micro abstract set for them.
Now we can iterate a bit on the style. They should be kind of like tweet length but not tweet style, probably just really good, clear, crisp, informative descriptions of what is peculiar, what is interesting, and what characterizes this thing.

### 2. Assistant tool calls

#### Tool call: `list_documents`

```json
{}
```

### 3. Tool result: list_documents

FOLDERS
- Living Structure, Wholeness & Beauty
- Procedural Generation & Co-Creation
- Roads, Trails & Movement
- Terrain, Hydrology & Erosion
- Water Simulation & Rendering

Living Structure, Wholeness & Beauty (8)
- #MH5J8D Beautimeter: Harnessing GPT for Assessing Architectural and Urban Beauty Based on the 15 Properties of Living Structure - 2025 | Bin Jiang | AI | 12 pp. | doi:10.3390/ai6040074
- #XW22YY Generative Codes: The Path to Building Welcoming, Beautiful, Sustainable Neighborhoods - 2005 | Brian Hanson, Christopher Alexander, Maggie Moore Alexander, Michael Mehaffy, Randall Schmidt | Center for Environmental Structure | 21 pp.
- #SKRF4C Geography as a Science of the Earth’s Surface Founded on the Third View of Space - 2022 | Bin Jiang | Annals of GIS | 14 pp. | doi:10.1080/19475683.2021.1966502
- #PXG56P Harmony-Seeking Computations: A Science of Non-Classical Dynamics Based on the Progressive Evolution of the Larger Whole - 2009 | Christopher Alexander | Unpublished manuscript | 66 pp.
- #MJKTBB Living Images: A Recursive Approach to Computing the Structural Beauty of Images or the Livingness of Space - 2023 | Bin Jiang, Chris de Rijke | Annals of the American Association of Geographers | 19 pp. | doi:10.1080/24694452.2023.2178376
- #3XSLTA Structural Beauty: A Structure-Based Computational Approach to Quantifying the Beauty of an Image - 2021 | Bin Jiang, Chris de Rijke | Journal of Imaging | 15 pp. | doi:10.3390/jimaging7050078
- #ZU8GZV Structure-Preserving Transformations - 2002 | Christopher Alexander | The Nature of Order, Book Two: The Process of Creating Life | 4 pp. | doi:10.2307/j.ctv27ftw6c.5
- #BYG3BQ Wholeness as a Hierarchical Graph to Capture the Nature of Space - 2015 | Bin Jiang | International Journal of Geographical Information Science | 14 pp. | doi:10.1080/13658816.2015.1038542

Procedural Generation & Co-Creation (6)
- #4TH488 Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation - 2018 | Antonios Liapis, G. Michael Youngblood, Jichen Zhu, Rafael Bidarra, Sebastian Risi | 2018 IEEE Conference on Computational Intelligence and Games (CIG) | 8 pp. | doi:10.1109/CIG.2018.8490433
- #9NQ94D Extracting Physics from Blended Platformer Game Levels - 2020 | Adam Summerville, Anurag Sarkar, Joseph C. Osborn, Sam Snodgrass | Joint Proceedings of the AIIDE 2020 Workshops (CEUR Workshop Proceedings, Vol. 2862) | 7 pp.
- #7GR3AQ Procedural Content Generation through Quality Diversity - 2019 | Ahmed Khalifa, Antonios Liapis, Daniele Gravina, Georgios N. Yannakakis, Julian Togelius | 2019 IEEE Conference on Games (CoG) | 8 pp. | doi:10.1109/CIG.2019.8848053
- #CQBDX4 Procedural Content Generation via Machine Learning (PCGML) - 2018 | Aaron Isaksen, Adam Summerville, Amy K. Hoover, Andy Nealen, Christoffer Holmgård, Julian Togelius, Matthew Guzdial, Sam Snodgrass | IEEE Transactions on Games | 15 pp. | doi:10.1109/TG.2018.2846639
- #WZ8DHP Runtime Evaluation of Procedural Content Generation in an Endless Runner Game Using Autonomous Agents - 2026 | Rishabh Kar | arXiv | 25 pp. | doi:10.48550/arXiv.2605.01783
- #NRBMD5 Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry - 2020 | Frederic Fol Leymarie, Gorm Lai, William Latham | Proceedings of the International Conference on the Foundations of Digital Games (FDG '20) | 4 pp. | doi:10.1145/3402942.3402946

Roads, Trails & Movement (7)
- #G3TBNG A Sequential Two-Step Algorithm for Fast Generation of Vehicle Racing Trajectories - 2016 | J. Christian Gerdes, John Subosits, Nitin R. Kapania | Journal of Dynamic Systems, Measurement, and Control | 12 pp. | doi:10.1115/1.4033311
- #B6P8L4 Active walker model for the formation of human and animal trail systems - 1997 | Dirk Helbing, Frank Schweitzer, Joachim Keltsch, Péter Molnár | Physical Review E | 34 pp. | doi:10.1103/physreve.56.2527
- #V4TQYB Interactive procedural street modeling - 2008 | Eugene Zhang, Gregory Esch, Guoning Chen, Pascal Müller, Peter Wonka | ACM Transactions on Graphics | 10 pp. | doi:10.1145/1360612.1360702
- #UYLTYJ Modelling the Evolution of Human Trail Systems - 1997 | Dirk Helbing, Joachim Keltsch, Péter Molnár | Nature | 11 pp. | doi:10.1038/40353
- #GY93FG Mountain Trail Formation and the Active Walker Model - 2009 | J. P. Hague, S. J. Gilks | International Journal of Modern Physics C | 22 pp. | doi:10.1142/S0129183109014059
- #LXV9AT Principles of Trail Layout and Design - 2019 | California State Parks | California State Parks Trails Handbook | 64 pp.
- #XDEFZS Procedural Generation of Roads - 2010 | A. Peytavie, E. Galin, E. Guérin, N. Maréchal | Computer Graphics Forum | 10 pp. | doi:10.1111/j.1467-8659.2009.01612.x

Terrain, Hydrology & Erosion (6)
- #NV2YRW FastFlow: GPU Acceleration of Flow and Depression Routing for Landscape Simulation - 2024 | Aryamaan Jain, Bernhard Kerbl, Brandon Finley, Guillaume Cordonnier, James Gain | Computer Graphics Forum | 13 pp. | doi:10.1111/cgf.15243
- #96ZMGK Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion - 2016 | Adrien Peytavie, Bedrich Benes, Guillaume Cordonnier, Jean Braun, Marie-Paule Cani, Éric Galin, Éric Guérin | Computer Graphics Forum | 11 pp. | doi:10.1111/cgf.12820
- #DWXKYQ Physically-based analytical erosion for fast terrain generation - 2024 | Boris Gailleton, Guillaume Cordonnier, Petros Tzathas, Philippe Steer | Computer Graphics Forum | 14 pp. | doi:10.1111/cgf.15033
- #MTDKDE Priority-Flood: An Optimal Depression-Filling and Watershed-Labeling Algorithm for Digital Elevation Models - 2014 | Clarence Lehman, David Mulla, Richard Barnes | Computers & Geosciences | 17 pp. | doi:10.1016/j.cageo.2013.04.024
- #AK7NGE Procedural Riverscapes - 2019 | A. Peytavie, B. Benes, E. Galin, E. Guérin, J. Gain, T. Dupont, Y. Cortial | Computer Graphics Forum | 12 pp. | doi:10.1111/cgf.13814
- #DMTA8Y Terrain Generation Using Procedural Models Based on Hydrology - 2013 | Adrien Peytavie, Bedřich Beneš, Jean-David Génevaux, Éric Galin, Éric Guérin | ACM Transactions on Graphics | 10 pp. | doi:10.1145/2461912.2461996

Water Simulation & Rendering (12)
- #RBS5K6 A Layered Particle-Based Fluid Model for Real-Time Rendering of Water - 2010 | Daniel Scherzer, Florian Bagar, Michael Wimmer | Computer Graphics Forum | 7 pp. | doi:10.1111/j.1467-8659.2010.01734.x
- #C4AY2M A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics - 2011 | B. Crespin, D. Ghazanfarpour, E. Darles, J.-C. Gonzato | Computer Graphics Forum | 17 pp. | doi:10.1111/j.1467-8659.2010.01828.x
- #WZMZGY Advected river textures - 2009 | Dirk Arnold, Stephen Brooks, Tim Burrell | Computer Animation and Virtual Worlds | 11 pp. | doi:10.1002/cav.288
- #92XRH7 Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field - 2011 |  Qizhi Yu, E. Bruneton, F. Neyret, N. Holzschuch | IEEE Transactions on Visualization and Computer Graphics | 13 pp. | doi:10.1109/tvcg.2010.263
- #8SERGP Real-time Breaking Waves for Shallow Water Simulations - 2007 | Markus Gross, Matthias Müller-Fischer, Nils Thürey, Simon Schirm | 15th Pacific Conference on Computer Graphics and Applications (Pacific Graphics 2007) | 8 pp. | doi:10.1109/PG.2007.33
- #CWC7H9 Real-time Rendering of Enhanced Shallow Water Fluid Simulations - 2013 | Antonio Susín, Jesús Ojeda | Computers & Graphics | 9 pp.
- #MVUJ8Z Real-time Rendering of River Networks - 2010 | Quintijn Hendrickx, Rafael Bidarra, Ruben M. Smelik | Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games | 1 pp.
- #5MGCZ5 Real-time River Representation by Dynamic Control of Data on Waves - 2008 | Makoto Kosugi, Nobuhiko Mukai, Yasuhiro Kato | 4 pp. | doi:10.3169/itej.62.2063
- #XDESU9 Scalable real‐time animation of rivers - 2009 | Eric Bruneton, Fabrice Neyret, Nicolas Holzschuch, Qizhi Yu | Computer Graphics Forum | 11 pp. | doi:10.1111/j.1467-8659.2009.01363.x
- #869NHK Very Fast Real-Time Ocean Wave Foam Rendering Using Halftoning - 2011 | Ian Parberry, Jennifer R. Alford, Mary Yingst | Proceedings of the 6th International North American Conference on Intelligent Games and Simulation (GAMEON-NA) | 7 pp.
- #A2QB8L Water Flow in Portal 2 - 2010 | Alex Vlachos | ACM SIGGRAPH 2010 Course: Advances in Real-Time Rendering in 3D Graphics and Games | 54 pp.
- #PBM2TC Water surface wavelets - 2018 | Chris Wojtan, Matthias Müller-Fischer, Miles Macklin, Nuttapong Chentanez, Stefan Jeschke, Tomáš Skřivan | ACM Transactions on Graphics | 13 pp. | doi:10.1145/3197517.3201336

### 4. Assistant tool calls

#### Tool call: `get_document`

```json
{
  "id": "NV2YRW"
}
```

#### Tool call: `get_document`

```json
{
  "id": "96ZMGK"
}
```

#### Tool call: `get_document`

```json
{
  "id": "DWXKYQ"
}
```

#### Tool call: `get_document`

```json
{
  "id": "MTDKDE"
}
```

#### Tool call: `get_document`

```json
{
  "id": "AK7NGE"
}
```

#### Tool call: `get_document`

```json
{
  "id": "DMTA8Y"
}
```

### 5. Tool result: get_document

DOCUMENT #NV2YRW
Title: FastFlow: GPU Acceleration of Flow and Depression Routing for Landscape Simulation

Outline:
  - 1 #6UY46T FastFlow: GPU Acceleration of Flow and Depression Routing for Landscape Simulation
    - 1.1 #5RMF3P Abstract
    - 1.2 #PLY46H CCS Concepts
    - 1.3 #L8RWX4 1. Introduction
    - 1.4 #KDKKZ3 2. Related Work
    - 1.5 #SD69QC 3. Overview
      - 1.5.1 #8JBDT4 3.1. Flow routing
      - 1.5.2 #CPNMBK 3.2. Depression routing
    - 1.6 #7UZAMN 4. Flow routing
      - 1.6.1 #Q3JZMA Algorithm 1: Flow Routing: downstream accumulation
    - 1.7 #J5PECC 5. Depression routing
      - 1.7.1 #UJCLXC Algorithm 2: Propagation of basin identifiers
      - 1.7.2 #2HKXNP Algorithm 3: Finding saddles and outlets
      - 1.7.3 #LTER2Z Algorithm 4: Re-routing flow paths
      - 1.7.4 #V69QNF Algorithm 5: Depression Routing
    - 1.8 #34USBX 6. Application to landscape simulation
      - 1.8.1 #BTBPNF Algorithm 6: Extracting a depression-free water surface
      - 1.8.2 #53AQ2N Algorithm 7: Implicit fluvial erosion
    - 1.9 #M2TBHA 7. Results
      - 1.9.1 #C5KA2A 7.1. Implementation
      - 1.9.2 #HTXQDQ 7.2. Interactive landscape simulation
      - 1.9.3 #ARG9Y4 7.3. Performance
        - 1.9.3.1 #SKBWC5 7.3.1. Spatial scaling
        - 1.9.3.2 #6RG72Z 7.3.2. Flow routing
        - 1.9.3.3 #LVVQ29 7.3.3. Depression routing
    - 1.10 #B5KJYH 8. Conclusion
    - 1.11 #X4LQS7 Acknowledgements
    - 1.12 #6M3QB3 References

### 6. Tool result: get_document

DOCUMENT #96ZMGK
Title: Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion

Outline:
  - 1 #A48PSA Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion
    - 1.1 #LEPLXD Abstract
    - 1.2 #T4ZQ7N 1. Introduction
    - 1.3 #X3SQUZ 2. Related Work
    - 1.4 #ZRSZUM 3. Background and Overview
      - 1.4.1 #JT9864 3.1. Geological Background
      - 1.4.2 #DH5T8U 3.2. Algorithm Overview
      - 1.4.3 #3YZ889 4.3. Lake Overflow
    - 1.5 #7E86TB 5. Erosion
    - 1.6 #A8NK92 6. Results
      - 1.6.1 #63EVKU 6.1. Visual realism
      - 1.6.2 #CBX4QV 6.2. Rendering
      - 1.6.3 #2RYGP7 6.3. Performance
      - 1.6.4 #AWRWEN 6.4. Stream power erosion
    - 1.7 #RRBERX 7. Conclusion
    - 1.8 #D9ZPU5 References

### 7. Tool result: get_document

DOCUMENT #DWXKYQ
Title: Physically-based analytical erosion for fast terrain generation

Outline:
  - 1 #JDHNVB Physically-based analytical erosion for fast terrain generation
    - 1.1 #87Z54H Abstract
    - 1.2 #8S8H8Z CCS Concepts
    - 1.3 #TY8V58 1. Introduction
    - 1.4 #2BWKC4 2. Previous Work
    - 1.5 #QW6CT7 3. Background and overview
      - 1.5.1 #MYA2EJ 3.1. Landscape dynamics in geology
      - 1.5.2 #Q878EF 3.2. Challenges and algorithm
    - 1.6 #UE2TM4 4. Analytical solutions of the stream power law
      - 1.6.1 #QR788H 4.1. The method of characteristics for the stream power law
      - 1.6.2 #S7W7HC 4.2. Recursive algorithm for the 1D analytical solutions
      - 1.6.3 #5CR379 4.3. Extension to the 2D terrain domain
    - 1.7 #4VW4H2 5. Combining river network and elevations
      - 1.7.1 #JHZBJ3 5.1. Fixed-point algorithm
      - 1.7.2 #3F6MC3 5.2. Accelerating the convergence via multigrid
      - 1.7.3 #USAEE8 5.3. Optimization-based altitude correction
    - 1.8 #97YQQD 6. Other erosion factors
      - 1.8.1 #C4WS38 6.1. Hillslope erosion
      - 1.8.2 #VEK6N9 6.2. Thermal erosion
    - 1.9 #PZFF56 7. Results
      - 1.9.1 #4Q9G6F 7.1. Validation and comparison
      - 1.9.2 #BK5LST 7.2. Ablation study
      - 1.9.3 #V6AZDH 7.3. Applicability of our method
      - 1.9.4 #VAST65 7.4. Limitations
    - 1.10 #US5Z9M 8. Conclusion
    - 1.11 #99Q6MG Acknowledgements
    - 1.12 #7NBERZ Appendix A: Gradient Derivation
    - 1.13 #5A4SE2 References

### 8. Tool result: get_document

DOCUMENT #MTDKDE
Title: Priority-Flood: An Optimal Depression-Filling and Watershed-Labeling Algorithm for Digital Elevation Models

Outline:
  - 1 #XJ3LVD Priority-Flood: An Optimal Depression-Filling and Watershed-Labeling Algorithm for Digital Elevation Models
    - 1.1 #AWKG2A Abstract
    - 1.2 #8AC6U8 1. Background
    - 1.3 #Z3MQUT 2. Alternative Algorithms
    - 1.4 #C5TMDU 3. The Priority-Flood Algorithm
      - 1.4.1 #CUHFR9 3.1. History
      - 1.4.2 #BLBXVK 3.2. The Algorithm
      - 1.4.3 #FXZ6AF 3.3. An Important Improvement
    - 1.5 #ZVXSCH 4. Ordering
    - 1.6 #MCXU94 5. Analysis
    - 1.7 #PD667Q 6. Empirical Testing
    - 1.8 #4K4XN3 7. Variants
      - 1.8.1 #3EGF65 7.1. Automatic Flat Resolution
      - 1.8.2 #8KXSR6 7.2. Flow Directions
      - 1.8.3 #LFYVTV 7.3. Watershed Labeling
    - 1.9 #9D8AS4 8. Coda
    - 1.10 #GR54TR 9. Acknowledgments
    - 1.11 #CU6NKB References

### 9. Tool result: get_document

DOCUMENT #AK7NGE
Title: Procedural Riverscapes

Outline:
  - 1 #JJE8HN Procedural Riverscapes
    - 1.1 #VZP285 Abstract
    - 1.2 #RMH5XA 1. Introduction
    - 1.3 #SGDELU 2. Related Work
      - 1.3.1 #CXNLWG 2.1. Riverbed Generation
      - 1.3.2 #37RBCG 2.2. Water Animation
    - 1.4 #FF5JSX 3. Workflow
    - 1.5 #Z6DVCN 4. River Network Graph
    - 1.6 #TFD8TX 5. River Network Amplification
      - 1.6.1 #3S2ME8 5.1. Analysis and Trajectory Refinement
      - 1.6.2 #S7JXXD 5.2. Riverbed Carving
      - 1.6.3 #U4VCJG 5.3. Seeding Riverflow Primitives
      - 1.6.4 #AZ7MGY 5.4. Rosgen Scene Statistics
    - 1.7 #9ZYJP2 6. Animated Procedural River Model
      - 1.7.1 #U6BTCY 6.1. Riverflow Primitives
      - 1.7.2 #J5P42U 6.2. Operators
    - 1.8 #NHDQDL 7. Implementation and results
      - 1.8.1 #FYBSSG 7.1. Performance
      - 1.8.2 #3SJTYP 7.2. Control
      - 1.8.3 #KNTPE7 7.3. Comparison to Other Techniques
      - 1.8.4 #4LSSLF 7.4. Limitations
    - 1.9 #BR5ZZK 8. Conclusion
    - 1.10 #SVZMJL Acknowledgments
    - 1.11 #GJT3LN References

### 10. Tool result: get_document

DOCUMENT #DMTA8Y
Title: Terrain Generation Using Procedural Models Based on Hydrology

Outline:
  - 1 #RULAFW Terrain Generation Using Procedural Models Based on Hydrology
    - 1.1 #F9QBNZ Abstract
    - 1.2 #SFQZPA 1 Introduction
    - 1.3 #CZMG8P 2 Related Work
    - 1.4 #3G9YBV 3 Algorithm Overview
    - 1.5 #WWSSDJ 4 River Network Generation
      - 1.5.1 #YQ7VH4 4.1 Initial Candidate Nodes
      - 1.5.2 #DBN56J 4.2 River Network Generation
        - 1.5.2.1 #WXUE6Z 4.2.1 Node Selection
        - 1.5.2.2 #VTGN6K 4.2.2 Node Expansion
    - 1.6 #T6FSBF 5 River Classification
      - 1.6.1 #TRR58W 5.1 Segmentation and Elevation of Crests
      - 1.6.2 #VE6H2H 5.2 Water-courses Labeling
    - 1.7 #UAYDMD 6 Terrain Model Generation
      - 1.7.1 #ASA4YQ 6.1 River Primitives Generation
      - 1.7.2 #FWT7FF 6.2 Terrain Primitives Generation
    - 1.8 #NDTMMW 7 Terrain Tree Definition
    - 1.9 #SZAWPC 8 Results
    - 1.10 #2TLVR2 9 Conclusion
    - 1.11 #FV8VJA References

### 11. Assistant tool calls

#### Tool call: `read`

```json
{
  "blocks": [
    "5RMF3P",
    "L8RWX4",
    "B5KJYH"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "LEPLXD",
    "T4ZQ7N",
    "RRBERX"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "87Z54H",
    "TY8V58",
    "US5Z9M"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "AWKG2A",
    "8AC6U8",
    "9D8AS4"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "VZP285",
    "RMH5XA",
    "BR5ZZK"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "F9QBNZ",
    "SFQZPA",
    "2TLVR2"
  ],
  "expand": true
}
```

### 12. Tool result: read

DOCUMENT #NV2YRW
FastFlow: GPU Acceleration of Flow and Depression Routing for Landscape Simulation

SECTION #5RMF3P Abstract

EXCERPT #BKN6BV p. 0
  Terrain analysis plays an important role in computer graphics, hydrology and geomorphology. In particular, analyzing the path of material flow over a terrain with consideration of local depressions is a precursor to many further tasks in erosion, river formation, and plant ecosystem simulation. For example, fluvial erosion simulation used in terrain modeling computes water discharge to repeatedly locate erosion channels for soil removal and transport. Despite its significance, traditional methods face performance constraints, limiting their broader applicability.

EXCERPT #LS5PD7 p. 0
  In this paper, we propose a novel GPU flow routing algorithm that computes the water discharge in \mathcal{O}(\log n) iterations for a terrain with n vertices (assuming n processors). We also provide a depression routing algorithm to route the water out of local minima formed by depressions in the terrain, which converges in \mathcal{O}(\log^2 n) iterations. Our implementation of these algorithms leads to a 5\times speedup for flow routing and 34\times to 52\times speedup for depression routing compared to previous work on a 1024^2 terrain, enabling interactive control of terrain simulation.

DOCUMENT #NV2YRW
FastFlow: GPU Acceleration of Flow and Depression Routing for Landscape Simulation

SECTION #L8RWX4 1. Introduction

EXCERPT #WPGGBE p. 0
  Natural landscapes have been a source of fascination for generations of artists and scientists. As a consequence, the effective digital representation of terrain and surface features is crucial in several domains. In computer graphics, realistic landscapes provide a backdrop for films and games. In earth and environmental sciences, it supports investigations of the natural forces that shape our planet. In geographic information systems (GIS), it serves as the backbone of digital twin technologies that, in turn, support various forms of decision-making based on geospatial analysis.

EXCERPT #9HG2RT p. 0
  In such applications, the inclusion of material (such as water [CBC*16] or sediment [YBG*19]) flow is ubiquitous and its impact cannot be ignored. Water affects surface appearance directly through above-ground accumulation in rivers and lakes, and indirectly through below-ground infiltration and the consequent supply of water to plants through osmosis. Over geological timescales, fluvial erosion driven by water flow sculpts mountains and valleys. Furthermore, water transforming through evaporation and condensation between the land surface and atmosphere drives weather and climate. Consequently, modeling the flow of material is a critical task in many applications involving terrain (Figure 1). (We will refer, without loss of generality, to the specific instance of water flow in the remainder of the paper, as our techniques extend trivially to other materials.)

EXCERPT #78YGU5 p. 0
  Instead of treating water explicitly (for instance by solving the

EXCERPT #HKBAK5 p. 0
  Figure 1: A 3D visualization of a terrain simulation showing various landscape features. The terrain is rendered in shades of brown and tan, with green patches representing vegetation. Five numbered circles (1-5) highlight specific features: 1) a river channel, 2) a lake, 3) a depression, 4) a mountain peak, and 5) a sediment deposit. Arrows point from the numbers to their respective features.

EXCERPT #3YX9H5 p. 0
  Figure 1: Our GPU flow and depression routing algorithms can be applied to accelerate multiple aspects of landscape simulation, including 1) fluvial erosion, 2) rivers, 3) lakes, 4) ecosystems, and 5) sediment deposition.

EXCERPT #YRRMPK p. 0
  Shallow Water Equations [Ben07]), researchers in computer graphics [CBC*16], hydrology [GM97] and geomorphology [BW13] have proposed methods for computing water discharge (the volumetric flow rate of water). This is based on the observation that discharge is the upstream integral of precipitation. Typically, a single simulated blanket of rain is applied and runoff is then progressively accumulated from higher elevations downwards to minima along the bounding edges of the terrain. This is complicated due to the presence of local minima (or depressions) in the terrain interior, which trap the flow. This necessitates a global computation of routing through chains of depressions toward the outflow boundary.

EXCERPT #4D35VH p. 0

EXCERPT #WJDHZY p. 0

EXCERPT #QQWEK2 p. 1

EXCERPT #U679R4 p. 1

EXCERPT #D48UTM p. 1

EXCERPT #K9JLST p. 1
  For clarity, we define flow routing as the computation of the discharge – or any other material flux – over the terrain, and depression routing as the computation of the water flow path out of depressions.

EXCERPT #FREQHT p. 1
  While previous work has addressed both flow and depression routing, with optimal solutions for the CPU [CBB19], and a separate focus on distributed computing [Bar16], existing solutions for the GPU [Bar19, SPF + 23] are inefficient for flow routing and typically do not consider depression routing at all.

EXCERPT #DXDLN2 p. 1
  In this paper, we present a GPU algorithm to solve both flow and depression routing within the same framework. In the former case, we express flow routing as an accumulation (or scan) across a tree. We use a rake-compress algorithm [SAF05], which combines pointer jumping and tree pruning, to perform this accumulation efficiently. In the latter case, we cast depression routing as an instance of searching for a minimum spanning tree and are thus able to adapt Boruvka's algorithm [Bor26, VHPN09]. Our algorithms for flow and depression routing over a terrain with n nodes complete, respectively, in \mathcal{O}(\log n) and \mathcal{O}(\log^2 n) iterations, assuming n processors. Furthermore, we provide optimized implementations of our algorithms in PyTorch and TensorFlow with custom CUDA kernels, which are well-suited for integration into existing terrain modeling pipelines.

EXCERPT #XF6U9G p. 1
  We demonstrate its practicality through three example applications: river generation, terrain erosion, and ecosystem simulation. These use cases illustrate that with minimal modification, our algorithms are applicable to terrain modeling, geospatial analysis, and simulation models in computer graphics, geomorphology, and ecology. In particular, we show how to adapt our GPU algorithm to an implicit time-stepping scheme for erosion simulation using the Stream Power Law. This reduces the number of required time steps and significantly enhances interactivity. We also present a new strategy to account for sediment deposition.

EXCERPT #8QGM6W p. 1
  Finally, we benchmark our solution against CPU and distributed computing variants, as well as previous GPU solutions. Our GPU implementation for flow routing provides a 5\times speed up on a 1024 \times 1024 resolution terrain over competing GPU implementations, while depression routing gains 34\times to 52\times speedup compared to parallel CPU approaches, depending on the variant of our algorithm. This improvement in performance enables applications in natural phenomena including river and lake modeling, terrain erosion, and sediment deposition, to cross the threshold and achieve interactive response times, especially when flow and depression routing need to be recomputed over many iterations.

EXCERPT #DGBYE2 p. 1
  To summarize, our contributions are: 1) an efficient parallel algorithm for flow and depression routing, 2) an accompanying implementation on the GPU, and 3) demonstrations of its suitability for typical application areas.

DOCUMENT #NV2YRW
FastFlow: GPU Acceleration of Flow and Depression Routing for Landscape Simulation

SECTION #B5KJYH 8. Conclusion

EXCERPT #CADAM6 p. 11
  Algorithms for evaluating water flow over terrains are a staple of geo-analysis, with applications in computer graphics and beyond. Consequently, any improvement in their run-time performance is worth serious consideration. In this paper, we provide improved algorithms for solving both flow and depression routing problems, with, respectively, O(\log n) and O(\log^2 n) complexity for a terrain with n nodes. This is an improvement on previous methods, which usually require as many iterations as the length of the longest river ( \sim \sqrt{n} ). Most importantly, we are the first to propose a GPU solution for both flow and depression routing.

EXCERPT #292LBY p. 11
  In comparative terms, our GPU implementation for depression routing outperforms an optimized parallel CPU algorithm by 34\times to 52\times on a 1024^2 resolution terrain, depending on the strategy for recipient correction. We also improve on previous GPU methods for flow routing [Bar19, SPF + 23] by a factor of 5\times .

EXCERPT #BDZQP4 p. 11
  In terms of raw performance, our GPU implementation executes in under 55ms on terrains up to 4096^2 sample resolution. This opens up new opportunities and research avenues for the future use of flow and depression routing in an interactive context. Further work on our algorithm is also required to reach more general applications, for instance by allowing for multiple recipients (Multiple Flow Directions).

EXCERPT #9SER9P p. 11

EXCERPT #RNUSSA p. 11

EXCERPT #FZQCRC p. 12

EXCERPT #XXCULY p. 12

### 13. Tool result: read

DOCUMENT #96ZMGK
Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion

SECTION #LEPLXD Abstract

EXCERPT #EU9PCE p. 0
  At large scale, landscapes result from the combination of two major processes: tectonics which generate the main relief through crust uplift, and weather which accounts for erosion. This paper presents the first method in computer graphics that combines uplift and hydraulic erosion to generate visually plausible terrains. Given a user-painted uplift map, we generate a stream graph over the entire domain embedding elevation information and stream flow. Our approach relies on the stream power equation introduced in geology for hydraulic erosion. By combining crust uplift and stream power erosion we generate large realistic terrains at a low computational cost. Finally, we convert this graph into a digital elevation model by blending landscape feature kernels whose parameters are derived from the information in the graph. Our method gives high-level control over the large scale dendritic structures of the resulting river networks, watersheds, and mountains ridges.

DOCUMENT #96ZMGK
Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion

SECTION #T4ZQ7N 1. Introduction

EXCERPT #ZLH69T p. 0
  Virtual terrains, although they usually serve as background elements, are important in a wide range of applications such as simulations, architectural designs, games, and movies. Designing controllable and efficient algorithms for generating terrains remains an important and open problem in computer graphics.

EXCERPT #KM8ZR7 p. 0
  There is a large body of previous work on terrain modeling going back nearly 35 years. The first algorithms were inspired by fractals and noise generators [FFC82, EMP + 02]. More realism was later achieved by using physical and geological considerations, such as simulating hydraulic erosion [MKM89, BF02] to improve existing terrains. Example-based algorithms [ZSTR07, GMM15] provide a high level of control but are limited to the landform features provided by exemplars and usually cannot generate new geological structures. In contrast, erosion simulations [BF02, BTHB06] di-

EXCERPT #JTE5BB p. 0
  rectly generate realistic dendritic ridges and drainage structures, but these approaches are computationally demanding and therefore ill suited for generating large terrains with a high level of detail. Using interactive modeling systems such as [GMS09, TEC + 14] to create terrain models can be tedious and may not match geological constraints.

EXCERPT #P29KTM p. 0
  The key observation of our work is that terrains and mountains are formed by various mutually interacting physical processes acting at geological time and spatial scales [BFH92]. In order to capture its action at large spatial and temporal scales, mountain development should be taken into account. The terrains we observe in nature are emergent phenomena resulting from the erosional response to tectonically-driven uplift, potentially leading to a steady-state or equilibrium situation [How82]. The role of the interaction between the uplift and the erosion has been extensively studied in geomorphology and expressed through different models, such as the stream power equation [WT99]. By bringing this theory to computer graphics we can provide an easily controllable mechanism that generates large scale realistic terrains conforming to a global geomorphological process.

EXCERPT #QEJXPM p. 1

EXCERPT #XZGNXD p. 1
  We present a novel method that generates large mountainous terrains with plausible large scale landform features and patterns. The input to our algorithm is an uplift map painted by the user that defines the speed at which mountains are lifted. From this input, and a random planar graph covering the region on the map, we iterate through elevation updates for graph nodes, using the stream power equation to simulate the interaction between tectonic uplift and fluvial erosion processes. The original method from [BW13] is extended to efficiently model water flowing from lakes. This simulation process produces a stream graph derived from the initial graph. The graph is augmented with stream directions along edges and elevation information at the nodes. The graph can either be converted into an elevation map by interpolating the elevation information between streams for real-time visualization, or converted into a primitive-based terrain model with a high level of detail embedding riverbeds, ridges and valleys, using a combination of parameterized terrain primitives introduced in [GGP + 15] and automatic terrain amplification [GDPG16].

EXCERPT #DRDV94 p. 1
  The terrain at the right of Figure 1 was generated using our method from the simple uplift map depicted on the left. The simulation process runs at interactive rates. While individual iterations provide a real-time preview enabling user interaction, the method converges to a final solution in less than two minutes. The interactive visual feedback enables users to interrupt the process before convergence if they need to change control parameters.

DOCUMENT #96ZMGK
Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion

SECTION #RRBERX 7. Conclusion

EXCERPT #M49Y3Q p. 8
  We presented a method for terrain generation that takes into account large scale fluvial erosion. This is achieved by simultaneously considering uplift and erosion, a commonly observed behavior of mountains in nature.

EXCERPT #7FGRR7 p. 9

EXCERPT #XPM54H p. 9
  A wide-angle, high-resolution 3D rendering of a mountain range. The mountains are characterized by steep, rugged slopes and sharp peaks. The lower slopes are covered in green vegetation, while the higher peaks and ridges are rocky and light-colored. The sky is blue with scattered white clouds. The overall effect is one of a realistic, natural mountain landscape.

EXCERPT #5P858F p. 9
  Figure 18: Choosing different maximum slope depending on the mountain height gives plausible cliffs effect.

EXCERPT #X2QTWL p. 9
  Two side-by-side 3D terrain renderings. The left image shows a terrain with a regular, repeating pattern of ridges and valleys, created using a uniform maximum talus angle. The right image shows a more irregular and randomized terrain pattern, created by modulating the maximum talus angle using 3D Perlin noise. Both images are rendered in a light blue/gray color scheme.

EXCERPT #K22R27 p. 9
  Figure 17: Uniform maximum talus angle gives regular pattern (left), whereas modulating the value by 3D Perlin noise gives more randomized results (right).

EXCERPT #5SD6KW p. 9
  Contrary to previous erosion simulation methods, the user does not need to predefine an initial mountain on which erosion is applied, and which may affect the visual realism. In our approach the user paints a simple uplift map on a flat ground, enabling control of the shape of the main mountain ranges after a few iterations. Our simulation algorithm runs at interactive rates, and allows monitoring the results by tuning a single erosion parameter. Moreover, the erosion itself can be used without the tectonic uplift and it improves realism of existing terrain models. In addition to real-time visualization methods used during simulation, we can convert the vector

EXCERPT #QHJFY3 p. 9
  data we compute to high-quality procedural terrain elements with detailed ridges and riverbeds.

EXCERPT #LJHTXF p. 9
  Our algorithm has various limitations. Our validations are based only on our observations and statements about the visual plausibility should be supported by some evaluation, for example by testing with human subjects. However, a difficulty of a fair comparison with real-world structures is that only main terrain structures should be compared, while users may base their visual comparison on details. This lack of evaluation was partially alleviated by the fact that one of the co-authors of the paper is an expert in geology and provided at least a partial visual evaluation of the method. Another limitation is that the system behavior depends on the parameters that are not well-understood even in geology. While we attempted to provide meaning to those parameters and we document them meticulously in Section 6, a further insight into their values, dependencies, and effects could bring additional value to our approach. Some of those values could be, for example, measured in real terrains.

EXCERPT #GYVXVV p. 9
  In the future, we would like to model sediment deposition processes, which are currently neglected, in areas with low slope. Moreover, our method focuses on a single erosion process. A more complete framework integrating different causes of erosion, modeled at different scales, such as glacier erosion, hill slope processes, or alluvial erosion, would allow for more variability of the results. We could also use plates-tectonics simulation to automatically compute uplift maps. Lastly, our implementation is not optimized. It would be interesting to exploit parallel implementation and one option would be to use adaptive tiling such as [VBHS11].

EXCERPT #3TVZKE p. 10

### 14. Tool result: read

DOCUMENT #DWXKYQ
Physically-based analytical erosion for fast terrain generation

SECTION #87Z54H Abstract

EXCERPT #T295H3 p. 0
  Terrain generation methods have long been divided between procedural and physically-based. Procedural methods build upon the fast evaluation of a mathematical function but suffer from a lack of geological consistency, while physically-based simulation enforces this consistency at the cost of thousands of iterations unraveling the history of the landscape. In particular, the simulation of the competition between tectonic uplift and fluvial erosion expressed by the stream power law raised recent interest in computer graphics as this allows the generation and control of consistent large-scale mountain ranges, albeit at the cost of a lengthy simulation. In this paper, we explore the analytical solutions of the stream power law and propose a method that is both physically-based and procedural, allowing fast and consistent large-scale terrain generation. In our approach, time is no longer the stopping criterion of an iterative process but acts as the parameter of a mathematical function, a slider that controls the aging of the input terrain from a subtle erosion to the complete replacement by a fully formed mountain range. While analytical solutions have been proposed by the geomorphology community for the 1D case, extending them to a 2D heightmap proves challenging. We propose an efficient implementation of the analytical solutions with a multigrid accelerated iterative process and solutions to incorporate landslides and hillslope processes – two erosion factors that complement the stream power law.

DOCUMENT #DWXKYQ
Physically-based analytical erosion for fast terrain generation

SECTION #TY8V58 1. Introduction

EXCERPT #EQ6XDL p. 0
  Terrains are ubiquitous in a large variety of graphics applications, whether they form the background of virtual worlds or the stage of many storytelling artworks. Mountains, in particular, stand out from their monumental presence and the diversity of their features.

EXCERPT #5XUJ58 p. 0
  It is therefore unsurprising that research in computer graphics has investigated the problem of generating and authoring mountainous landscapes [GGP + 19]. Nevertheless, while several approaches work well for small to medium-scale terrains (the scale of the river

EXCERPT #EHZRW2 p. 0
  to the valley) [EMP + 02, BTH06, GMM15], for larger scales up to the scale of the mountain range they lack geological consistency which is prevailing in large mountain structures. Consistency is achieved by approaches based on physical simulations [CCB + 17] which are preminent in this case. However, physical simulations require the integration of the geological history of landscapes, leading in turn to long simulation time or numerous iterations before reaching a suitable result.

EXCERPT #HRH4UV p. 0
  Our work comes from the observation that there exist analytical solutions to the mathematical equation that expresses the formation of large-scale landscapes resulting from the competition between tectonic uplift and fluvial incision. Thanks to an efficient implementation of these analytical solutions, we obtain a terrain modeling tool that shares the benefits of a physical simulation, but without the cost of thousands of time-stepping iterations. Instead, the temporal component of the simulation becomes another parameter provided to the user, that controls the real-world duration of the erosion process.

EXCERPT #3XDTPP p. 0

EXCERPT #2AK7J4 p. 1

EXCERPT #YD9EWD p. 1

EXCERPT #MYMRA9 p. 1
  The stream power law is commonly used in geomorphology [WT99, BW13] and now in computer graphics [CBC*16, SPF*23] to model large-scale river erosion. Combined with uplift - the tectonically-driven rate of elevation change of the mountain - this results in a Partial Differential Equation (PDE) that describes the formation of the mountain ranges over geological time. Early studies in Earth sciences suggest that this equation admits analytical solutions [RTP13, Ste21] that readily provide a landscape at a time t (Figure 1), without requiring the lengthy iterations of a time-stepping scheme. However, these solutions use several simplifying assumptions, for instance, that the terrain is initially flat. We propose a new derivation and fast numerical implementation of these solutions for the more general case, which enables us to reach a larger range of applications, from the instantaneous generation of large-scale mountain ranges to the controllable aging of a user-provided terrain. Inspired by the implicit time-stepping scheme for the stream power law [BW13, CBC*16], our algorithm uses an ordering of the terrain grid cells, starting at the domain boundaries, and following the river network upstream. This strategy comes with a caveat illustrative of the challenges of porting the 1D solution to the 2D setting: elevations are computed based on an order that depends on the hydrology network, but the hydrology network itself depends on the elevations. Previous work [Ste21] developed a fixed-point algorithm that iterates over the successive computation of the river network and then the elevations. Yet, this algorithm converges slowly, requiring too many iterations to be applied in an interactive editing context and assumes flat initial topography. We therefore propose two solutions: one inspired by multigrid approaches to accelerate the convergence, and another that allows small deviations from the analytical solutions and uses optimization to enforce the smoothness of the terrain surface. This added freedom - without sacrificing the geological consistency - provides more flexibility and allows user control. Finally, we observe that the solutions to the stream power law yield a singularity that results in infinitely large slopes close to the ridges - where geologists suggest that other erosion processes dominate [LD03]. Therefore, we explore solutions to include approximations of other processes such as hillslope and thermal erosion. We demonstrate the applicability of our method through a variety of results, that show the versatility of the analytical solutions that are able to quickly generate large-scale mountains (Figure 1, right), as well as providing a fast physically-based erosion tool (Figure 1, center left).

EXCERPT #BVZ49K p. 1
  To summarize, we claim the following technical contributions: 1) We extend the derivations of analytical solutions for the stream power law and propose an efficient implementation that covers a range of applications from the postprocess erosion of a user-provided terrain to the generation of terrains ex nihilo . 2) We accelerate the convergence between elevations and the river network,

EXCERPT #K4JSHU p. 1
  with an accurate approach inspired by multigrid and a more permissive one via optimization which allows for more control over the hydrology network. 3) We incorporate other processes such as hillslope erosion and landslides (thermal erosion).

DOCUMENT #DWXKYQ
Physically-based analytical erosion for fast terrain generation

SECTION #US5Z9M 8. Conclusion

EXCERPT #CEANXB p. 12
  We proposed a new method to quickly erode large-scale terrains. Thanks to the analytical solution of the stream power law, we do not have to rely anymore on numerous iterations inherent in simulations. Instead, the time becomes another parameter that the user can explore without any incidence on the computation time. We proposed a derivation and implementation of these analytical solutions adapted to computer graphics applications, allowing the user to specify both an initial terrain to be eroded and an uplift map to control the emergence of a mountain range and explore any intermediate possibility. To the challenge of generating a terrain physically consistent with its river network, we propose two solutions that yield interactive performances: an accurate multigrid acceleration, and an optimization-based approach that preserves the initial river network. Eventually, we introduced new models for hillslope and thermal erosion that are easily integrable in our implementation. Our main limitation is the lack of time consistency at large time t , which motivates future work on a more conservative hydrology-based multigrid scheme, or alternative solutions where analytical solutions would control the procedural generation of river networks [GBG + 19].

### 15. Tool result: read

DOCUMENT #MTDKDE
Priority-Flood: An Optimal Depression-Filling and Watershed-Labeling Algorithm for Digital Elevation Models

SECTION #AWKG2A Abstract

EXCERPT #J9AGJV p. 0
  Depressions (or pits) are low areas within a digital elevation model that are surrounded by higher terrain, with no outlet to lower areas. Filling them so they are level, as fluid would fill them if the terrain were impermeable, is often necessary in preprocessing DEMs. The depression-filling algorithm presented here—called Priority-Flood—unifies and improves on the work of a number of previous authors who have published similar algorithms. The algorithm operates by flooding DEMs inwards from their edges using a priority queue to determine the next cell to be flooded. The resultant DEM has no depressions or digital dams: every cell is guaranteed to drain. The algorithm is optimal for both integer and floating-point data, working in O(n) and O(n \log_2 n) time, respectively. It is shown that by using a plain queue to fill depressions once they have been found, an O(m \log_2 m) time-complexity can be achieved, where m does not exceed the number of cells n . This is the lowest time complexity of any known floating-point depression-filling algorithm. In testing, this improved variation of the algorithm performed up to 37% faster than the original. Additionally, a parallel version of an older, but widely-used depression-filling algorithm required six parallel processors to achieve a run-time on par with what the newer algorithm’s improved variation took on a single processor. The Priority-Flood Algorithm is simple to understand and implement: the included pseudocode is only 20 lines and the included C++ reference implementation is under a hundred lines. The algorithm can work on irregular meshes as well as 4-, 6-, 8-, and n -connected grids. It can also be adapted to label watersheds and determine flow directions through either incremental elevation changes or depression carving. In the case of incremental elevation changes, the algorithm includes safety checks not present in prior works.

EXCERPT #H84ZV6 p. 0
  Keywords: pit filling; terrain analysis; hydrology; drainage network; modeling; GIS

DOCUMENT #MTDKDE
Priority-Flood: An Optimal Depression-Filling and Watershed-Labeling Algorithm for Digital Elevation Models

SECTION #8AC6U8 1. Background

EXCERPT #C9YMMH p. 0
  A digital elevation model (DEM) is a representation of terrain elevations above some common base level, usually stored as a rectangular array of floating-point or integer values. DEMs may be used to estimate a region’s hydrologic and geomorphic properties, including soil moisture, terrain stability, erosive potential, rainfall retention, and stream power. Many algorithms for extracting these properties require (1) that every cell within a DEM must have a defined flow direction and (2) that by following flow directions from one cell

EXCERPT #UFQNPF p. 0
  *Corresponding author. 321-222-7637. ORCID: 0000-0002-0204-6040

EXCERPT #AVCCC6 p. 0
  Email addresses: rbarnes@umn.edu (Richard Barnes), lehman@umn.edu (Clarence Lehman), mulla003@umn.edu (David Mulla)

EXCERPT #PHXX9V p. 0

EXCERPT #Z27Z9S p. 0

EXCERPT #6LQGC6 p. 1

EXCERPT #PJ5KWG p. 1
  to another, it is always possible to reach the edge of the DEM. These requirements are confounded by the presence of depressions and flats within the DEM.

EXCERPT #GLTYUC p. 1
  Depressions (also known as pits) are inwardly-draining regions of the DEM which have no outlet. Sometimes representative of natural terrain, they may also result from technical issues in the DEM’s collection and processing, such as from biased terrain reflectance or conversions from floating-point to integer precision.[Nardi et al., 2008] A depression may be resolved either by breaching its wall (e.g. Martz and Garbrecht [1998]), thus allowing it to drain to a nearby area of lower elevation, or by filling it.

EXCERPT #DAJKCD p. 1
  DEMs have increased in resolution from thirty-plus meters in the recent past to the sub-meter resolutions becoming available today. Increasing resolution has led to increased data sizes: current data sets are on the order of gigabytes and increasing, with billions of data points. While computer processing and memory performance have increased appreciably during this time, legacy equipment and algorithms suited to manipulating smaller DEMs with coarser resolutions make processing these improved data sources costly, if not impossible. Therefore, improved algorithms are needed.

EXCERPT #DHKBRV p. 1
  This paper presents an algorithm to resolve depressions by unifying and extending the work of several previous authors. Also presented are variants of this algorithm which can label watersheds and determine flow directions.

EXCERPT #3RRSJN p. 1
  The general definition of the depression-filling problem was stated by Planchon and Darboux [2002]. Given a DEM Z , its depression-filled counterpart W is defined by the following criteria:

EXCERPT #S8V797 p. 1
  1. Each cell of W is greater than or equal to its corresponding cell in Z . 2. For each cell c of W , there is a path that leads from c to the boundary by moving downwards by an amount of at least \epsilon between any two cells on the path, where \epsilon may be zero. Such a path is referred to as an \epsilon -descending path. 3. W is the lowest surface allowed by properties (1) and (2).

EXCERPT #HUM87T p. 1
  If \epsilon = 0 , then the third criterion is easy to achieve; however, if \epsilon \neq 0 , then special precautions must be taken, as described below.

EXCERPT #DXES73 p. 1
  The algorithm presented here is one of only two time-efficient algorithms for solving the depression-filling problem. Special cases of this algorithm have been described many times. These cases, their relations, and alternative algorithms are detailed below.

DOCUMENT #MTDKDE
Priority-Flood: An Optimal Depression-Filling and Watershed-Labeling Algorithm for Digital Elevation Models

SECTION #9D8AS4 8. Coda

EXCERPT #HXLLML p. 13
  Special cases and variants of the Priority-Flood Algorithm have been described by many authors. This paper generalizes this body of literature (Alg. 1) to work optimally on either integer or floating-point data (§5), as well as on irregular meshes or 4-, 6-, 8-, or n -connected grids.

EXCERPT #ED94U3 p. 13
  An improvement to the Priority-Flood priority queue (Alg. 2) has been described and tested. It runs in O(m \log_2 m) time, where m \leq n , on floating-point data and in O(n) time on integer data. By comparison, the Planchon–Darboux Algorithm has a time complexity of at least O(n^{1.2}) and the generalized Priority-Flood Algorithm has a time complexity of O(n \log_2 n) for floating-point DEMs and O(n) for integer DEMs. Under testing, the new algorithm outperformed the generalized Priority-Flood Algorithm in all cases. Improvements were often greater than 16% and were as high as 37%. In addition, a parallel implementation of the Planchon–Darboux Algorithm required upwards of six processors to match the improved Priority-Flood’s speed with a single processor.

EXCERPT #DBXE2K p. 13
  For its simplicity and speed, Priority-Flood is a good choice. It can fill depressions in such a way that they are guaranteed to drain; it is explicable in 20 lines of pseudocode; and, as demonstrated by the C++ reference code (see Supplemental Materials), it can be implemented in fewer than a hundred lines of code.

EXCERPT #HESQ5R p. 13
  The Priority-Flood algorithm is also versatile. It can be used to label watersheds (Alg. 5) as well as to determine flow directions either by terrain increments (Alg. 3) or by carving depressions (Alg. 4).

EXCERPT #RU2VM8 p. 13
  The Supplemental Materials for this paper are available from the journal, as well as at github.com/r-barnes . Many of the algorithms presented here are implemented in the RICHDEM analysis package, available at http://rbarnes.org/richdem or via email from the authors.

EXCERPT #9XLSAT p. 13

EXCERPT #XG8YW2 p. 14

EXCERPT #477DMT p. 14
  Algorithm 5 IMPROVED PRIORITY-FLOOD+WATERSHED LABELS: This variation of the IMPROVED PRIORITY-FLOOD follows the work of Beucher and Meyer [1992] and Beucher and Beucher [2011] . It applies a common label to all cells draining to an outlet. Line 21 should be interpreted as pushing a copy of the cell's coordinates into Pit with the copy's z -value set to c.z . If simultaneous watershed labeling and depression-filling is desired, change the original z value of n to c.z before making the copy. Upon entry , (1) DEM contains the elevations of every cell or the value NODATA for cells not part of the DEM. At exit , (1) Labels contains a label for every cell or the value NODATA for cells not part of the DEM. (2) All cells which drain to a common point at the edge of the DEM bear the same label.

EXCERPT #34S885 p. 14
  Require: DEM , Labels

EXCERPT #XFLVBT p. 14
  1: Let Open be a priority queue 2: Let Pit be a plain queue holding cells' (x, y, z) 3: Let Labels have the same dimensions as DEM 4: Let Labels be initialized to CANDIDATE 5: label \leftarrow 1 6: for all c on the edges of DEM do 7: Push c onto Open with priority DEM ( c ) 8: Labels ( c ) \leftarrow QUEUED 9: while either Open or Pit is not empty do 10: if Pit is not empty then 11: c \leftarrow POP( Pit ) 12: else 13: c \leftarrow POP( Open ) 14: if Labels ( c ) = QUEUED and DEM ( c ) \neq NODATA then 15: Labels ( c ) \leftarrow label 16: Increment label 17: for all neighbors n of c do 18: if Labels ( n ) \neq CANDIDATE then repeat loop 19: Labels ( n ) \leftarrow Labels ( c ) 20: if DEM ( n ) \leq c.z then 21: Push n onto Pit with z = c.z 22: else 23: Push n onto Open with priority DEM ( n )

### 16. Tool result: read

DOCUMENT #AK7NGE
Procedural Riverscapes

SECTION #VZP285 Abstract

EXCERPT #DBZ8GU p. 0
  This paper addresses the problem of creating animated riverscapes through a novel procedural framework that generates the inscribing geometry of a river network and then synthesizes matching real-time water movement animation. Our approach takes bare-earth heightfields as input, derives hydrologically-inspired river network trajectories, carves riverbeds into the terrain, and then automatically generates a corresponding blend-flow tree for the water surface. Characteristics, such as the riverbed width, depth and shape, as well as elevation and flow of the fluid surface, are procedurally derived from the terrain and river type. The riverbed is inscribed by combining compactly supported elevation modifiers over the river course. Subsequently, the water surface is defined as a time-varying continuous function encoded as a blend-flow tree with leaves that are parameterized procedural flow primitives and internal nodes that are blend operators. While river generation is fully automated, we also incorporate intuitive interactive editing of both river trajectories and individual riverbed and flow primitives. The resulting framework enables the generation of a wide range of river forms, ranging from slow meandering rivers to rapids with churning water, including surface effects, such as foam and leaves carried downstream.

DOCUMENT #AK7NGE
Procedural Riverscapes

SECTION #RMH5XA 1. Introduction

EXCERPT #4C67W8 p. 0
  Authoring realistic virtual landscapes is a perennial challenge in computer graphics. It involves modeling the entirety of a natural scene including terrain, vegetation, cities or villages, road networks, cloudscape, watercourses, and their interdependence. The results have broad application to computer-generated movies, games, and virtual environments. While there has been significant progress in capturing individual phenomena, the dynamic aspects of landscapes have been relatively under-explored. This is unfortunate, because dynamic effects, such as wind and water flow, where present, have strong visual saliency.

EXCERPT #VHECS7 p. 0
  There is a large body of previous work that focuses separately on terrain modeling and fluid simulation. However, the combined modeling of riverbeds and water surface animation has not received concomitant attention. The challenge stems not only from the complex structure of riverbeds, ranging from meandering courses to braided sub-channels, but is also due to the complexity of local water movement. Our central strategy is to rely on archetypes for building riverbed geometry and water surface behaviour. Importantly, this circumvents the need for computationally demanding fluid simulation and allows a unified procedural approach.

EXCERPT #2JBFEL p. 0
  Specifically, from the starting point of a bare-earth terrain, either sourced from existing digital elevation models, generated procedurally, or modeled by the user, and with a range of permissible sampling resolutions (1m - 30m per pixel), a plausible river network is derived according to the Rosgen classification used in hydrology, inscribed into the terrain, and populated with a consistent animated water surface. The resulting river structure and dynamics can also

EXCERPT #E5QK2M p. 0
  be interactively edited by the user, who can position and adjust the procedural elements of the scene.

EXCERPT #9ESE2P p. 0
  In more detail, we take as input a digital elevation model, evaluate its hydrological characteristics, and specify the course of a detailed, possibly branching river network (see Figure 1). Detailed riverbed cross-sections are then derived using Rosgen classification and flow characteristics and the resulting geometry can be inscribed into the terrain heightfield. Then an attendant blend-flow tree is generated automatically. For instance, cascade primitives are placed after step-wise drops in elevation, while basins will be populated with calm water primitives. Our key observation is that visually a river surface is in a steady flow state, and displays only small periodic, and random perturbations. For example, the unperturbed wake behind a submerged rock varies subtly in form, but not in position. Movement is also predominantly in 2\frac{1}{2}D , with the occurrence of locally significant patterns such as vortices, ripples, whirlpools, and small cascades. Rather than implementing a full fluid simulation with the attendant scaling issues, we blend animated procedural primitives to capture these cyclical patterns.

EXCERPT #XTM5V7 p. 0
  Our technical contributions include: 1) a procedural pipeline for generating extensive, complex, branching rivers courses on bare-earth terrains, 2) the adapted carving of a riverbed according to the Rosgen classification scheme, 3) a novel blend-flow tree representation, which provides a function-based composite water surface that can be animated in real-time, 4) user control over the procedural scene elements, which allows effective authoring of riverscapes.

EXCERPT #DEGKDR p. 0

EXCERPT #C4HVR3 p. 1

EXCERPT #UUCSQD p. 1

EXCERPT #SP8ZHL p. 1
  Figure 1: A workflow diagram showing the process from a bare-earth input terrain to a detailed river course. The workflow includes: Terrain (raw data), Network (graph), Slope (calculated), and Drainage (calculated). These are combined into a 'Bare-earth terrain' visualization, which is then processed into 'Terrain with river' showing the final river course.

EXCERPT #Z658LE p. 1
  Figure 1: From a bare-earth input terrain, our method calculates the slope and drainage area to automatically generate a river graph that is procedurally amplified into a detailed river course. In this case, 4.266km-long, with 63k terrain and 42k flow primitives.

DOCUMENT #AK7NGE
Procedural Riverscapes

SECTION #BR5ZZK 8. Conclusion

EXCERPT #L5L326 p. 10
  We have introduced a novel method for generating and interactively animating large-scale river networks up to several kilometers in extent that simultaneously exhibit detail at resolutions as fine as 10cm. Such rivers are a common scene element in many CG applications. Although the framework could be used in films for large-scale scenes with a tight render budget, the main target is real-time applications, such as videogames (including auto-generated worlds), virtual environments, and GIS visualizations (such as Google maps).

EXCERPT #2BABHT p. 10
  The core of our system is a workflow that analyses an input terrain to derive its flow properties and uses this information to generate and carve out a river network, before instantiating the water surface with procedural animated riverflow primitives arranged in a blend-flow tree. While user intervention is not required it is supported at multiple stages of the pipeline, from providing a constraining river footprint with the terrain input to fine-tuning the parameters of individual riverflow primitives in the river model output.

EXCERPT #8UFSKX p. 10
  This blend-flow tree structure was designed with GPU implementation in mind and it renders at interactive rates of 70Hz or more, even for scenes with tens of thousands of riverflow primitives. It is also trivial to pass the output mesh to an off-line photo-realistic renderer.

### 17. Tool result: read

DOCUMENT #DMTA8Y
Terrain Generation Using Procedural Models Based on Hydrology

SECTION #F9QBNZ Abstract

EXCERPT #7CSK9U p. 0
  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.

EXCERPT #GE8WDB p. 0
  CR Categories: I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling; I.3.6 [Computer Graphics]: Methodology and Techniques—Interaction Techniques I.6.8 [Simulation and Modeling]: Types of Simulation—Visual

EXCERPT #4KYSN6 p. 0
  Keywords: procedural modeling, terrain generation, hydrology

EXCERPT #5FY3UR p. 0
  Links: DL PDF WEB VIDEO

EXCERPT #STCJQ5 p. 0
  *e-mail:eric.galin@liris.cnrs.fr

EXCERPT #DHJ3KE p. 0
  ACM Reference Format G  nevaux, J., Galin, E., Gu  rin, E., Peytavie, A., Bene   , B. 2013. Terrain Generation Using Procedural Models based on Hydrology. ACM Trans. Graph. 32, 4, Article 143 (July 2013), 10 pages. DOI = 10.1145/2461912.2461996 http://doi.acm.org/10.1145/2461912.2461996 .

EXCERPT #G6YCHT p. 0
  Copyright Notice Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from permissions@acm.org . Copyright    ACM 0730-0301/13/07-ART143 $15.00. DOI: http://doi.acm.org/10.1145/2461912.2461996

DOCUMENT #DMTA8Y
Terrain Generation Using Procedural Models Based on Hydrology

SECTION #SFQZPA 1 Introduction

EXCERPT #VPKLMA p. 0
  Virtual terrains have an important role in computer graphics, and their applications range from landscape design and flight simulators to movies and computer games. A terrain is the dominant visual element of the scene, or it plays a central part in the application.

EXCERPT #X2EJNY p. 0
  Researchers have made considerable progress toward developing efficient methods for synthetic terrain generation. Existing techniques can be roughly classified into procedural, physics-based, and sketch- or example-based. Procedural methods, as well as physics-based algorithms, often lack controllability. Sketch-based methods involve manual editing that can be tedious. Example-based algorithms are limited by the provided input. Moreover, only the physics-based algorithms provide results that are correct from the standpoint of geology. Probably the most important problem in terrain generation for the field of computer graphics is the absence of algorithms that would allow the quick generation of controllable, and geologically reliable outputs. A related problem is the scalability of existing algorithms. The generated terrains usually represent only features of a single scale that are stored in a simple regular height field that becomes the standard data representation in many terrain-modeling systems. The height field is later converted into a mesh suitable for fast visualization with varying levels of details.

EXCERPT #GVXWT5 p. 0
  A key observation when looking at real terrains is that their morphologies are structured around river networks. Those networks subdivide the terrain into visual and clearly defined areas. Moreover, the geometric and visual properties of water-courses are nearly independent of the tectonic attributes and the climate [Rosen 1994], and they look identical at different scales independent of geological and climatic factors [Rodr  guez-Iturbe and Rinaldo 1997; Dodd and Rothman 2000]. The rivers form a graph on the terrain surface and partition it into patches.

EXCERPT #CL3N2Q p. 0
  We propose a novel procedural approach, using river networks, for terrain modeling. The user optionally defines the river mouths and sketches the most important rivers on the terrain, and our approach generates the complete river network with the corresponding terrain, as shown in Fig. 1. The user can also control the river network and terrain generation with a set of intuitive parameters. Our method can represent large terrain models with complex river networks and geomorphologically consistent patterns that conform with observations from landscape and river science and yet provide a high level of controllability. The actual river geometry is generated by converting the drainage network data into a subset of river types that are taken from a well-known classification in hydrology [Rosen 1994]. The terrain is stored in a novel hierarchical continuous data representation that is inspired by constructive solid geometry (CSG). The terrain features are stored in the tree leaves, and the internal nodes define operations (blending, subtraction) on them. Contrary to most of the previous work, our terrain is represented by an analytic continuous function and not as a raster-based height field. Yet, our terrain is composed of many primitives and not a single abstract function. This allows us to generate large-scale terrains with an unlimited and locally varying level of detail.

EXCERPT #BWBQ7S p. 0

EXCERPT #BCVU6L p. 1

EXCERPT #LXTL59 p. 1
  The main contributions of our work are:

EXCERPT #AHGHQ4 p. 1
  • an intuitive framework for procedural terrain generation using rivers as modeling features; • a technique for terrain generation that is inspired by and that follows methods used in hydrology, but it also has the advantages of procedural approaches; • a novel hierarchical hybrid terrain data representation that allows efficient terrain definition, editing, and visualization.

EXCERPT #CUKQ4B p. 1
  The paper continues with a review of previous work. Section 3 provides a high-level overview of the system. The following Section 4 describes details about the river generation, and Section 5 describes details about creation of the construction blocks and the CSG-like data structure. Section 6 and Section 7 show how the actual mesh representing terrain is generated, and the paper ends with results in Section 8 and conclusions and future work in Section 9.

DOCUMENT #DMTA8Y
Terrain Generation Using Procedural Models Based on Hydrology

SECTION #2TLVR2 9 Conclusion

EXCERPT #JGG7QW p. 8
  We introduced a novel hydrology-based method for procedural terrain generation that allows a high level of control of the generation process. The terrain generation is derived from the underlying hydrographic network, and it guarantees that the construction satisfies hydrographic properties. The final geometric model is made of vector-based primitives and is able to describe hills, mountains, valleys, and water-courses with highly detailed geometry on varying scales. The key motivation for our work comes from the Rosgen classification in hydrology that allows us to produce important visual features of rivers, such as paths and profiles. There are many possible extensions of this work. As with every procedural system, the rules and the labeling algorithm require a certain level of experimentation to find a set of well-behaving values. However, the values presented in this paper led to visually plausible terrains

EXCERPT #4TZCAM p. 8
  Figure 21: A 2x2 grid of terrain renderings. Top-left: 'Erosion simulation' showing a smooth, eroded landscape. Top-right: 'Our method' showing a more complex, layered terrain. Bottom-left: 'Fractal generation' showing a highly detailed, fractal-like terrain. Bottom-right: 'Real dataset' showing a real-world terrain with complex features.

EXCERPT #K3EUKY p. 8
  Figure 21: Visual comparison of terrains produced using different algorithms; erosion was simulated using [Štáva et al. 2008]. Our approach has features from lowlands to mountains that are difficult to achieve with traditional approaches.

EXCERPT #YRH95C p. 8
  (Fig. 21). The speed of the method provides simplified modeling and interactive editing. Another possible extension would be to include the generation of vegetation straight in the same process. We could, for example, automatically generate the distribution of trees and vegetal species on the terrain, especially along the rivers. Our system is based on the behavior observed in hydrology. It would be interesting to adapt our approach to the simulation of urban areas combined with rivers.

### 18. Assistant tool calls

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "NV2YRW",
  "micro_abstract": "A GPU framework for routing surface flow through terrain and its depressions fast enough to make erosion, river, lake, and ecosystem simulations interactive."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "96ZMGK",
  "micro_abstract": "Generates large, controllable mountain terrains by coupling user-painted tectonic uplift with fluvial erosion, then turning the resulting stream graph into detailed landforms."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "DWXKYQ",
  "micro_abstract": "Turns the stream power law into an interactive terrain tool, replacing thousands of erosion time steps with analytical solutions and a direct control for landscape age."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "MTDKDE",
  "micro_abstract": "Introduces Priority-Flood, a simple, optimal algorithm that removes drainage-blocking depressions from elevation models and can also derive watersheds and flow directions."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "AK7NGE",
  "micro_abstract": "Builds editable, animated riverscapes from bare terrain by carving hydrologically plausible channels and blending real-time procedural water primitives instead of simulating fluids."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "DMTA8Y",
  "micro_abstract": "Generates controllable, multiscale terrain from a sketched drainage network, representing rivers and landforms as an editable hierarchy of continuous procedural primitives."
}
```

### 19. Tool result: update_document_metadata

Updated metadata for #NV2YRW: micro_abstract

### 20. Tool result: update_document_metadata

Updated metadata for #96ZMGK: micro_abstract

### 21. Tool result: update_document_metadata

Updated metadata for #DWXKYQ: micro_abstract

### 22. Tool result: update_document_metadata

Updated metadata for #MTDKDE: micro_abstract

### 23. Tool result: update_document_metadata

Updated metadata for #AK7NGE: micro_abstract

### 24. Tool result: update_document_metadata

Updated metadata for #DMTA8Y: micro_abstract

### 25. Assistant

I picked **Terrain, Hydrology & Erosion**, skimmed all six articles, and added micro abstracts to:

- FastFlow #NV2YRW
- Large Scale Terrain Generation #96ZMGK
- Physically-based Analytical Erosion #DWXKYQ
- Priority-Flood #MTDKDE
- Procedural Riverscapes #AK7NGE
- Terrain Generation Using Hydrology #DMTA8Y

Style used: one crisp sentence identifying the paper’s distinctive mechanism, contribution, and practical purpose—informative rather than promotional, generally 20–30 words.

### 26. Assistant tool calls

#### Tool call: `get_document`

```json
{
  "id": "D8LRQM"
}
```

#### Tool call: `get_document`

```json
{
  "id": "E5CLFY"
}
```

#### Tool call: `get_document`

```json
{
  "id": "B98HVX"
}
```

#### Tool call: `get_document`

```json
{
  "id": "3CCZ4A"
}
```

#### Tool call: `get_document`

```json
{
  "id": "WYP3G6"
}
```

#### Tool call: `get_document`

```json
{
  "id": "KSESR8"
}
```

#### Tool call: `get_document`

```json
{
  "id": "KG5TBB"
}
```

#### Tool call: `get_document`

```json
{
  "id": "GN66WW"
}
```

#### Tool call: `get_document`

```json
{
  "id": "9G4F42"
}
```

#### Tool call: `get_document`

```json
{
  "id": "BV47YZ"
}
```

### 27. Assistant tool calls

#### Tool call: `get_document`

```json
{
  "id": "MH5J8D"
}
```

#### Tool call: `get_document`

```json
{
  "id": "XW22YY"
}
```

#### Tool call: `get_document`

```json
{
  "id": "SKRF4C"
}
```

#### Tool call: `get_document`

```json
{
  "id": "PXG56P"
}
```

#### Tool call: `get_document`

```json
{
  "id": "MJKTBB"
}
```

#### Tool call: `get_document`

```json
{
  "id": "3XSLTA"
}
```

#### Tool call: `get_document`

```json
{
  "id": "ZU8GZV"
}
```

#### Tool call: `get_document`

```json
{
  "id": "BYG3BQ"
}
```

### 28. Tool result: get_document

DOCUMENT #MH5J8D
Title: Beautimeter: Harnessing GPT for Assessing Architectural and Urban Beauty Based on the 15 Properties of Living Structure

Outline:
  - 1 #HAZYNL Beautimeter: Harnessing GPT for Assessing Architectural and Urban Beauty based on the 15 Properties of Living Structure
    - 1.1 #MAS64L Abstract:
    - 1.2 #3UVYQC 1. Introduction
    - 1.3 #6XBA45 2. Theoretical Framework
      - 1.3.1 #NQ4QUT 2.1 Living Structure and the 15 Fundamental Properties
      - 1.3.2 #3SBXXB 2.2 Two Surveys about the Mirror-of-the-Self Test (MOST)
    - 1.4 #WBXNQF 3. Development of Beautimeter
      - 1.4.1 #ATX2HV 3.1 Design and Functionality
      - 1.4.2 #9MKAB2 3.2 Implementation
    - 1.5 #63MN28 4. Case Studies for Verification
      - 1.5.1 #38B7RW 4.1 Experiments with Pairs of Images
      - 1.5.2 #HW35C5 4.2 Results and Discussion
    - 1.6 #P6XUBS 5. Implications of Beautimeter and this Study
    - 1.7 #XJXHRH 6 Conclusion
    - 1.8 #U9HGQB Images and Data Availability Statement
    - 1.9 #YB9EUU Acknowledgments
    - 1.10 #YXJPKZ References:

### 29. Tool result: get_document

DOCUMENT #XW22YY
Title: Generative Codes: The Path to Building Welcoming, Beautiful, Sustainable Neighborhoods

Outline:
  - 1 #CU9CAT Generative Codes
    - 1.1 #M6LXLT The Path to Building Welcoming, Beautiful, Sustainable Neighborhoods
    - 1.2 #H8LQMH A Simple Question: What Is It That We Really Need From The Neighborhood Where We Live?
    - 1.3 #PSAS4W What is a Generative Code?
    - 1.4 #5RWPGZ Historical Background
      - 1.4.1 #Q6Y6Y6 History of Experimental Projects with Generative Codes at the Center for Environmental Structure
    - 1.5 #MU7M8B The Process of Procurement
      - 1.5.1 #9DEDCQ Independent, Community-Oriented Project Management: The Operational Underpinning of a Generative Code
    - 1.6 #7PFDSQ Placing Practical Emphasis on Respect For Individuals, Respect For Land, and Respect for Continuity.
      - 1.6.1 #ZKEKTW So the central practical question is this:
    - 1.7 #D2PCQS A Decisive and Lasting Change
    - 1.8 #LUPYTU Notes

### 30. Tool result: get_document

DOCUMENT #SKRF4C
Title: Geography as a Science of the Earth’s Surface Founded on the Third View of Space

Outline:
  - 1 #KSQ64X Geography as a Science of the Earth's Surface Founded on the Third View of Space
    - 1.1 #GV3UJZ Abstract:
    - 1.2 #Z5WLPL 1. Tobler's law and scaling law of geography
    - 1.3 #XRE3JP 2. Two laws together for characterizing living structure
    - 1.4 #F4PFN9 3. Living versus nonliving structure: The “things” the two laws refer to
    - 1.5 #EH3QXF 4. Two distinct world views: Cartesian mechanistic and Whitehead's organismic
    - 1.6 #6UQ9V4 5. Two design principles: differentiation and adaptation
    - 1.7 #TH9KVK 6. The new geography, its implications, and future works
    - 1.8 #L96HC5 7. Conclusion
    - 1.9 #QK5LAL Acknowledgement:
    - 1.10 #REEL7E Note 1 (on the state of the art of geography):
    - 1.11 #929Y2M References:

### 31. Tool result: read

DOCUMENT #5MGCZ5
Real-time River Representation by Dynamic Control of Data on Waves

SECTION #RNRNU8 Real-time River Representation by Dynamic Control of Data on Waves

EXCERPT #4EWFDT p. 0
  正会員 向井信彦 † , 加藤康寛 † , 正会員 小杉 信 †

EXCERPT #GPYN6Q p. 0
  Nobuhiko Mukai † , Yasuhiro Kato † and Makoto Kosugi †

EXCERPT #H2E2UR p. 0
  Abstract We describe a method of using computer graphics to represent the flow of a river in real-time. As rivers are usually narrow and long, the water surface can be seen in detail only in the near view, but it cannot be seen as clearly from a distance. Therefore, the level of water wave model should be dynamically changed on the basis of the distance from the viewpoint. In the near view, the water wave and the reflection at the riverbank can be seen, but this is impossible from the far view. However, the changes in direction of the wave caused by wind can be seen even in the far view. We also propose a method of generating patterns of waves caused by wind. We applied our method to simulations of a landscape and clarified the behavior of a river in real-time.

EXCERPT #PWH5RK p. 0
  キーワード: コンピュータグラフィックス, リアルタイム処理, LOD (Level Of Detail), 河川

SECTION #5WKN5L 1. ま え が き

EXCERPT #D33KFX p. 0
  近年, コンピュータグラフィックス (CG) を用いて様々なものが可視化されるようになってきた。従来, 木や雲などの自然物は CG で表現するには適さないとされてきたが, 近年では自然物に関する研究もかなり進んでいる。自然物の中でも特に表現が難しいとされているものに水の表現がある。固体のように輪郭がはっきりした物質であるにも関わらず, 気体のように自由に形を変える点が CG での表現を困難にしている理由の一つでもある。水の表現にはかなりの計算量を必要とするため, 米国 Chesapeake 湾のシミュレーションに SGI 社の Power Challenge というスーパーコンピュータをアレイ状にして使用した報告例がある 1) 。日本においても海洋開発の事前検証として 3 次元 NS(Navier-Stokes) 方程式を用いた手法 2) や, 3 次元多層モデルを用いた手法 3) でシミュレーションを行っている。ただし, これらの手法は流体の挙動シミュレーションが目的であり, 可視化を目的としたものではない。

EXCERPT #HU8TQ7 p. 0
  一方, CG を用いて流体を可視化する手法の研究も行われており, 水面のモデルを作りながら粒子により水飛沫を表現する手法 4) , 粒子の生成と水面形状を生成するレベルセット法をうまく組合せることにより, 水中を物

EXCERPT #FQAYDC p. 0
  体が移動する状況を表現する手法 5) などがある。しかしながら, これらはいずれも粒子法 6)7) を用いて小容量の流体を可視化するもので, 川のように大規模な流体を可視化するものではない。

EXCERPT #HZSPT4 p. 0
  川のような大規模な流体を可視化するためには, 大量の粒子を扱う必要があり, 高速な処理が行えない。そこで, 粒子数を減らす代わりに粒子を包含する面を生成することと, GPU の高速処理能力を活かすことで川の表現を行っている研究 8) もある。また, 視点からの距離に応じて対象領域のメッシュ精度を制御する LOD 手法を用いて高速化を図る研究 9) もある。しかしながら, これらの研究でも, 風により変化する波や川岸での反射表現はできていない。そこで本稿では, 川幅に対して流れ方向に長いという川の特徴を考慮して, 視点からの距離に応じて対象領域を自動分割し, 従来の LOD 法とは異なる手法, つまり各領域における波の形状モデルを変更するという手法で, 川の流れをリアルタイムに表現する方法について述べる 10) 。

SECTION #L93Z8G 2. 河 川 の 分 類

EXCERPT #6A4T79 p. 0
  河川は上流と下流に大別され, 上流の流れは滝の水飛沫や溪流における急な流れがあるため乱流とも呼ばれる。これに対して, 下流の表面はほぼ一様であり穏やかな流れをしていることから層流とも呼ばれる。上流では広範囲に渡って川の流れを観察することが少ない反面, 水飛沫等の複雑な流れが存在するため, 粒子法による表現が適している。一方, 下流における川の流れは一般に穏やかであるが, 穏やかな流れの中にも波による水面のゆら

EXCERPT #AN9MDD p. 0
  2008 年 3 月, 映像情報メディア学会研究会にて発表

EXCERPT #62WD2L p. 0
  2008 年 7 月 15 日受付, 2008 年 9 月 19 日最終受付, 2008 年 10 月 1 日採録

EXCERPT #D7SY2F p. 0
  † 武蔵工業大学 大学院 工学研究科

EXCERPT #U72UVS p. 0
  (〒 158-8557 世田谷区玉堤 1-28-1, TEL 03-3703-3111)

EXCERPT #H6XS8Y p. 0
  † Graduate School of Engineering, Musashi Institute of Technology (1-28-1, Tamazutsumi, Setagaya, Tokyo 158-8557, Japan)

EXCERPT #AFZ2UT p. 0

EXCERPT #TBLXFZ p. 0

EXCERPT #JV9WLF p. 1
  めきや川岸における波の反射,あるいは風による波の方向変化が観測される。また,川幅に対して流れ方向に長く,視点からの距離に応じて観察される波の質は異なる。そこで本研究では,下流における川の流れを対象とし,以下の項目を盛り込んで河川のリアルタイム表示を試みる。

EXCERPT #C6VN4T p. 1
  1) 視点からの距離に応じて河川の自動領域分割 2) 水面波の物理モデル 3) 川岸における波の反射表現 4) 風による波の変化

SECTION #U848H3 3. 河川の自動領域分割

EXCERPT #8EXLLM p. 1
  視点からの距離に応じて河川を領域分割し,領域毎に川のモデルを切換える。木を例に取ると,視覚対象は視点からの距離に応じて次の3領域に分割できる 11) 。

EXCERPT #EPTHTG p. 1
  近距離景 樹木の葉や幹,あるいは枝が識別可能で,対象物を視野角 1^\circ で捉えられる距離。 中距離景 樹木の識別は可能だが,葉や幹などの識別は困難で,対象物を視野角 0.05^\circ で捉えられる距離。 遠距離景 樹木の識別も困難で,物体同士の遠近は物体の重なりで判断する距離。

EXCERPT #UFR3PK p. 1
  上記領域区分は,識別対象物の絶対的な大きさに依存せずに距離景を定義する手法であるため,河川にも適用可能であると考える。河川の場合,識別対象物体は波であるから波長を基に距離景を定義する。図1で示すように,視点の位置を Q ,視点 Q の水面からの高さを h ,視点 Q からの鉛直線と水面との交点を O ,視線と水面との交点を P ,線分 OP の長さを d ,水面波の波長を L とすると,次式(1)が成立する。ここで, d が正であることを考慮すれば,視点直下の点 O からの距離 d と視野角 \theta の関係は次式(2)で計算できる。式(2)において, \theta = 1.0^\circ とすれば近距離景と中距離景との境界点までの距離が,また, \theta = 0.05^\circ とすれば中距離景と遠距離景との境界点までの距離が求められる。

EXCERPT #YKWW5Q p. 1
  \begin{aligned}\tan \theta &= \tan(\beta - \alpha) = \frac{\tan \beta - \tan \alpha}{1 + \tan \beta \tan \alpha} \\ &= \frac{\frac{h}{d-L} - \frac{h}{d}}{1 + \frac{h}{d-L} \cdot \frac{h}{d}} = \frac{hL}{d(d-L) + h^2}\end{aligned}\quad (1)

EXCERPT #Z4P4ZV p. 1
  Figure 1: A geometric diagram showing the relationship between the distance from the viewpoint (Q) to the water surface (O), the height of the viewpoint (h), the distance from O to the point of observation (P) (d), and the viewing angle (theta). The diagram also shows the wave length (L) and the angles alpha and beta.

EXCERPT #P7JDA2 p. 1
  図1 視点からの距離と視野角の関係 Relation between length from viewpoint and view angle.

EXCERPT #UFLH6V p. 1
  d = \frac{L \tan \theta + \sqrt{L^2 \tan^2 \theta - 4 \tan \theta (h^2 \tan \theta - hL)}}{2 \tan \theta} \quad (2)

SECTION #7TBW6W 4. 水面波の生成

SECTION #7L3GHL 4.1 水面波の物理モデル

EXCERPT #HBX6M7 p. 1
  本稿では,下流における比較的穏やかな水面波を対象とするため,波は規則波と仮定し,微小振幅波の理論 12) を適用する。つまり,水深に比べて波高が充分小さいとき,流速 C ,波長 L ,および周期 T の関係は次式(3)となり,式(3)を用いて流速 C を計算することができる。ただし, g は重力加速度である。

EXCERPT #3NNLEC p. 1
  C = \frac{gT}{2\pi}, \quad L = \frac{gT^2}{2\pi}, \quad C = \frac{L}{T} \quad (3)

EXCERPT #A3H78W p. 1
  一般に規則的な水面波は余弦波として近似されることも多いが,波は重力や表面張力などの影響により,余弦波に比べると,山が急で谷がなだらかな特性を持つ。このため,図2に示すように余弦波よりもストークス波を用いた方が近似性能はよい 12) 。ストークス波は余弦波の合成として次式(4)で表現されるため,計算時間は多少かかるが本研究では,近距離景の水面波をストークス波で近似し,波の高さを計算する。

EXCERPT #3R5YFD p. 1
  \begin{aligned}z &= A \cos\left\{\frac{2\pi}{L}(x - Ct)\right\} + \frac{\pi A^2}{L} \cos\left\{\frac{4\pi}{L}(x - Ct)\right\} \\ &\quad + \frac{3\pi^2 A^3}{2L^2} \cos\left\{\frac{6\pi}{L}(x - Ct)\right\} \\ A &= \frac{H}{2} \left(1 - \frac{3\pi^3 H^2}{8L^2}\right)\end{aligned}\quad (4)

EXCERPT #ETMUEY p. 1
  ここで, x は水面波の進行方向における位置, t は時刻, z は川底からの水面波の高さ, H は波高(波の振幅)であり, C と L は上記のとおり,流速と波長である。

SECTION #2GQ78Y 4.2 川岸での反射表現

EXCERPT #G5RKF5 p. 1
  水面波は川岸で反射し,入力波と反射波が重なり合うため,複雑な波を生成する。川岸での反射は自由端反射であるから,図3に示すように,水面波と同位相で反対方向に進む仮想波を考え,水面波と仮想波を合成することにより,川岸での反射波を表現することができる。

EXCERPT #775ASQ p. 1
  Figure 2: A graph comparing a cosine wave (余弦波) and a Stokes wave (ストークス波). The Stokes wave is shown as a more complex, asymmetric wave compared to the simple cosine wave.

EXCERPT #867L75 p. 1
  図2 余弦波とストークス波の比較 Comparison between cosin wave and stokes wave.

EXCERPT #JSVLQD p. 1

EXCERPT #5RLVCP p. 1

EXCERPT #J4FNF5 p. 2
  Figure 3: Reflection at the riverbank. A diagram showing a riverbank (川岸) and the reflection of a water wave. The vertical axis is Z, and the horizontal axis is X. A solid line represents the water surface wave (水面波), a dashed line represents the reflected wave (仮想波), and a dotted line represents the synthesized wave (合成波(反射波)). Arrows indicate the direction of wave propagation (水面波の進行方向) and the riverbank (川岸).

EXCERPT #2H7Z58 p. 2
  図3 川岸での反射 Reflection at the riverbank.

EXCERPT #FXB5K4 p. 2
  Figure 4: Relation between water wave and wind direction. A diagram showing a coordinate system with X and Y axes. A point (x0, y0) is marked. A line m passes through the origin O. The angle between the X-axis and the line m is theta. The wind direction (風向き) is indicated by an arrow. The wave propagation direction (水面波の進行方向) is also indicated.

EXCERPT #KZZWPK p. 2
  図4 水面波と風向きの関係 Relation between water wave and wind direction.

SECTION #PN4DGU 4.3 風による波の変化

EXCERPT #KMNNY2 p. 2
  水面波の進行方向は風により時々刻々と変化するため、厳密には風のモデルを検討して水面波に適用する必要がある。しかしながら、風の物理モデルは確立されていないため、本研究では風により生成される波としての風波を近似的に考える。風波もストークス波による近似が最適と思われるが、風の影響は遠距離でも観察されること、また本研究では、リアルタイム表現を目的としていることから、風波はストークス波ではなく、余弦波としてモデル化する。図4に示すように、 x 軸の正方向に水面波が進行し、 x 軸と \theta の傾きを持つ方向から風が吹いていると仮定する。 H を波高、 L を波長、 C を流速、 x を水面波の進行方向における位置、 t を時刻とすると、水面波は次式(5)で近似的に表現できる。

EXCERPT #F4ZD6E p. 2
  z = \frac{H}{2} \cos\left\{\frac{2\pi}{L}(x - Ct)\right\} \quad (5)

EXCERPT #CJYTFT p. 2
  図4において、風向きに直交し原点 o を通過する直線 m は次式(6)となるから、任意の点 (x_0, y_0) の直線 m からの距離 e は次式(7)となる。したがって、直線 m からの距離 e を風波の位相と考え、風向きが水面波の進行方向と逆向きであることを考慮すれば、風波は次式(8)となる。

EXCERPT #7PAX76 p. 2
  x \cos \theta + y \sin \theta = 0 \quad (6)

EXCERPT #P4W89D p. 2
  e = |x_0 \cos \theta + y_0 \sin \theta| \quad (7)

EXCERPT #WQEFDB p. 2
  z(x, y, t) = \frac{H}{2} \cos\left\{\frac{2\pi}{L}(x - Ct + e)\right\} \\ = \frac{H}{2} \cos\left\{\frac{2\pi}{L}(x - Ct + |x \cos \theta + y \sin \theta|)\right\} \quad (8)

EXCERPT #ZJ7R3B p. 2
  最後に、風向きは時々刻々と変化するため、変化前の風向きに対する位相 e と変化後の風向きに対する位相 e' を考へて、変化前後における風波の式を線形補間することにより、任意の時刻における風波を表現することができ

EXCERPT #N3AEZV p. 2
  表1 分割された領域と適用モデルの関係 Relation between divided area and applied model.

EXCERPT #EYM9N6 p. 2
  領域 近距離景 中距離景 遠距離景 水面波モデル ストークス波 余弦波 余弦波 波の流速計算 あり あり なし 波の高さ計算 あり なし なし 川岸の反射波 あり なし なし 風の影響 あり あり あり

EXCERPT #YTY3BJ p. 2
  表2 シミュレーションで使した PC 性能 Performance of the PC used on the simulation.

EXCERPT #GPKEB9 p. 2
  CPU Intel Core2 Duo 2.13GHz Memory 2GB Graphics Card NVIDIA GeForce 7300 LE OS Microsoft Windows XP Professional Language Microsoft Visual C++ 6.0 Graphics Library OpenGL 1.5

EXCERPT #ASNEB8 p. 2
  る。また、風力の大きさを波高 H に反映させることにより、波の振幅を変更することも可能である。なお、近距離景の場合、式(4)に対して上記位相 e を考慮することで、風により変化する波の表現が可能となる。

SECTION #M8MFLM 5. シミュレーション結果

EXCERPT #6PE2J2 p. 2
  上記手法を適用して、河川のリアルタイム表現を試みた。分割された各領域と適用したモデルの関係を表1に示す。近距離景は最も詳細なモデル、遠距離景は最も粗なモデル、中距離景は中間のモデルとなるが、流速の変化に基づく川の流れ変化は視認性が良いため、中距離景は遠距離景に流速計算を加えたモデルとする。ただし、風の影響は遠方でも視認できるため、全モデルに適用する。また、中および遠距離景では波の高さを計算せず、余弦波で描れる法線ベクトルを擬似的に与えるバンパマッピング法を用いる。風の影響も同様で、水面波の変化を法線ベクトルに反映する。さらに、可視化前の法線ベクトルに 1/f ノイズを加えて自然な流れを表現する。表2に本シミュレーションで使したPCの性能を示す。なお、本手法では波の波形計算後、風の影響やノイズの付加を考慮しており、高速化のためのテーブルが必要がある。また、CPUとGPUとの負荷分散を考慮して、波の形状計算までをCPU、レンダリング以降をGPUで行っている。

EXCERPT #VP3CSQ p. 2
  図5に本手法による川の表現結果を示す。近距離景は最も詳細なモデルであるため、波の変化が明確に表現されている。一方、中距離景では波の高さを求めているため、水面は平面となるが、流速計算はしているため、波の模様は表現できている。これに対して、遠距離景では単なるバンパマッピング法による表現であるため、波の視認性は悪い。しかしながら、視点からの距離に応じて自動分割された各領域にモデルを適用すると、全体としての川はほぼ違和感なく表現されている。図5による静止画だけでは判別困難であるが、風向の変化に対して全領域で自然な水面波の変化が観察できる。

EXCERPT #UYAESX p. 2
  最後に、本手法をCGで作成した景観に適用した例を

EXCERPT #JN895D p. 2

EXCERPT #R74W9J p. 2

EXCERPT #PZGZA5 p. 3
  Figure 5: Area division and river presentation. (a) Far distance view, (b) Middle distance view, (c) Near distance view. (d) Overall view of the river with flow direction and wind direction indicated.

EXCERPT #RECMVN p. 3
  図5 領域分割と川の表現

EXCERPT #4C68AM p. 3
  Area division and river presentation.

EXCERPT #RVTCXT p. 3
  Figure 6: River representation in landscape. A perspective view of a river flowing through a landscape with buildings and trees.

EXCERPT #7BBZBP p. 3
  図6 景観における川の表現

EXCERPT #3WX2M5 p. 3
  River representation in landscape.

EXCERPT #26QLGQ p. 3
  図6に示す。近距離景では水面波の様子だけでなく、川岸での反射も表現できている。図6で使用したポリゴン数は、近距離景1,840、中距離景8,820、遠距離景9,340であり、川以外の表示物として92,000ポリゴンを使用している。表示時間を測定したところ、総合計112,000ポリゴンの表示物に対して、表示速度は37fpsであった。なお本結果では、遠距離ほどポリゴン数が多くなっている。これは、領域分割を行った結果、遠距離ほど川の領域が長くなったためである。しかしながら、視点からの距離に応じてメッシュの精度を制御するLOD手法 9) の適用によりさらなる高速化は可能である。ただし、メッシュサイズを大きくし過ぎると、波の形状を再現できない可能性があり、LOD手法の適用には注意が必要である。また、ポリゴン数を変えて性能測定した結果、モデル切換えによる性能向上は1Kポリゴンの川で約8%、12Kポリゴンの川で約96%（ほぼ倍の性能）となった。

SECTION #VTDT2R 6. む す び

EXCERPT #NZWBLN p. 3
  本研究では、横幅が短く流れ方向に長いという川の特徴を活かして、視点からの距離に応じて視覚対象領域を自動で分割し、分割された各領域に対して水面波のモデルを切換えることにより、視点からの画質を保ちながら高速な可視化を試みた。シミュレーションの結果、近距離景はストークス波という詳細なモデルを用い、流速や

EXCERPT #8K5WQG p. 3
  高さ計算と共に、川岸での反射も考慮しているため、かなり詳細な表現が可能となっている。これに対して、中距離景や遠距離景では徐々にモデルのレベルを下げることでより高速化を試みた。各領域を単独で観察すると画質の違いは認識できるものの、これらの領域を結合し、風の影響を全領域に及ぼすことで、領域の境界はほとんど認識できなくなった。なお本方式では、視点からの距離に応じて各領域の境界を自動的に決定しているため、視点の変化とともに、各領域のポリゴン数は動的に変化し、結果としてリアルタイム表現が可能となっている。今後、メッシュの精度を制御するLOD手法を用いたさらなる高速化と、水面への映り込みや水面に浮かぶ物体の屈折をリアルタイムに表現する手法の検討を行う予定である。

SECTION #8J7SVY 〔文 献〕

EXCERPT #K2HLHE p. 3
  1) G. H. Wheelless, C. M. Lascara, A. Valle-Levinson, D. P. Brutzman, W. Sherman, W. L. Hibbard, and B. E. Paul, "Virtual Chesapeake Bay: Interacting with a Coupled Physical/Biological Model", IEEE Computer Graphics and Applications, 16 , 4, pp. 52-57 (1996) 2) 野澤和男, 豊岡大志, "大阪湾における超大型海洋構造物周りの海水流動シミュレーションと海水交換評価法", 関西造船協会論文集, 235 , pp.183-190 (2001) 3) 野澤和男, 豊岡大志, 竹岡一樹, "閉鎖性内湾における海水流動シミュレーションの応用と考察", 関西造船協会論文集, 240 , pp.189-195 (2003) 4) J. F. O'Brien, J. K. Hodgins, "Dynamic Simulation of Splashing Fluids", Computer Animation 95, pp. 198-205 (1995) 5) N. Foster and R. Fedkiw, "Practical Animation of Liquids", Proc. of SIGGRAPH 2001, pp.23-30 (2001) 6) 越塚誠一, "粒子法による流れの数値解析", ながれ 21 , pp. 230-239 (2002) 7) S. Premoze, T. Tasdizen, J. Bigler, A. Lefohn and R. T. Whitaker, "Particle-Based Simulation of Fluids", Computer Graphics Forum, 22 , 3, pp. 401-410 (2003) 8) P. Kipfer and R. Westermann, "Realistic and Interactive Simulation of Rivers", Graphics Interface 2006, pp.41-48 (2006) 9) D. Hinsinger, F. Neyret and M. P. Cani, "Interactive Animation of Ocean Waves", Proc. of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation, pp.161-166 (2002) 10) 加藤康寛, 向井信彦, 小杉信, "河川の downstream における水面波のリアルタイム表現", 映像情報誌, 32 , 18 , pp.41-44 (2008) 11) 樋口忠彦, "景観の構造-ランドスケープとしての日本の空間", 技報堂 (1975) 12) 堀川清司, "海岸工学", 東京大学出版会 (1991)

EXCERPT #77HBTD p. 3
  Portrait of Masahito Maki (向井 信彦).

EXCERPT #X6XRDX p. 3
  向井 信彦 1985年、大阪大学大学院基礎工学研究科博士前期課程了。同年三菱電機(株)入社。1997年、 Cornell大学大学院コンピュータサイエンス学科修士課程了。2001年、大阪大学大学院基礎工学研究科博士後期課程了(工学博士)。2002年、武蔵工業大学工学部助教授。2007年、同大学知識工学部教授。CG、VR等の研究に従事。正会員。

EXCERPT #FM68RG p. 3
  Portrait of Masahito Maki (加藤 康寛).

EXCERPT #CTGXQN p. 3
  加藤 康寛 2006年、武蔵工業大学工学部卒業。2008年、同大学大学院工学研究科博士前期課程了。同年、(株)プレミアムエージェンシー入社。コンピュータグラフィックスに関する開発立案に従事。

EXCERPT #2SQ7HK p. 3
  Portrait of Masahito Maki (小杉 信).

EXCERPT #9G6MEJ p. 3
  小杉 信 1970年、東京工業大学大学院修士課程了。同年日本電信電話公社(現NTT)入社。1980年、東京工業大学より博士号取得(工学博士)。同年西ドイツ郵電省研究所客員研究員。1994年、武蔵工業大学工学部教授。2007年、同大学知識工学部教授。画像処理、CG等の研究に従事。正会員。

EXCERPT #2EKNMJ p. 3

EXCERPT #Q4JHN5 p. 3

### 32. Tool result: get_document

DOCUMENT #PXG56P
Title: Harmony-Seeking Computations: A Science of Non-Classical Dynamics Based on the Progressive Evolution of the Larger Whole

Outline:
  - 1 #DFR6MM Harmony-Seeking ComputationsA Science of Non-Classical Dynamics Based On The Progressive Evolution Of The Larger Whole
  - 2 #PCUGRJ CONTENTS
  - 3 #ASGYJG Preface
  - 4 #ULGVY6 II Fifteen Properties
  - 5 #YSYFXP III INTRODUCTION
  - 6 #Q94AYK IV HARMONY-SEEKING COMPUTATIONS
    - 6.1 #NSF23L Relation Of A Given Computation To The Larger Whole Beyond It
    - 6.2 #W2TBVW The Essence Of Harmony-Seeking Computation
      - 6.2.1 #VRE3KE Example 1: Embryogenesis
      - 6.2.2 #BAB5HL Example 2: A Bench Around A Tree
      - 6.2.3 #9FBT9U Example 3: Growth Of The City Of Amsterdam
    - 6.3 #KCRR4J Structure Of Wholeness
    - 6.4 #XE4TCT What Are The Underlying Qualities Common to Different Examples of Harmony-Seeking Steps in Different Systems?
      - 6.4.1 #QJLGS4 Example 4: Hayricks in a Field
      - 6.4.2 #S5D4S2 Example 5: Giant Wind Turbines on the Danish Coast.
  - 7 #EAB6Y7 V EXAMPLES OF HARMONY-SEEKING COMPUTATIONS FROM DIFFERENT FIELDS
    - 7.1 #VK2MTB Example 6. Matisse making early brush strokes on a canvas
    - 7.2 #LHMQBN Example 7. Evolution of the whorled cap of Acetabularia – 6 steps
    - 7.3 #334A7K Example 8. Two possible plans for a five-story apartment building in Tokyo
    - 7.4 #HZ43SM Example 9. An ornament drawn by Hiro Nakano – 6 steps.
    - 7.5 #S6SXDR Example 10. Construction Of The Upham House – 200 Steps
    - 7.6 #A8GDQA Example 11. Historical evolution of St Mark's Square – 10 cycles
    - 7.7 #77EYV8 Example 12. Choosing A Tie That Works With A Suit
    - 7.8 #5MUWW2 Example 13. Formation Of Giant Voids In The Universe: A Very Large Example of a Generated Wholeness
  - 8 #QUCRWC VI STRUCTURE-PRESERVING TRANSFORMATIONS: HELPING A LARGER WHOLE TO FORM
    - 8.1 #2FSKDJ Viewing The Previous Examples as Computations
    - 8.2 #42QDNG Experimental Confirmation
    - 8.3 #FSRDPE The SP-Postulate: Always Helping A Larger Whole To Form
      - 8.3.1 #T3NUBP The SP-Transformations Of St Mark's Square, Previously Discussed.
      - 8.3.2 #N7RX5Z Example 14. SP Transformations Performed By A Red Admiral Butterfly Flying In A Windstream
  - 9 #567Q7Z VII HARMONY-SEEKING RATHER THAN MERELY “EMERGENCE”
    - 9.1 #3TCMGL Coupled Local Atomic Events Generating Larger Wholes Through Interaction v.
    - 9.2 #S4HQZJ A Whole-Based, Harmony-Seeking Process Which Works By Continually Strengthening Latent Centers.
      - 9.2.1 #ZX34EW Emergence, a two level relationship
      - 9.2.2 #SWXMAB Harmony, a three level relationship
      - 9.2.3 #WE6WWG In Detail, What Exactly Does It Mean For A System To Help The Larger System It Is Embedded In?
      - 9.2.4 #JRF2XH Example 15. Flying Geese and the V-formation
      - 9.2.5 #Z7GUW4 Example 16. Clouds And The Positive Space Which Arises Between Them
  - 10 #8DNY7R VIII STRUCTURE-PRESERVING TRANSFORMATIONS AND SYMMETRY BREAKING
    - 10.1 #5UEEL4 The Possibility that Structure-Preserving Transformations are Deep Generalizations of Symmetry-Breaking.
      - 10.1.1 #WYT8BH Example 17. Dewdrops On A Spider's Thread
    - 10.2 #XZUTGD Local Symmetry Production
      - 10.2.1 #SJA8KY Example 18. Black And White Strips
      - 10.2.2 #SVXNUM Example 19. Snow Crystals
  - 11 #BN3YFS IX SP TRANSFORMATIONS AND COMPLEXITY THEORY
    - 11.1 #T69Y4S A Small Modification Needed In The Work Of The Modern Masters and Complexity Theory
  - 12 #8MPFPH X ECOLOGY OF THE ORDINARY
    - 12.1 #TFM623 Example 20. The Ecology Of The Ordinary
    - 12.2 #A8HF33 The Uniqueness Of Each Region in the Generated Structure
  - 13 #A6ZZPA XI CONCLUSIONS
    - 13.1 #B6DWSV A Single Conclusion From These Studies
    - 13.2 #KV48FT What Is The Underlying Process Involved In These Harmony-Seeking Computations
    - 13.3 #MRNGTP Structure-Preserving Transformations
      - 13.3.1 #HWWGSL Models Of The Wholeness In A Given Configuration?
      - 13.3.2 #2K9BAZ A Few Randomly Chosen Examples of Harmony-Seeking Computations
      - 13.3.3 #PBRJGY The Paradigm Being Followed In Each SP-Transformation
      - 13.3.4 #6XWRFS Fact and Value
    - 13.4 #Q2M6VX A New Science Of Harmony-Seeking Computation: When And Where?
    - 13.5 #CSWKM8 Notes

### 33. Assistant tool calls

#### Tool call: `write_note`

```json
{
  "block_ids": [
    "4S5XNT",
    "CZNWCP",
    "8KBMFE",
    "T9Y2PR",
    "3UZ7TP",
    "AL6YQ9",
    "DZCPD6",
    "KSH8JS",
    "6ELMAT",
    "XVFV3N",
    "KHRCTA",
    "XFKY8Q",
    "BVUXWL",
    "PBZNNB",
    "G3TYUA",
    "YJNSYU",
    "RFLQDX",
    "764D8D",
    "WKY9MT",
    "YWWZAM",
    "KFWVK3",
    "V5XDSY",
    "QGESFA",
    "MSQQ8G",
    "H2E2UR",
    "EYM9N6"
  ],
  "text": "The water-rendering corpus organizes around a recurring hybrid strategy: simulate only the low-frequency/structural behavior needed for motion, then add high-frequency visual detail and optical cues cheaply. The survey separates deep-water parametric/spectral methods from shallow-water fluid methods and identifies foam, spray, and light interaction as separate realism layers (#4S5XNT, #CZNWCP). River methods use coarse or procedural velocity fields plus advected wave textures: Arnold et al. combine 2D Navier–Stokes, hydrostatic pressure columns, and texture advection (#8KBMFE, #T9Y2PR); Yu et al. compute local steady flow and use screen-space sampled wave sprites for huge terrains (#3UZ7TP, #AL6YQ9); their later Lagrangian texture-advection method uses deformable particle grids to preserve both flow and texture spectrum (#DZCPD6, #KSH8JS). Vlachos's Portal 2 production method is the cheapest end of this continuum: artist-authored flow maps distort two normal-map layers, with offsets and noise hiding repetition/pulsing (#6ELMAT, #XVFV3N). Shallow-water work adds effects a height field cannot express: Thürey et al. detect steep fronts and spawn connected-particle sheets for overturning waves, drops, and foam (#KHRCTA, #XFKY8Q); Ojeda and Susín layer FFT/noise normals, advected foam, photon caustics, and screen-space reflection/refraction over a shallow-water simulation (#BVUXWL, #PBZNNB). Scherzer et al. target fully dynamic particle fluids, using screen-space depth/thickness layers, adaptive curvature-flow smoothing, and Weber-number-based volumetric foam (#G3TYUA, #YJNSYU). Surface Wavelets is the strongest large-scale wave paper: it simulates slowly varying amplitudes over space/frequency/direction on a coarse grid, reconstructs detailed waves separately, supports obstacles and artistic control, and runs a 4 km × 4 km scene at 60 fps (#RFLQDX, #764D8D, #WKY9MT); it cannot handle breaking waves or splashes because it is linear (#YWWZAM). Specialized cheap methods include halftone-mask foam dissipation with under 3% overhead (#KFWVK3, #V5XDSY), Bézier-curve river networks with streaming normal maps (#QGESFA, #MSQQ8G), and distance-dependent switching among Stokes, cosine, and bump-mapped wave models (#H2E2UR, #EYM9N6).",
  "title": "Water-rendering literature overview"
}
```

### 34. Tool result: write_note

NOTE SAVED #4CB2WQ
IRI: https://m.sheaf.less.rest/4CB2WQ

### 35. Tool result: get_document

DOCUMENT #MJKTBB
Title: Living Images: A Recursive Approach to Computing the Structural Beauty of Images or the Livingness of Space

Outline:
  - 1 #YXCQD2 Living Images: A Recursive Approach to Computing the Structural Beauty of Images or the Livingness of Space
    - 1.1 #K2N49X Abstract
    - 1.2 #7WXQSD 1. Introduction
    - 1.3 #QF78BG 2. Living structure, the degree of structural beauty or livingness, and two laws
    - 1.4 #KXUAWS 3. A recursive approach to computing the structural beauty of images
      - 1.4.1 #LB8R59 3.1 Head/tail breaks and two laws of living structure
      - 1.4.2 #KK923R 3.2 The recursive approach
    - 1.5 #563UCF 4. Case studies
      - 1.5.1 #TM4DU2 4.1 Verification of the recursive approach
      - 1.5.2 #7V2LAA 4.2 Centroids of the substructures capture the skeleton of the images
      - 1.5.3 #AKW33C 4.3 Decomposable substructures and their centroids
    - 1.6 #266PRV 5. The livingness of space: Related work, application, and implication
    - 1.7 #AMFSDX 6. Conclusion
    - 1.8 #KNGJAN Data and code availability statement
    - 1.9 #BMA3YP References:
    - 1.10 #2KSWYX Appendix A: Verification of the recursive approach against georeferenced images

### 36. Tool result: get_document

DOCUMENT #3XSLTA
Title: Structural Beauty: A Structure-Based Computational Approach to Quantifying the Beauty of an Image

Outline:
  - 1 #ELWE7N Structural Beauty: A Structure-based Approach to Quantifying the Beauty of an Image
    - 1.1 #S85XGC Abstract
    - 1.2 #BQLCAB 1. Introduction
    - 1.3 #NHF3AU 2. Living structure and its governing laws: a human face image as a working example
    - 1.4 #85YSXN 3. A computational approach to the goodness or structural beauty of an image
      - 1.4.1 #3UYRFA 3.1 Head/tail breaks for deriving the underlying living structure
      - 1.4.2 #4BFT5R 3.2 The computational approach to structural beauty
    - 1.5 #2JFZU9 4. Experiment and results
      - 1.5.1 #5GW9D2 4.1 Overall results
      - 1.5.2 #F2HCVN 4.2 Blue Poles is more structurally beautiful than the Mona Lisa
      - 1.5.3 #V6HKQV 4.3 The Tower of the Wild Goose is more structurally beautiful than the modernist house
      - 1.5.4 #LPXFJQ 4.4 The weather-beaten face is more structurally beautiful than the posed model
    - 1.6 #MHMBEA 5. Implications of the computational approach and future work
    - 1.7 #PQFTNG 6. Conclusion
    - 1.8 #BAKT2P Data and code availability statement
    - 1.9 #AHUHNL References:

### 37. Assistant

## Big picture

The papers converge on one main idea: **real-time water rendering is usually hybrid**. Rather than simulate every visible ripple, bubble, and reflection physically, systems:

1. compute a simplified large-scale flow or wave field;
2. add small-scale detail through advected textures, normal maps, particles, or procedural waves;
3. add optical effects—foam, reflection, refraction, and caustics—as separate rendering layers.

The survey gives the clearest taxonomy: spectral and parametric models work well for large, deep water; fluid solvers are needed near shores and for breaking waves; foam, spray, and lighting form a separate rendering problem (Darles et al. 2011, #4S5XNT, #CZNWCP).

## The main papers

### 1. Best general introduction: ocean simulation survey

**Darles et al., _A Survey of Ocean Simulation and Rendering Techniques_** #C4AY2M

This is the starting point. It distinguishes:

- **Spatial/parametric waves:** fast and controllable, but often too smooth.
- **Spectral/FFT waves:** statistically convincing and responsive to wind, but harder to art-direct.
- **Shallow-water and Navier–Stokes methods:** support shores and breaking waves, but cost much more.
- **Hybrid methods:** combine coarse simulation with particles or procedural detail.

Its central conclusion is that no representation handles every scale and phenomenon well; realistic systems need multiple models working together (#PVRUXS, #GYQ8RM, #TQKH86).

---

### 2. Large-scale rivers

**Arnold et al., _Advected River Textures_** #WZMZGY

This combines a 2D Navier–Stokes solver with hydrostatic-pressure columns, giving the simulation some awareness of depth and terrain. An animated wave texture is then transported through the resulting velocity field.

It captures recognizable river behaviour—speed changes, bends, eddies, shallow areas, and underwater obstacles—without a full 3D simulation (#8KBMFE, #J6H8Z3). The reported performance is 60–120 fps, although the surface remains essentially planar and lacks proper waterfalls or volumetric spray (#9579Z9, #5KXFKW).

**Bruneton et al., _Scalable Real-Time Animation of Rivers_** #XDESU9

This is more explicitly designed for enormous virtual landscapes. It computes a local procedural velocity field from river boundaries, junctions, and obstacles, then carries wave sprites using particles distributed uniformly in **screen space**. Consequently, effort is spent only on visible water and automatically adapts to viewing distance (#3UZ7TP, #AL6YQ9).

It was tested on a $25 \times 25\ \mathrm{km}^2$ environment. Its weakness is that the water is still rendered as a flat, bump-mapped surface, causing problems at grazing angles and near banks (#EUX776, #YTDJGS).

**Hendrickx et al., _Real-Time Rendering of River Networks_** #MVUJ8Z

This is a short, highly economical approach. Rivers are represented by linked quadratic Bézier curves, rendered through bounding quads and implicit distance fields. Streaming normal maps create apparent motion (#QGESFA, #MSQQ8G).

It is useful when the goal is to render a large procedural river network cheaply—not to simulate hydraulics.

---

### 3. Moving fine detail without texture distortion

**Yu et al., _Lagrangian Texture Advection_** #92XRH7

A major problem with flowing textures is cumulative stretching. This method attaches deformable textured grids to moving particles. Grids that become too distorted are removed and replaced, with temporal blending hiding transitions (#DZCPD6, #5NUUD9).

Its important conceptual contribution is separating two quality criteria:

- the animated texture’s **optical flow** should match the fluid velocity;
- its **Fourier spectrum** should remain similar to the original texture.

The method performs well for ripples, foam, bubbles, froth, debris, and noise, but poorly for textures with large regular structures (#KSH8JS, #KUHHUL). This is one of the most relevant papers if the thesis needs flow-following surface detail.

---

### 4. Production-oriented game rendering

**Vlachos, _Water Flow in Portal 2_** #A2QB8L

This is the most pragmatic paper. It performs no geometric fluid simulation. Artists author a 2D flow map, and a pixel shader uses it to distort normal maps in the direction of flow (#6ELMAT).

Two animated normal layers are combined; phase offsets hide repetition, while noise hides visible pulsing. The same mechanism can transport debris (#3RS3P5, #XVFV3N). It was designed under severe Xbox 360 and low-end-PC constraints.

The paper is valuable because it demonstrates that **controlled visual plausibility can matter more than physical accuracy**, especially when water mainly needs to communicate direction and speed.

---

### 5. Large-scale waves with local interaction

**Jeschke et al., _Water Surface Wavelets_** #PBM2TC

This is the most technically ambitious large-scale paper. Instead of simulating the detailed water height directly, it simulates slowly varying amplitudes indexed by space, frequency, and direction. Detailed wave heights are reconstructed separately on an adaptively tessellated surface (#RFLQDX, #764D8D).

This decouples simulation resolution from visible wave resolution. The paper demonstrates a $4 \times 4\ \mathrm{km}^2$ sea with islands, boats, wakes, and interaction at 60 fps (#WKY9MT). It also includes unusually strong artistic control: users can tune the spectrum or directly paint wave amplitudes (#ZJSEMQ, #SJ3UQ2).

The limitation is fundamental: it uses linear wave theory, so it cannot directly represent breaking waves, splashes, or topology changes (#YWWZAM). It is excellent where **large scale, fine waves, obstacles, and art direction** matter more than fully nonlinear water.

---

### 6. Breaking waves and shallow water

**Thürey et al., _Real-Time Breaking Waves for Shallow Water Simulations_** #8SERGP

A normal shallow-water height field cannot overturn. This paper detects steep wave fronts, tracks them as lines, and spawns connected particle sheets that form breaking-wave geometry. When these sheets hit the surface, they generate drops and foam (#KHRCTA, #4DZ999).

This is a clever hybrid: the cheap height field handles the bulk water while extra geometry is introduced only where breaking occurs. Reported examples run at 40–75 fps (#RTYCL9).

It works for coherent, large breaking waves—such as beach waves—but not chaotic water containing many small splashes, and it does not transport water mass completely correctly (#TAFHNN, #VNWSER).

---

### 7. Rendering a shallow-water simulation

**Ojeda and Susín, _Real-Time Rendering of Enhanced Shallow Water Fluid Simulations_** #CWC7H9

This paper is more about the **rendering pipeline** than the underlying simulation. It layers:

- FFT- or noise-generated normal maps;
- advected surface foam;
- photon-based caustics;
- screen-space reflection and refraction;
- Fresnel composition.

(#BVUXWL, #PBZNNB)

The fine detail and foam together cost under 2 ms in its tests, while the optical effects are more expensive (#P6Z6YL). Its main weakness is shared by screen-space rendering generally: it cannot reflect or refract geometry absent from the current buffers (#NV852B, #D9TFQ8).

---

### 8. Dynamic particle water and volumetric foam

**Scherzer et al., _A Layered Particle-Based Fluid Model for Real-Time Rendering of Water_** #RBS5K6

This starts from an SPH particle simulation. Particle depths are splatted into screen-space buffers and smoothed into a continuous surface. Separate depth and thickness layers represent water and foam, while foam formation is triggered using a Weber-number criterion (#G3TYUA, #VLHP44).

It is particularly suited to waterfalls, turbulent flows, and water moving among objects. Its contribution is not just white foam placed on top of water: the layered method permits foam to appear within and beneath the water volume. Rendering took roughly 15–17 ms in its test scenes, excluding simulation (#EAGE8Z, #YJNSYU).

---

### 9. Cheap specialized effects

**Parberry et al., _Very Fast Real-Time Ocean Wave Foam Rendering Using Halftoning_** #869NHK

A precomputed halftone mask thresholds a changing foam-saturation field. This makes foam disappear in clustered, bubble-like patterns instead of fading uniformly (#KFWVK3, #28T3KN). The added cost was reported as under 3%, but it pixelates at close range (#V5XDSY, #TTAQFA).

**Kosugi et al., _Real-Time River Representation by Dynamic Control of Data on Waves_** #5MGCZ5

This switches water models according to viewing distance:

- Stokes waves and bank reflection nearby;
- simpler cosine waves at medium distance;
- bump mapping in the distance;
- wind effects at every level.

(#H2E2UR, #EYM9N6)

This is an early but clear example of **perceptual level of detail**: retain the effects viewers can see and simplify everything else.

## Overall interpretation

The literature is less a progression toward one perfect water model than a collection of solutions for different visual regimes:

| Requirement | Most relevant approach |
|---|---|
| Huge ocean with detailed waves | Surface wavelets / spectral waves |
| Large terrain-scale rivers | Procedural flow plus texture advection |
| Cheap game water | Artist-authored flow maps and normal maps |
| Breaking shore waves | Shallow-water solver plus particle sheets |
| Waterfalls and turbulent volumes | SPH particles plus screen-space reconstruction |
| Foam and spray | Particles, advected textures, or procedural masks |
| Reflections, refraction, caustics | Screen-space multipass rendering |

The strongest shared principle is: **simulate structure, synthesize detail, and allocate computation according to visual importance**. That principle connects the highly physical papers to the very practical *Portal 2* method.

For a focused reading order, I would use:

1. Darles et al. survey #C4AY2M  
2. Bruneton et al. rivers #XDESU9  
3. Yu et al. texture advection #92XRH7  
4. *Water Surface Wavelets* #PBM2TC  
5. *Water Flow in Portal 2* #A2QB8L  
6. Thürey et al. breaking waves #8SERGP  

I saved this synthesis as research note #4CB2WQ.

### 38. Tool result: get_document

DOCUMENT #ZU8GZV
Title: Structure-Preserving Transformations

Outline:
  - 1 #V539MV 2 / STRUCTURE-PRESERVING TRANSFORMATIONS FURTHER DISCUSSION

### 39. Tool result: get_document

DOCUMENT #BYG3BQ
Title: Wholeness as a Hierarchical Graph to Capture the Nature of Space

Outline:
  - 1 #V2MHRV Wholeness as a Hierarchical Graph to Capture the Nature of Space
    - 1.1 #QT5RF7 Abstract
    - 1.2 #3KT2GU 1. Introduction
    - 1.3 #LWK7XQ 2. The 15 properties
      - 1.3.1 #7DFB5R Levels of scale
      - 1.3.2 #VKHKZE Strong centers
      - 1.3.3 #ZEFTKL Thick boundaries
      - 1.3.4 #3ZAA2T Alternating repetition
      - 1.3.5 #8F5QLZ Positive space
      - 1.3.6 #5XAZE9 Good shape
      - 1.3.7 #TPHRL2 Local symmetries
      - 1.3.8 #HRMBT3 Deep interlock and ambiguity
      - 1.3.9 #KJVTM2 Contrast
      - 1.3.10 #ZBHUGU Gradients
      - 1.3.11 #CJKJCA Roughness
      - 1.3.12 #QBQVH3 Echoes
      - 1.3.13 #GWEVEN Void
      - 1.3.14 #CUK2M3 Simplicity and inner calm
      - 1.3.15 #FGVYNH Not-separateness
    - 1.4 #9FK8U9 3. Wholeness as a hierarchical graph
      - 1.4.1 #JH73PK 3.1 Measuring the degrees of life using the PageRank scores for the centers
      - 1.4.2 #ATC4YW 3.2 Measuring the degree of life using ht-index for the wholeness
    - 1.5 #TXBKLJ 4. Case studies: Computing the degrees of life
      - 1.5.1 #B54GRW 4.1 The plan of Alhambra
      - 1.5.2 #3NPEFU 4.2 The streets of Manhattan and Sweden
    - 1.6 #7HNVWB 5. Further discussions on the mathematical model of wholeness
    - 1.7 #GM64DB 6. Conclusion
    - 1.8 #J9877W Acknowledgment
    - 1.9 #WVAHUB References:

### 40. Assistant tool calls

#### Tool call: `read`

```json
{
  "blocks": [
    "MAS64L",
    "3UVYQC",
    "XJXHRH"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "H8LQMH",
    "PSAS4W",
    "D2PCQS"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "GV3UJZ",
    "Z5WLPL",
    "L96HC5"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "ASGYJG",
    "W2TBVW",
    "B6DWSV"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "K2N49X",
    "7WXQSD",
    "AMFSDX"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "S85XGC",
    "BQLCAB",
    "PQFTNG"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "V539MV"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "QT5RF7",
    "3KT2GU",
    "GM64DB"
  ],
  "expand": true
}
```

### 41. Tool result: read

DOCUMENT #MH5J8D
Beautimeter: Harnessing GPT for Assessing Architectural and Urban Beauty Based on the 15 Properties of Living Structure

SECTION #MAS64L Abstract:

EXCERPT #2U3JMH p. 0
  Beautimeter is a new tool powered by generative pre-trained transformer (GPT) technology, designed to evaluate architectural and urban beauty. Rooted in Christopher Alexander's theory of centers, this work builds on the idea that all environments possess, to varying degrees, an innate sense of life. Alexander identified 15 fundamental properties, such as levels of scale and thick boundaries, that characterize living structure, which Beautimeter uses as a basis for its analysis. By integrating GPT's advanced natural language processing capabilities, Beautimeter assesses the extent to which a structure embodies these 15 properties, enabling a nuanced evaluation of architectural and urban aesthetics. Using ChatGPT, the tool helps users generate insights into the perceived beauty and coherence of spaces. We conducted a series of case studies, evaluating images of architectural and urban environments, as well as carpets, paintings, and other artifacts. The results demonstrate Beautimeter's effectiveness in analyzing aesthetic qualities across diverse contexts. Our findings suggest that by leveraging GPT technology, Beautimeter offers architects, urban planners, and designers a powerful tool to create spaces that resonate deeply with people. This paper also explores the implications of such technology for architecture and urban design, highlighting its potential to enhance both the design process and the assessment of built environments.

EXCERPT #HGR8RD p. 0
  Keywords: Living structure, structural beauty, Christopher Alexander, AI in Design, human centered design

DOCUMENT #MH5J8D
Beautimeter: Harnessing GPT for Assessing Architectural and Urban Beauty Based on the 15 Properties of Living Structure

SECTION #3UVYQC 1. Introduction

EXCERPT #79VMSS p. 0
  Within the field of design, architectural and urban beauty has long been a central focus, yet few scholars have explored it as deeply as Christopher Alexander (1979, 1994, 2002–2005) and his co-workers (Alexander and Huggins 1964, Alexander and Carey 1968). Among Alexander's significant contributions is his theory of centers, which suggests that a built environment's beauty and coherence derive from the presence and arrangement of centers—distinct parts that contribute to a larger, cohesive whole. This theory posits that spaces possess an inherent 'aliveness' or 'livingness' when these centers resonate with our inner experiences, fostering a deep, intuitive connection with those who inhabit or perceive these spaces (Alexander 2002–2005). Although the theory of centers offers profound insights into architectural and urban design, its practical application presents notable challenges. The theory's reliance on subjective perception of centers makes consistent evaluation across individuals and contexts complex, and the need for nuanced interpretation limits its scalability in broader architectural and urban design contexts.

EXCERPT #USG5MJ p. 0

EXCERPT #P2KUZU p. 1
  The central element of Alexander’s work is the concept of living structure, or “livingness”, which refers to the degree to which the qualities of a space or environment enhance life and resonate with human experience. A living structure (detailed further in Section 2 for their 15 fundamental properties) has a profound coherence, harmony, and interconnectedness, where each part makes a meaningful contribution to the overall whole. More than just being a physical characteristic, this livingness is a quality that emerges from the interplay of various elements within a space, creating a unified and vital environment. Alexander (2002–2005) contended that the existence of living structure in a built environment makes a space feel alive, inviting, and capable of nurturing human well-being (Alexander 1979, Lewicka 2011). Essentially, the theory of centers assesses the degree of living structure within a space. When individuals engage with this theory, they reflect on whether space embodies a living structure that resonates with their own sense of aliveness (Rofè 2016). This reflective process allows for a personal evaluation of urban and architectural beauty, examining how the functional and aesthetic qualities of a space align with the patterns of life that individuals intuitively recognize within themselves.

EXCERPT #Z7F47P p. 1
  New opportunities to address these challenges have arisen because of recent advancements in artificial intelligence (AI), particularly in natural language processing. Generative pre-trained transformer (GPT) technology, which is exemplified by tools such as ChatGPT (OpenAI et al., 2023), has shown exceptional ability to understand and generate human-like texts. These technologies excel at processing and analyzing large volumes of data, including both images and texts, which makes them ideal for tasks that demand personal and introspective assessments (e.g., Fu et al. 2023, Peng et al. 2023, Ramm et al. 2024). We have built on this potential to develop a novel tool called Beautimeter, which identifies and scores the presence of the 15 fundamental properties to evaluate the living structure within spaces. Beautimeter provides a systematic way to assess urban and architectural beauty by quantifying each property, enabling a broad and consistent evaluation of how well a space aligns with the principles of living structure. This approach offers profound insights into how individuals perceive and interact with built environments by grounding evaluations in the tangible presence of these key properties.

EXCERPT #84WFN5 p. 1
  This paper outlines the development and application of Beautimeter, exploring how GPT technology was used to create the tool, demonstrating its use via case studies, and discussing the implications of our findings for architectural and urban design and evaluation. The results of the case studies suggest that Beautimeter outperforms by far average human judgment in assessing architectural and urban beauty. In this paper, we have connected the seemingly subjective perception of centers or living structure with the capabilities of AI, contributing to the discourse on how AI technology can deepen our understanding of beauty and help create urban environments that resonate with life-enhancing qualities.

EXCERPT #LZVMZT p. 1
  The remainder of the paper is organized as follows. We begin with a theoretical framework outlining the theory of centers and its significance in relation to architectural and urban beauty, emphasizing the concept of living structure. The next section covers the development, design, functionality, and implementation of Beautimeter. We then present case studies where Beautimeter was applied to various images, including city scenes, buildings, paintings, and carpets, along with an analysis of the results. In the discussion section, we examine the broader implications of Beautimeter and the study overall in relation to using AI to assess architectural and urban beauty, including the ethical considerations of AI usage. We conclude with a summary of key insights and reflections on Beautimeter’s potential impact on the fields of architecture and urban design.

DOCUMENT #MH5J8D
Beautimeter: Harnessing GPT for Assessing Architectural and Urban Beauty Based on the 15 Properties of Living Structure

SECTION #XJXHRH 6 Conclusion

EXCERPT #G9CZZ8 p. 10
  The development and application of Beautimeter, which integrates the advanced GPT technology, represents a significant advance in assessing and understanding architectural and urban beauty, and even beyond. By harnessing the intelligent capabilities of GPT, Beautimeter offers a scalable and consistent method for evaluating whether architectural and urban spaces resonate with the intrinsic sense of life and beauty emphasized by Alexander's theory of centers. Thus, Beautimeter not only automates the evaluation of architectural and urban beauty, but also enhances its applicability and accessibility across a wide range of urban and architectural environments. Exploring Beautimeter's application via a number of case studies has shown the potential of the tool to connect human aesthetic judgment with the processing power of AI. Our results highlight some of the complexities and nuances involved in perceiving beauty, revealing the strengths but also the limitations of using AI to quantify such personal yet shared experiences. While Beautimeter successfully offers valuable insights into the living structure of spaces, it also underscores the importance of maintaining a balance between AI-driven analysis and the inherently human elements of architectural and urban design.

EXCERPT #3LZUAZ p. 10
  The implications of this study extend beyond architecture and urban design, suggesting new possibilities for using AI in urban planning, design, and other fields where human experience is central. However, while integrating AI into these traditionally human-centric domains, we must remain aware of ethical considerations and ensure that technology enhances rather than diminishes the organic, intuitive aspects of design. Moving forward, Beautimeter will serve as a tool, but also as a reminder of the ongoing dialogue between technology and the timeless principles of beauty that guide architectural and urban practice.

### 42. Tool result: read

DOCUMENT #XW22YY
Generative Codes: The Path to Building Welcoming, Beautiful, Sustainable Neighborhoods

SECTION #H8LQMH A Simple Question: What Is It That We Really Need From The Neighborhood Where We Live?

EXCERPT #4ULVN8 p. 0
  Most of us share a general, intuitive understanding of the qualities we would like to have in the neighborhood around us. It is not very complicated.

EXCERPT #82WS6G p. 0
  A sense of privacy -- we are left alone when we want to be alone. Friendly people who know you, and whom you greet and occasionally talk to. Safety -- safety from violence, from theft. Physical safety from traffic and noise. Safety for children. Safety at night. A beautiful place -- something which lifts your heart when you walk around or look out of the window. Intimate and personal. Physical safety from traffic and noise. Safety for children. Trees and gardens. A place to sit in public that is really a wonderful place. Streets and public places where everyone feels at home, instead of where nobody feels at home. Uniqueness of the neighborhood, so we know it when we are home and when we get home. Water, perhaps..

EXCERPT #VG4545 p. 0
  And, of course, we also hope for these qualities in a newly built neighborhood, or in a refurbished neighborhood. This is the dream, one might say, of every developer. A developer with a conscience, who dreams of building neighborhoods, hopes and wishes to build for people, something that has these qualities.

EXCERPT #94MQPQ p. 0

EXCERPT #SP24SX p. 1

EXCERPT #GLU3DD p. 1
  Yet we all know that developers, rarely – perhaps if we are more honest, never -- reach this ideal. There is something about the way that things are set up, in the process of building houses, that prevents it, perhaps even virtually forbids it.

EXCERPT #MDNUVZ p. 1
  The reason is not hard to find. Making a neighborhood which has these qualities, is a human process. It is generated by a long chain of human events, involving respect for people, respect for one another, respect for land and place, and respect for age-old ways of making things: the origin of every genuine human structure. Above all it comes from the land, and it comes from the people.

EXCERPT #3XM62W p. 1
  When successful, it binds land and people together, into a social-spatial fabric or tapestry. When we list the items at the beginning of this section, it is that fabric or tapestry, of which we are dreaming. We will never get that kind of neighborhood, unless we consciously set out to make that fabric. The fabric must be generated by the processes we use. And in the processes we support, that try to build houses and public space and neighborhoods, it is this tapestry and fabric that must be generated. Without it, nothing valuable can ensue. With it, the neighborhood has a very strong chance of life.

EXCERPT #CRMS7U p. 1
  Building that fabric, successfully, in modern society, is what this paper is about.

DOCUMENT #XW22YY
Generative Codes: The Path to Building Welcoming, Beautiful, Sustainable Neighborhoods

SECTION #PSAS4W What is a Generative Code?

EXCERPT #46GKMH p. 1
  A generative code is a system of explicit steps, for creating such a fabric. It defines the end product, not by specifying the end-product itself, but by defining the steps that must be used to reach the end product. Unlike a process which defines the end product, and then leaves the getting there to the developer, the processes initiated by a generative code assure that the end product will be unique each time it occurs, and will be unique in just the ways that matter. 1

EXCERPT #5VY5MT p. 1
  The generative codes we are concerned with in this paper, are the processes specific to the environment: our world, and its construction, especially in areas that we may roughly call “neighborhoods.” They are, to be more precise, codes which are capable of driving, or guiding, the organic unfolding of a neighborhood (new or existing or partly existing, green field, or brown field), in such a way that the neighborhood and the people who do and will live in it and work there, have a good chance of flourishing, personally, economically, and ecologically. Like the example of biological generative code, such a code is, necessarily, highly complex (in its effects) though simple (in its own structure). It is necessarily dynamic. It specifies processes, happening under a variety of types of control, which will contribute to the proper unfolding of the whole, and delineates the interaction of the people concerned in such a way that what results may, with good fortune, become a living neighborhood.

EXCERPT #8Z49EC p. 1
  An example of a generative code in another context, is the thing known in surgical medicine as a “procedure.” It defines a surgical operation, in such a way that it can be learnt, and transmitted. Those who have learned it are able to apply the procedure to widely different individuals, with unique circumstances, and it will produce unique results, according to the idiosyncrasies of the patient.

EXCERPT #DSC5F5 p. 1

EXCERPT #BS6Z8B p. 2

EXCERPT #FSQNXF p. 2
  Another generative code is the system which allows a plant to unfold from a seed – so far, even now, not yet precisely known in full detail. It used to be thought that the genetic information in the DNA was all that you needed to define the process, and so the end product. It is now known that the situation is very much more complicated, and consists of interlocking processes, taking place in different organs and organelles, chemical concentrations, enzymes, and interlocking sequences of action and production.

EXCERPT #GC2955 p. 2
  At one time in our recent history as a people, we underestimated the complexity of ecological systems, and only recently found out that crude mechanical methods of agriculture kill living systems, and destroy living species. In the same fashion we have, during the last fifty years, lived through an era where crude methods of urban development have given the impression of a capacity to create our built environment. We are now entering a new era, where the delicacy of this operation, and the delicacy of the procedures we must use to do it, are first becoming visible, and are becoming practicable. If we are careful, we may find, in the next ten years, that we do have the capacity to generate living neighborhoods on Earth. But the techniques we use, will turn out to be very different, and more subtle, than we previously thought. Like the other examples cited, the code itself is simple. But the result of the interacting elements of the code can be complex and beautiful.

EXCERPT #44KMMZ p. 2
  The word “generative” also has an additional and crucial meaning. In a generative code, there is always a sequence, an order, to the instructions. The specifications which are provided by the code not only describe geometrical features (as in a form-based code like a zoning ordinance), but also describe the approximate sequence in which these features must be introduced to help the neighborhood become whole. This aspect of generative codes, novel for urban codes, may be described as the specification of an “unfolding.”

EXCERPT #KZ8VHA p. 2
  The idea of unfolding is entirely straightforward. It simply acknowledges what has not been acknowledged up until now in urban codes, namely: That the order in which things are introduced is as vital as the specification of the geometrical features. This is common sense, and ordinary. It is a natural part of the specification of a surgical procedure, where sequence is paramount. It is a feature of virtually all biological specification and coding, where it is now known that DNA alone only bears a part of the responsibility for the ensuing form, and that the larger part is borne by the unfolding processes inherent in cell dynamics. 2 Unfolding sequence is even a natural feature of a recipe for baking a cake. There we are very familiar with the fact that an approximate adherence to the right sequence is at least as important as specifications of the right ingredients, if not, indeed, more important.

EXCERPT #2SLYHA p. 2
  So this generative feature of urban codes -- that the code must contain a description of the approximate sequence in which the elements of the code are best brought forth in order that a living whole may unfold successfully from them -- is natural and ordinary. It is surprising that it has not previously been noticed, or implemented on a significant scale in anything we currently view as an urban code. Yet it is the decisive aspect which makes a code give life to a neighborhood. 3

EXCERPT #Y6F8AQ p. 2
  An urban code may be defined as generative when, and only when, it has this feature.

EXCERPT #XPZUET p. 2

EXCERPT #2WGFXX p. 3

EXCERPT #NTG3W9 p. 3
  When generative codes are used in a process of development, the following characteristics typically get woven into the social-spatial fabric:

EXCERPT #S2XNNH p. 3
  1. A more beautiful and coherent geometric form that is natural to the land. 2. More probable successful integration and adaptation to plants, trees, animals, and land form; resulting in communities and built areas which, like traditional towns and villages, seem like part of nature. 3. Successful fine tuning and deep adaptation. 4. More successful integration with living process in the daily life of the inhabitants. 5. Better fit with individual local needs of any given building, garden, space, or enclosure. 6. Far greater likelihood that genuine community will emerge in the new place. 7. More uniqueness of each place, each street, each building, and each project. 8. More profound linkage to sustainability and environmental objectives. 9. An easier path to the desired end state, described above.

DOCUMENT #XW22YY
Generative Codes: The Path to Building Welcoming, Beautiful, Sustainable Neighborhoods

SECTION #D2PCQS A Decisive and Lasting Change

EXCERPT #EKNLD8 p. 18
  This decisive change, if it is to take root, cannot avoid a confrontation with the issue of development as we currently understand it, and developers.

EXCERPT #EF25YV p. 18
  In the last fifty years, it has almost always been assumed that the way to get construction of neighborhoods to meet the growing world population, is through the “good offices” of a developer: a person, or an institution, who is willing to take the financial risk, undertake the huge effort of management, and who, in short, will get things done.

EXCERPT #59J3TN p. 18
  This is, of course, a rampant nod to commercialism, which, if we did not live in such a commercial era, would be seen for what it is. The life of a community cannot be held hostage, by a person or corporation who seeks to make money and profit from the construction of its streets and buildings. The streets and buildings are part of the neighborhood’s life blood, the city’s life blood, and they must be interwoven with the activities and life of the people themselves. Anything less leads inevitably to drug abuse, crime, teenage violence, anomie, and despair – the very earmarks of modern urbanism.

EXCERPT #YHDVU7 p. 18
  This mistake has been so deep seated that in the United Kingdom, for example, the Labor Government, and specifically the office of the deputy prime minister, Mr. Prescott, have laid their entire program on the foundation of development as usual -- on the primary role of the developer. In the programs which this government has set in place, it is the developers who tell the city what to do. The people, in their natural communities are bought and sold, and held hostage, by a very few developers who are far too careless with the lives of those for whom they are ostensibly working.

EXCERPT #2B377Z p. 18

EXCERPT #RNK4DP p. 19

EXCERPT #AWL32J p. 19
  But thousands of years of experience tell us, repeatedly, that no matter how benign the fox, you cannot have the fox guarding the chickens, and expect the chickens to be well.

EXCERPT #DCTJJF p. 19
  The reorganization of development, creation of new legal controls and guidelines which fundamentally alter the way a developer enters into the growth process of a community, must be the bottom line of a successful policy for building and rebuilding neighborhoods. Generative codes, together with the radical shifts in power and control, and changes in responsibility of planning officers, inhabitants, and builders alike, are we believe -- in one form or another -- the only possible foundation for the way successful neighborhoods can be created. This must become the foundation of a national policy on neighborhoods.

### 43. Tool result: read

DOCUMENT #SKRF4C
Geography as a Science of the Earth’s Surface Founded on the Third View of Space

SECTION #GV3UJZ Abstract:

EXCERPT #X9CJ4L p. 0
  The third (or organismic) view of space states that space is neither lifeless nor neutral, but a living structure capable of being more living or less living, thus different fundamentally from the first two mechanistic views of space: Newtonian absolute space and Leibnizian relational space. The living structure is defined as a physical and mathematical structure or simply characterized by the recurring notion (or inherent hierarchy) of far more small substructures than large ones. This paper seeks to lay out a new geography as a science of the Earth's surface founded on the third view of space. The new geography aims not only to better understand geographic forms and processes but also – maybe more importantly – to make geographic space or the Earth's surface to be living or more living. After introducing two fundamental laws of geography: Tobler's law on spatial dependence (or homogeneity) and scaling law on spatial heterogeneity, we argue that these two laws are fundamental laws of living structure that favor statistics over exactitude, because the former (or statistics) tends to make a structure more living than the latter (or exactitude). We present the concept of living structure through some working examples and make it clear how a living structure differs from a non-living structure, under the organismic worldview that was first conceived by the British philosopher Alfred Whitehead (1861–1947). In order to make a structure or space living or more living, we introduce two design principles – differentiation and adaptation – using two paintings and two city plans. The new geography is a science of living structure, dealing with a wide range of scales, from the smallest scale of ornaments on walls to the scale of the entire Earth's surface.

EXCERPT #MFN8JF p. 0
  Keywords: Scaling law, Tobler's law, differentiation, adaptation, head/tail breaks, natural streets, the third view of space

DOCUMENT #SKRF4C
Geography as a Science of the Earth’s Surface Founded on the Third View of Space

SECTION #Z5WLPL 1. Tobler's law and scaling law of geography

EXCERPT #WCQVYK p. 0
  As charmingly stated by Tobler (1970), “everything is related to everything else, but near things are more related than distant things” . This is known as Tobler's law or the first law of geography, implying that space and time are not random but auto-correlated. Your housing price is more closely related to those of your neighbors than to those of your neighbors' neighbors. Today's weather is more related to yesterday's than to the day before yesterday's. Two locations that are one meter away are more related than two locations that are 10 meters away. Tobler's law is commonly seen not only in space and time, but also in society. You are more related to your friends than to the friends of your friends; you are more genetically related to your parents than to the parents of your parents. Clearly, Tobler's law is not just limited to geography, but applies to social sciences, biology and many others.

EXCERPT #TGFPVT p. 0
  Tobler's law has two underlying keywords: relatedness and nearness. The notion of relatedness refers to how things are similar or dissimilar to each other. What Tobler's law expresses essentially is a kind of similarity (or dissimilarity) or homogeneity, which can be characterized by an average or mean under Gaussian thinking (Jiang 2015). We can fairly predict your housing price by averaging those of your neighbors' houses. Today is very likely to be a sunny day because yesterday was a sunny day. The keyword nearness indicates that things are related to or similar (or dissimilar) to each other at local or nearby scales rather than a global scale. In other words, Tobler's law holds on each scale (rather than across scales) reflecting more or less similar things nearby: the nearer two things are, the more related (similar or dissimilar) they are; or conversely, the more distant they are, the less related (similar or dissimilar) they are. Related to these two keywords is the fact that topological connection makes better sense than geometric details, as reflected in central place theory (Christaller 1933, 1966, Jiang 2018); see more detail in Figure 1 and related discussions.

EXCERPT #XMHNMY p. 0

EXCERPT #4QJG8E p. 1
  In contrast to more or less similar things on each scale, there are far more small things than large ones across scales ranging from the smallest to the largest. The notion of far more smalls than larges was formulated as the scaling law (Jiang 2015). More or less similar things occurs (or recurs, to be more precise) on each scale, while far more small things than large ones recurs across scales or on a global scale. The notion of far more smalls than larges, which is also called spatial heterogeneity or spatial hierarchy, is typical of many societal and natural systems (Bak 1996, Simon 1996). There are far more low housing prices than high ones in a city; there are far more ordinary weather conditions than extraordinary ones over time; there are far more ordinary people than extraordinary people in any country or society. Thus, the scaling law is not just limited to geography, but applies universally to many other sciences.

EXCERPT #743D7N p. 1
  There are four points to note about the scaling law. First, the scaling law is not about more smalls than larges, but far more smalls than larges, with “far” indicating the disproportion between smalls and larges, and their occurring numbers. Second, the notion of far more smalls than larges recurs multiple times rather than occurs just once, hence the recurring notion of far more smalls than larges. Third, the recurring notion of far more smalls than larges at different levels of scale (or across scales) is related to each other to form an inherent, coherent hierarchy. In other words, a very few largest things, numerous smallest things, and some in between the largest and the smallest constitute a coherent whole. This expression of the scaling law resembles the laws of architecture (Salingaros 1995), but these laws assume that the things’ sizes strictly follow a power law distribution. Fourth, the scaling law does not require any strict mathematical distributions such as a power law and lognormal. Instead, it simply relies on head/tail breaks (Jiang 2013; see Section 3 for a working example) to derive the inherent hierarchy, which is the number of times the notion of far more smalls than larges recurs. The scaling law holds if the notion of far more smalls than larges recurs at least twice.

EXCERPT #C2JH4D p. 1
  This paper is attempted to setup geography on these two laws and under the third or organismic view of space: space is neither lifeless nor neutral, but a living structure capable of being more living or less living (Alexander 2002–2005, 1999). Living structure is such a structure that consists of far more small substructures than large ones across all scales ranging from the smallest to the largest (the scaling law), yet with more or less similar sized substructures on each of the scales (Tobler’s law). Therefore, living structure is said to be governed by these two fundamental laws (Jiang 2019). Among the two laws, the scaling law is the first, or dominant law, as it is universal, global, and across scales, while Tobler’s law is available locally or on each of the scales. Conventionally, geography has been viewed as a minor science or an applied science that seeks to use or apply major sciences for understanding geographic forms and processes (c.f., Note 1 for more details). In this paper, we argue that the new geography is a major science, a science of living structure, not only for understanding geographic forms and processes, but also for making and remaking geographic space or the Earth’s surface towards a living or more living structure.

EXCERPT #ZXDC2X p. 1
  The remainder of this paper is organized as follows. Section 2 argues that the two laws of geography are fundamental laws of living structure that favors statistics over exactitude. Section 3 presents some examples to differentiate living structure from non-living one under two different world views. Section 4 briefly introduces the two world views: Cartesian mechanistic and Whitehead’s organismic. Section 5 illustrates two design principles differentiation and adaptation in order to make or transform a space to be living or more living. Section 6 further discusses the new geography and its deep implications. Finally, the paper concludes with a summary pointing to a prosperous future of the new geography.

EXCERPT #3TBGTT p. 1

DOCUMENT #SKRF4C
Geography as a Science of the Earth’s Surface Founded on the Third View of Space

SECTION #L96HC5 7. Conclusion

EXCERPT #5MJWBN p. 11
  This paper is intended to help set geography on the firm foundation of living structure, based on the belief that how to make and remake livable spaces – or living structures in general – should remain at the core of geography. Considering a room, for example, we should first diagnose whether it is a living structure. If not, try to make it a living structure; if it is already, try to make it more living. This pursuit of living or more living structure extends from our rooms, gardens, buildings to streets, cities, and even the entire Earth's surface. Geography should not just be a minor science – as currently conceived under the Cartesian mechanistic world view – that seeks to apply other major sciences or technology for understanding geographic forms and processes (or city structure and dynamics in particular). This is because these major sciences have not yet solved the problem of how to do an effective making or creation. Instead, the problem of making or creating is commonly left to art, design, or engineering, where there is a lack of criteria for judging the quality or goodness of the created things. In this paper, geography is built on the criteria of living structure, not only for understanding geographic forms and processes, but also for transforming geographic space to be living or more living.

EXCERPT #A9BUFH p. 11
  The new geography is founded on the third or organismic view of space, under which space is conceived as neither lifeless nor neutral, but a living structure capable of being more living or less living. The third view of space reveals that the nature of geographic space is a living structure or coherent whole, and its livingness or the degree of coherence can be quantified by the inherent hierarchy or the recurring notion of far more smalls than larges. Throughout this paper, we have attempted to argue that the scaling law should play a dominant role for it is universal, global, and across scales, whereas Tobler's law is available on each of these scales. These two laws are the two fundamental laws of living structure. To make a space living or more living, we must follow the two design principles or, more specifically, a series of biophilia design principles or the 15 structural properties. There are three fundamental issues about a geographic space (or a city in particular): (1) how it looks, (2) how it works, and (3) what it ought to be. The short response to these three issues is that a geographic space should look and work like a living structure and ought to become living or more living. Facing various challenges of our cities and environments, the new geography provides new concepts, questions, and solutions to tackle problems and to make and remake cities and communities to be more livable and more beautiful towards a sustainable society. It is time to transform conventional geography into the new geography, a science of living structure for the Earth's surface.

### 44. Tool result: read

DOCUMENT #PXG56P
Harmony-Seeking Computations: A Science of Non-Classical Dynamics Based on the Progressive Evolution of the Larger Whole

SECTION #ASGYJG Preface

EXCERPT #9P3JNS p. 0
  This paper is based on results first presented in the four-volume work The Nature of Order . 1 The essential results, providing the underpinning for the current paper, are the following:

EXCERPT #PRJ2E8 p. 0
  There is a structure, visible in any given part of the world, which we may call the wholeness . The wholeness is an abstract mathematical structure, existing in space. It captures what we may loosely consider as the global character of a given configuration, in itself and in relation to the world around it. The wholeness is a structure which exists at many levels of scale, and covers the interrelationships of the configurations at different scales. The primary entities of which the structure is built are centers, centers which become activated in the space as a result of the configuration as a whole. Centers have different levels of strength or coherence. The coherence of a configuration is caused by relationships among other centers. In particular, there are fifteen types of relationships among centers which increase or intensify the strength of any given center. These fifteen properties are listed below, and define the way that configurations within a configuration help each other. Within this scheme, unfolding of new configurations is a natural process, and can be understood and followed. We thus have a basis for making computations about unfolding. These are somewhat similar to the bifurcations that have been observed and analyzed in complex non-linear systems, but they are much richer and more complex than the theory of bifurcations can at present contemplate. Unfolding occurs as a result of structure-preserving (SP-) transformations. These SP-transformations are combinations and sequences of 15 possible spatial transformations based on the fifteen properties that determine how coherent centers may be built from one another. An advanced computational theory of these SP transformations does not yet exist, but it is my aim, in this paper, to show you how unfolding is built from these transformations, and how the outline of a new (computable) theory of unfolding can be established.

EXCERPT #JXE6LL p. 1

EXCERPT #USGVK9 p. 1
  Please note that in this context the term “structure-preserving” relates to preserving the structure of wholeness . The term structure-preserving is sometimes used in mathematics to refer to transformations which preserve some particular structural aspect of a given system, but this particular aspect may be arbitrarily chosen. In my use of the term, it means that the given transformation preserves the whole , and is not arbitrary, but dependent on the observer’s ability to see the whole.

DOCUMENT #PXG56P
Harmony-Seeking Computations: A Science of Non-Classical Dynamics Based on the Progressive Evolution of the Larger Whole

SECTION #W2TBVW The Essence Of Harmony-Seeking Computation

EXCERPT #C9H4DD p. 6
  The essence of the whole-seeking computation, lies in the following. It creates new configurations, unknown configurations, and good ones, by taking off from a known configuration, but without (necessarily) requiring the input of human creativity. The process itself is creative.

EXCERPT #S53N2R p. 6
  It works like this. Consider a given configuration \mathcal{C} . This configuration has certain features which are visible, and which, in the main define whatever whole, or wholeness we see in the configuration. But, in addition, in every configuration there are also traces, hints, of dim structures, not yet fully developed, but existing in a latent form, “between the lines” of the configuration. What happens in harmony-seeking computation, is that a process latches on to these latent structures, and enhances them, develops them. Sometimes what develops may be relatively small, with respect to the size of the entire configuration. At other times, very, very large structures may also be latent in a configuration. If the whole seeking computation identifies this latent larger whole, and strengthens it, so that what was before only barely visible, now becomes strong and easily visible, the configuration will seem, to an untrained eye, as having gone in a new direction all by itself. It is this process, that is the essence of all harmony-seeking computation.

EXCERPT #83S9L5 p. 6

EXCERPT #AQFQEC p. 7

SECTION #VRE3KE Example 1: Embryogenesis

EXCERPT #S3DMND p. 7
  Consider an example of embryogenesis, a growing mouse foot. Here is how it grows in four days, from the 12 th day to the 15 th day. You see that each stage contains within it some structure that is defined, and some that is for the time being a vague and fuzzy mass of jelly, which anticipates the shape of the next step, which then consolidates and solidifies what was merely latent only hours before.

EXCERPT #BGZTB7 p. 7
  Four grayscale images showing the stages of a growing mouse foot from day 12 to day 15. The first image shows a small, dark, indistinct mass. The second image shows a slightly more defined shape. The third image shows a clear, elongated form with distinct digits. The fourth image shows a more complex, multi-digit structure with a visible limb.

EXCERPT #CPLN4S p. 7
  What are some of the transformations which constitute the SP-character of these moves? The form is governed by an axis from the attachment to the body, to the tip. In the second slide we see the emergence of a STRONG CENTER at the tip itself, forming a thick BOUNDARY (in one dimension) to the arm. This center is then accentuated by the appearance of a GRADIENT leading to the fingers, and this gradient is then embodied in the 3 rd and 4 th slides by LEVELS OF SCALE , CONTRAST , and LOCAL SYMMETRIES , and finally finding expression in the GOOD SHAPE of the whole.

SECTION #BAB5HL Example 2: A Bench Around A Tree

EXCERPT #7FUB6X p. 7
  Consider, secondly, the example of a growing willow tree, and the act of the landowner who chooses to build a bench around the base of the trunk. The bench places a BOUNDARY around the tree. Compared with the size of the trunk, this is a tiny act, a tiny step. But the bench starts from the cylinder of the three trunks, puts a small ring-shaped structure around it (the seat). We may say that the possibility of this seat was inherent in the previous structure, latent there: and the bench builder simply made explicit and more solid, the structure that was present in a weak and latent form, at the base of the willow tree, already.

EXCERPT #T38KQE p. 7
  Three color photographs showing a person building a bench around a tree. The first photo shows the person using a hammer to drive a post into the ground. The second photo shows the person weaving reeds or straw around the base of the tree. The third photo shows the person sitting on the bench, which is now partially completed.

EXCERPT #4NWXMK p. 7

EXCERPT #GP4XCT p. 8

EXCERPT #5YY2MX p. 8
  A photograph showing a tree trunk emerging from a circular, woven basket-like structure. The interior of the basket is filled with a thick layer of bright green moss. The basket is made of light-colored, woven material, possibly wicker or straw, and is set outdoors, surrounded by green foliage and other trees. A photograph of a tree trunk growing out of a circular, woven basket-like structure filled with green moss. The structure is made of light-colored, woven material and is surrounded by green foliage.

EXCERPT #VWUBJT p. 8
  I mean this literally, not metaphorically. The ring-shaped structure which later finds embodiment and physical form in the seat, is already present before the seat is built, in the ring-shaped system of symmetries and sub-symmetries of the space around the tree, because they are induced by the presence of the trunk and its roughly cylindrical shape. This statement is the crux, and in this statement – generalized -- lies the mathematical kernel of what I have to say in this paper.

SECTION #9FBT9U Example 3: Growth Of The City Of Amsterdam

EXCERPT #8VLW77 p. 8
  Consider, next, the evolving wholeness of the city of Amsterdam. On page 9, upper left, is shown an early state of the city, a U-shaped wall, around a few city blocks, with the river Amstel down the middle. That is the structure which first existed. It in turn was formed by a simple and natural adherence to the position and shape of the mouth of the river Amstel. If you look for what is latent in the configuration, you see a horseshoe kind of structure, essentially hovering in the white part of the drawing, and present – but only dimly present. In the second state of the city (next page, top right), this larger horseshoe shape has been made real, not merely latent, realized by the surrounding concentric canals and streets, and canals have been built to drain the land, all following the natural line of the originally latent horseshoe.

EXCERPT #NL58MU p. 8

EXCERPT #AVLW7Y p. 9

EXCERPT #SX2CSM p. 9
  Two historical maps of Amsterdam showing the city's growth and canal system. The left map shows a smaller area with a central canal and surrounding streets. The right map shows a larger area with a more complex canal system and surrounding fortifications. Labels include 'Amstel', 'Oudezijds Voorburgwal', 'Nieuwzijds Voorburgwal', 'Nieuwzijds Achterburgwal', and 'Oudezijds Achterburgwal'.

EXCERPT #XEK4DE p. 9
  In the third state of the city, late eighteenth century (below), the concentric structure of canals and streets has been intensified by adding further layers and filling in a much larger area in a way that supports and continues the structure of the second state. In the transformations applied here there has been particular emphasis on BOUNDARIES (in the canals, walkways and polders), on POSITIVE SPACE, LOCAL SYMMETRIES, GOOD SHAPE, DEEP INTERLOCK in the surrounding fortifications, and on ALTERNATING REPETITION throughout.

EXCERPT #W2KEBR p. 9
  A detailed historical map of Amsterdam in the late eighteenth century, showing the city's growth and canal system. The map shows a dense grid of streets and canals, with labels for 'Amstel', 'Oudezijds Voorburgwal', 'Nieuwzijds Voorburgwal', 'Nieuwzijds Achterburgwal', and 'Oudezijds Achterburgwal'. The map also shows the city's fortifications and the surrounding polders.

EXCERPT #9VMZVY p. 9
  Please look back at the three examples, the mouse foot, the bench around the willow tree, and the growth of the city of Amsterdam with its canals and streets and wall. In each case, these steps always build on the structure that is there, do not destroy it or interfere with it, but rather enhance it and elaborate it and deepen it. As a result, what arises has wholeness, coherence, and beauty. That is the trick, in a nutshell. By continuously preserving the existing structure, a beautiful thing arises, naturally. Yet, because each whole is unique, and the idiosyncracies lying latent in it, are also unique, the new whole that springs from this process is unpredictable, original, and creative.

EXCERPT #52QV6V p. 9

EXCERPT #Z4Z8YD p. 10

EXCERPT #DKBD9H p. 10
  But to perform this trick we must ask rather more precisely what it means , to take steps which intensify the latent structure that is present in a configuration. Can we define this idea precisely enough, so that we can start doing it on purpose?

DOCUMENT #PXG56P
Harmony-Seeking Computations: A Science of Non-Classical Dynamics Based on the Progressive Evolution of the Larger Whole

SECTION #B6DWSV A Single Conclusion From These Studies

EXCERPT #TUSPPN p. 58
  There is a single all-important conclusion to be drawn from all these studies. Atomistic, bottom-up, computations cannot adequately describe what is really happening in the world, and – further – do not describe those especially important processes which heal the world, which bring order into configurations in the land, in nature, in buildings deeply adapted to the land, and also deeply adapted in their internal structure.

EXCERPT #TP3REM p. 58

EXCERPT #TQV4XE p. 59

EXCERPT #EU44Z5 p. 59
  The issue is recursive. It is not only large-scale configurations that need to benefit from this insight. The idea that every configuration, at every level, is working to help the coherence of some larger configuration in which it is embedded, runs up and down the ladder of scales, and must do so in any living world. A successful computation will emulate this upwards- and downwards-reaching process. Purely bottom-up forms of calculation, not invoking this principle, will always remain too sterile to be real or profound.

### 45. Tool result: read

DOCUMENT #MJKTBB
Living Images: A Recursive Approach to Computing the Structural Beauty of Images or the Livingness of Space

SECTION #K2N49X Abstract

EXCERPT #47VNT4 p. 0
  According to Gestalt theory, any image is perceived subconsciously as a coherent structure (or whole) with two contrast substructures: figure and ground. The figure consists of numerous auto-generated substructures with an inherent hierarchy of far more smalls than larges. Through these substructures, the structural beauty of an image (L), or equivalently the livingness of space, can be computed by the multiplication of the number of substructures (S) and their inherent hierarchy (H). This definition implies that the more substructures something has, the more living or more structurally beautiful it is, and the higher hierarchy of the substructures, the more living or more structurally beautiful. This is the non-recursive approach to the structural beauty of images or the livingness of space. In this paper we develop a recursive approach, which derives all substructures of an image (instead of its figure) and continues the deriving process for those decomposable substructures until none of them are decomposable. All of the substructures derived at different iterations (or recursive levels) together constitute a living structure; hence the notion of living images. We have applied the recursive approach to a set of images that have been previously studied in the literature and found that (1) the number of substructures of an image is far lower (3 percent on average) than the number of pixels and the centroids of the substructures can effectively capture the skeleton or saliency of the image; (2) all the images have the recursive levels more than three, indicating that they are indeed living images; (3) no more than 2 percent of the substructures are decomposable, implying that a vast amount of the substructures are not decomposable; (4) structural beauty can be well measured by the recursively defined substructures, as well as their decomposable subsets. Despite a slightly higher computational cost, the recursive approach is proved to be more robust than the non-recursive approach. The recursive approach and the non-recursive approach both provide a powerful means to study the livingness or vitality of space in cities and communities.

EXCERPT #NQGKKH p. 0
  Keywords: Substructures, living structure, wholeness, structural beauty, head/tail breaks, livingness of space

DOCUMENT #MJKTBB
Living Images: A Recursive Approach to Computing the Structural Beauty of Images or the Livingness of Space

SECTION #7WXQSD 1. Introduction

EXCERPT #GCB5VY p. 0
  All space has some degree of livingness in it, according to its structure and arrangement (Alexander 2002–2005), so the livingness is commonly sensed in our surrounding such as rooms, gardens, buildings, streets, and cities, as well as in tiny ornaments. The livingness sounds like a kind of human experience of space or a sense of place attachment (Tuan 1977, Goodchild and Li 2012), synonymous with the vitality or organized complexity (Jacobs 1961), and the imageability or legibility (Lynch 1960). Unlike these concepts, however, the livingness is defined mathematically through the underlying living structure. The living structure is a mathematical structure with an inherent hierarchy (see Section 2 for an introduction), which can trigger the feeling of livingness in the human mind and heart. The inherent hierarchy of living structure is commonly recognized in a series of urban and geographic theories such as the central place theory (Christaller 1933, 1966), space syntax (Hillier and Hanson 1984, Hillier 1996), and the fractal cities (Batty and Longley 1994). The hierarchy may reflect spatial heterogeneity, one of the two spatial properties, the other being spatial dependence (Goodchild 2004, Anselin 1989, Tobler 1970). As shown later in Section 2, the hierarchy or spatial heterogeneity is better characterized by the recurring notion of far more smalls than larges across different levels of scale.

EXCERPT #CQT7WY p. 0

EXCERPT #ETVNUT p. 1
  Any image is perceived by human eyes subconsciously as a coherent structure (or whole) with two large, contrasting substructures: figure and ground (Koffka 1936, Rubin 1921). The figure, which is also called the foreground, constitutes the focus of the visual field, while the ground is the background. The figure is a living structure, for it can be decomposed into many substructures with an inherent hierarchy of far more smalls than larges. The substructures are auto-generated segments (or sets of pixels) out of a gray-scale image by vectorizing the individual sets of pixels that are darker (or lighter) than the average pixel. There are far more small substructures than large ones across the hierarchy or the different levels of scale, yet the substructures on each of the hierarchy are more or less similar in size. It is essentially the recurring notion of far more small substructures than large ones that triggers a sense of livingness in the human mind and heart (Jiang 2019). This sense of livingness is called structural beauty (Jiang and De Rijke 2021) and it is shared among people, and even different peoples, regardless of their cultures, gender, and races. Thus, the livingness (L) or structural beauty is defined by the derived substructures, or more specifically the multiplication of their number (S) and their inherent hierarchy (H); that is, L = S \times H . Instead of working with the figure, we, in the present paper, work directly with the image itself and derive its substructures, and the substructures of the decomposable substructures recursively until all substructures are no longer decomposable. All the substructures at different iterations (or recursive levels) together constitute a coherent whole or a living structure: hence the notion of living images, the central theme of this paper.

EXCERPT #JGHLF6 p. 1
  In this paper we consider an image – or space in general – to be a living structure that is composed of recursively defined substructures. This is a holistic view of perceiving an image or space as a coherent whole, so it differs fundamentally from conventional thinking (e.g., Umbaugh 2017, Davies 2017). Conventional image understanding tends to identify a few features or objects that can be named by words or recognizable by human eyes – so-called computer vision. For example, a human face image consists of numerous substructures with far more smalls than large ones, but our natural language can only name certain features, such as the eyes, the nose, the mouth, the ears, and the hair. In other words, a vast majority of substructures cannot be named by words. In general terms, a gray-scale image can be decomposed, around the average pixel value m_1 , into dark pixels (darker than m_1 ) which may be called the figure (say, 52 percent) and light pixels (lighter than m_1 ), which may be called the ground (for example, 48 percent). Although the figure (or the dark pixels) is perceived as a whole, it consists of numerous substructures with an inherent hierarchy of far more smalls than larges. Interestingly, the figure can be further decomposed in a recursive manner, around the average pixel value ( m_i ) of the figure, into dark and light pixels, leading to numerous substructures with far more smalls than larges. This decomposition process is referred to here as recursion .

EXCERPT #CA8F4E p. 1
  We have mentioned two concepts so far: hierarchy and recursion. The hierarchy refers to the recurring notion of far more small substructures than large ones on each of the recursion, whereas the recursion refers to the decomposition process for those substructures that are decomposable at different levels of the recursion. Here we use a parable to further clarify these two concepts. Imagine a tree with five hierarchical levels: one trunk, two limbs, eight branches, 24 twigs, and 96 leaves. According to the above mentioned formula, L = S \times H , the degree of structural beauty is calculated through the multiplication of substructures ( 1 + 2 + 8 + 24 + 96 = 134 ) and their hierarchy (5); that is, 134 \times 5 = 670 . We know that the leaves have their own textures that have a similar hierarchy to the tree itself (for example, five levels). This means that each of the leaves can be decomposed into five hierarchical levels (Jiang and Huang 2021). Thus, there are two levels of recursion, and 96 decomposable substructures (or leaves), which means there is an alternative way of calculating the degree of structural beauty is 96 \times 2 = 192 (to be introduced as a new formula in Section 3.2). It is this new insight about the recursive nature of substructures that motivated us to develop this paper.

EXCERPT #ZG6FVA p. 1

EXCERPT #XZBXLL p. 2
  The contribution of this paper lies in the living structure perspective, a holistic and comprehensive approach to measuring the structural beauty of images or the livingness of space in a recursive manner. More specifically, there are four major findings from this study. First, all images are living images that have recursive levels more than four. Second, the centroids of the recursively defined substructures effectively capture the skeleton or saliency of the images, and the number of centroids (or substructures) is far fewer than the number of pixels. Third, among the derived substructures, no more than 2 percent are decomposable. Fourth, not only substructures but also their decomposable subsets can be used to measure the structural beauty of images or the livingness of space.

EXCERPT #HH76XC p. 2
  The remainder of this paper is structured as follows. Section 2 introduces the concept of living structure and explains why one structure is more living or structurally beautiful than another, not as an idiosyncratic opinion, but as a matter of measurable fact. Section 3 uses a working example to illustrate a recursive approach to computing the livingness of space or structural beauty of images. Section 4 reports our case studies for verification of the recursive approach and major findings out of the case studies. In Section 5 we further discuss on the livingness of space in terms of related works, its application, and implications on geography and even beyond. Finally, in Section 6 we draw a conclusion and point to future work.

DOCUMENT #MJKTBB
Living Images: A Recursive Approach to Computing the Structural Beauty of Images or the Livingness of Space

SECTION #AMFSDX 6. Conclusion

EXCERPT #K7EAKA p. 13
  Any space possesses a certain degree of livingness or structural beauty, although the degree varies from one to another depending on its internal geometry of substructures. Reflected in an image, a substructure is a set of pixels whose pixel values are greater (or less) than the average pixel value. Thus, an image can be viewed as a set of recursively defined substructures, rather than a set of pixels or a set of human recognizable objects as conventionally conceived. The major difference between substructures and objects lies in the fact that substructures are defined by pixels themselves from the bottom up, while objects are defined by human eyes. In this paper, we developed a recursive approach to the structural beauty of images by considering all recursively defined substructures. Through the case studies, we have verified that the recursive approach is better or more robust than the non-recursive approach, although both approaches are based on the same principle: the more substructures the more beautiful, the higher hierarchy of the substructures the more beautiful. We have also verified that the decomposable substructures alone can be used to differentiate two images in terms of their structural beauty, by multiplying the number of decomposable substructures and their levels of recursion. This implies that the more decomposable substructures the more beautiful, and the more levels of recursion the more beautiful.

EXCERPT #2C8NFW p. 13

EXCERPT #KNARLX p. 14
  In addition to the verification of the recursive approach, we have made three major findings. First, the number of substructures of an image is far lower (for example, three percent on average) than the number of pixels, and the centroids of the substructures can capture very well the skeleton or saliency of the image. Second, all the images have the recursive levels more than four, indicating that they are indeed living images. This second finding implies that that any space or matter has a certain degree of livingness or life, according to its internal geometry. Third, no more than 2 percent of the substructures are decomposable, which means that there are far more less-living substructures than more-living ones. To echo the epigraph, we have the following statement about living structure and substructures of an image: in a living structure, every substructure is unique, and the different substructures also cooperate, with no substructures left over, to create a global whole – a whole that can be identified by everyone who is part of it. It is essentially the global whole or wholeness that triggers a sense of livingness in the human mind and heart. The livingness or structural beauty entails that there is a shared notion of livingness among people and even different peoples. It will open a new horizon for research on human experience of space – a sense of places and place attachment – and more importantly on place making. Our future work will concentrate on how the livingness is reflected in the human mind, and whether or how the kind of reflection varies from people to people in terms of their culture, gender, and races.

### 46. Tool result: read

DOCUMENT #3XSLTA
Structural Beauty: A Structure-Based Computational Approach to Quantifying the Beauty of an Image

SECTION #S85XGC Abstract

EXCERPT #2XX4AM p. 0
  To say that beauty is in the eye of the beholder means that beauty is largely subjective so varies from person to person. While the subjectivity view is commonly held, there is also an objectivity view that seeks to measure beauty or aesthetics in some quantitative manners. Christopher Alexander has long discovered that beauty or coherence highly correlates to the number of subsymmetries or substructures and demonstrated that there is a shared notion of beauty – structural beauty – among people and even different peoples, regardless of their faiths, cultures, and ethnicities. This notion of structural beauty arises directly out of living structure or wholeness, a physical and mathematical structure that underlies all space and matter. Based on the concept of living structure, this paper develops an approach for computing the structural beauty or life of an image (L) based on the number of automatically derived substructures (S) and their inherent hierarchy (H). To verify this approach, we conducted a series of case studies applied to eight pairs of images including Leonardo da Vinci's Mona Lisa and Jackson Pollock's Blue Poles. We discovered among others that Blue Poles is more structurally beautiful than the Mona Lisa, and traditional buildings are in general more structurally beautiful than their modernist counterparts. This finding implies that goodness of things or images is largely a matter of fact rather than an opinion or personal preference as conventionally conceived. The research on structural beauty has deep implications on many disciplines, where beauty or aesthetics is a major concern such as image understanding and computer vision, architecture and urban design, humanities and arts, neurophysiology, and psychology.

EXCERPT #TWJ85W p. 0
  Keywords: Life; wholeness; figural goodness; head/tail breaks; computer vision

DOCUMENT #3XSLTA
Structural Beauty: A Structure-Based Computational Approach to Quantifying the Beauty of an Image

SECTION #BQLCAB 1. Introduction

EXCERPT #3MUPUC p. 0
  Beauty is commonly conceived to be in the eye of the beholder, which means that perceptions of beauty are subjective and vary from person to person. However, this commonly held view on beauty has long been challenged by researchers who sought to measure beauty in some quantitative manners (e.g., Birkhoff 1933, Eysenck 1942, Koenderink et al. 2018). In philosophy, beauty has started to be recognized as an objective concept (Scruton 2009). The most notable researcher among others is probably Christopher Alexander, who devoted his entire career in pursuit of true beauty in our gardens, buildings, streets, and cities, as well as in artifacts (e.g., Alexander 1979, 1999, 2002–2005, Alexander et al. 1977, 2012, Gabriel and Quillien 2019). He found through human perception experiments that beauty or coherence correlates very well to the number of subsymmetries or substructures (Alexander and Carey 1968, Gabriel 1998). In his life's work The Nature of Order , Alexander (2002–2005) demonstrated that beauty lies in the deep structure, so our feelings on beauty are largely shared regardless of our faiths, cultures, and ethnicities. It is essentially the deep structure—or living structure—that evokes a sense of beauty in the human mind and heart.

EXCERPT #EKFQ7E p. 0

EXCERPT #X3GMY7 p. 1
  A living structure has numerous substructures or subsymmetries with an inherent hierarchy that retains two distinct properties: far more smalls than larges across the hierarchical levels or scales, while more or less similar on each level or scale of the hierarchy. For example, a tree as a living structure has far more small branches than large ones, while the branches on each scale (or each level of its hierarchy) are more or less similar sized. The concept of living structure means structurally living, not necessary to be biologically alive, so a dead tree can be a living structure as long as these two properties remain. These two properties—far more smalls than larges across the hierarchy, and more or less similar on each level of the hierarchy—constitute respectively two fundamental laws of living structure: scaling law (Jiang 2015a) and Tobler’s law (1970). Beauty is therefore—first and foremost—about the physical and mathematical structure that pervasively exists in things or their images (see Section 2 for more detail) and then the structure can be well reflected in the human heart and mind to have a sense of beauty. In other words, it is largely the underlying living structure that triggers the perception or cognition of beauty in the human mind and deep psyche. This paper is an attempt to develop a computational approach for assessing the goodness or beauty of an image based on the living structure.

EXCERPT #U92W2N p. 1
  An image is conventionally represented as a large set of uniform pixels (e.g., 1024 x 1024 pixels), but our perception of the image is hardly pixel-based. Instead, any meaningful image (which is not a noise image) can be perceived as a coherent whole or living structure, which consists of far more small substructures than large ones. These substructures with their inherent hierarchy are perceived as a coherent whole or living structure (see Figure 1 for an illustration). The most salient substructures at the top of the hierarchy receive the highest visual attention, while the least salient ones at the bottom of the hierarchy receive the lowest visual attention. Thus, under the perspective of living structure, an image is viewed as an iterative system that consists of the structure of the structure of the structure and so on. To further clarify this point, consider the same example of a tree consisting of trunks, big branches, middle branches, small branches, and numerous leaves, so the tree is with five hierarchical levels or scales. In other words, the notion of far more smalls than large recurs four times, while things are more or less similar on each of these five scales. From the point of view of human perception, the trunks receive the highest visual attention, while leaves receive the lowest visual attention; alternatively, the leaves (due to its largest amount or the highest density) receive the highest attention, while the trunks receive the lowest attention. It is the living structure view that motivates us to develop the computational approach to the goodness or beauty of an image.

EXCERPT #5D2S8K p. 1
  This paper is further motivated by the research effort for better understanding images and human perception of beauty across a range of disciplines such as artificial intelligence (AI), computer vision, psychology, neurophysiology, and cognitive science. Related research questions in the effort include: What are the salient features or objects of an image? What is the mental image of a city? How can different images be ranked and compared in terms of their aesthetics? A commonly used approach to these questions is to use human subjects to assess a series of images on their goodness to reach a kind of inter-subjective agreement among people. The basic assumption of the conventional research approach is that beauty is in the eye of the beholder. This commonly used method is essentially a black-box method by taking the majority of the responses as the answer, albeit without asking why an image is beautiful. As a matter of fact, it is the living structure that lies behind the goodness or beauty of images, or it is the living structure that evokes a sense of beauty in the human mind and heart (Alexander 2002–2005). The goodness or beauty of images can be effectively evaluated through the so-called mirror-of-the-self experiment. Given two images side by side, the human subject is asked to pick one that better mirrors him/herself, or with the image the person has a higher degree of wholeness (e.g. Alexander 2002–2005, Wu 2015, Salingaros and Sussman 2020). The mirror-of-the-self experiment is to seek the objective existence of living structure rather than the inter-subjective agreement, so it differs fundamentally from human perception tests that are commonly used in psychology and cognitive science.

EXCERPT #NNL6RA p. 1

EXCERPT #S7CKF7 p. 2
  The contribution of this paper is four-fold: (1) an organic and holistic way of understanding an image, which is perceived as the figure (conspicuous part of an image) of the figure of the figure and so on with respect to the figure-ground perception (Rubin 1921); (2) the degree of structural beauty or life (L) measured by the multiplication of substructures (S) and the inherent hierarchy (H), thus making it possible to rank different images in terms of their goodness or structural beauty; (3) finding among others that Jackson Pollock's Blue Poles is more structurally beautiful than Leonardo da Vinci's Mona Lisa ; and (4) discussions on the potential application and implication of structural beauty in a variety of sciences, and digital humanities and art.

EXCERPT #2YN37D p. 2
  The remainder of this paper is structured as follows. Section 2 introduces the concept of living structure and its fundamental laws—scaling law and Tobler's law—using a human face image as a working example. Section 3 presents the computational approach to the goodness or beauty of an image, and in particular the measure of structural beauty or life as the multiplication of substructures and their inherent hierarchy. Section 4 verifies the computational approach and reports our experiment and the results of case studies applied to 16 images including Blue Poles and the Mona Lisa . Section 5 further discusses the implications and applications of the approach in a variety of disciplines in both science and art. Finally, Section 6 concludes the paper and points to future work.

DOCUMENT #3XSLTA
Structural Beauty: A Structure-Based Computational Approach to Quantifying the Beauty of an Image

SECTION #PQFTNG 6. Conclusion

EXCERPT #MHC3DH p. 12
  Structural beauty, as defined and computed in this paper, presents a radical mindset change from subjective to objective beauty, thus significantly contributing to the effort on aesthetic measures and image understanding. We develop a computational approach to structural beauty or goodness of an image based on the living structure, a new way of image understanding. An image is commonly represented mechanically by many individual pixels, but human perception of the image is hardly pixel-based and is instead oriented towards a coherent whole (e.g., the figure of the figure of the figure and so on) or living structure. As a natural and organic representation, a living structure derived from an image constitutes the backbone or configuration of the image from a holistic perspective. It is governed by two fundamental laws: scaling law and Tobler’s law, which are respectively available across different levels and at each level of the hierarchy. There are far more small substructures than large ones, according to scaling law, whereas substructures are more or less similar in terms of Tobler’s law. These two laws of living structure underlie the computational approach to the goodness or structural beauty of an image. The living structure of an image is composed of many substructures with the inherent hierarchy of far more smalls than larges. The figure of the image can be further composed of many substructures with the inherent hierarchy of far more smalls than larges. Therefore, structural beauty or life (L), given as S (the number of substructures) times H (the number of hierarchical levels), is computed based on the rule that the more substructures, the more beautiful, and the higher hierarchy, the more beautiful. The measure of structural beauty or the computational approach in general is shown to be simple, effective, and efficient for ranking different images.

EXCERPT #7Q54HE p. 12
  Seen from the recursive perspective, an image can be perceived as an iterative system that consists of the figure of the figure of the figure and so on. In this connection, the computational approach resembles very much – in spirit, but not in detail – the head/tail breaks that represents a heavy-tailed dataset as the head of the head of the head and so on. This recursive way of understanding images is probably the most significant contribution of this paper. Based on the computational approach, we (re-)discovered that (1) traditional buildings are more structurally beautiful than their modernist counterparts, (2) Blue Poles is more structurally beautiful than the Mona Lisa , and (3) the weather-beaten face is more structurally beautiful than the posed model. These findings may sound controversial, but they are purely based on the structural point of view without considering cultural, social, racial, and other biophilic factors. Our future work will seek to integrate these other factors into our model.

### 47. Tool result: read

DOCUMENT #ZU8GZV
Structure-Preserving Transformations

SECTION #V539MV 2 / STRUCTURE-PRESERVING TRANSFORMATIONS FURTHER DISCUSSION

EXCERPT #JMEVE7 p. 0
  Let's start again. On the right, there is a sketch of a square drawn on a sheet of paper. Below that, I show various ways you might modify the square, add something to it, transform it.

EXCERPT #UJP59E p. 0
  If I ask you to modify it in a way which preserves or continues or extends the structure which exists in the square, you will probably draw something like one of the (A) sketches in the first row below.

EXCERPT #9FJSA5 p. 0
  A simple sketch of a square.

EXCERPT #DC6XDG p. 0
  The original square

EXCERPT #SVVTNE p. 0
  Five sketches labeled A showing transformations of a square that preserve its structure. From left to right: 1. A square with an 'X' inside. 2. A square with a small dot in the center. 3. A square with a small dot on the right side. 4. A square with a dashed outline around it. 5. A square with a smaller square inside it.

EXCERPT #GGQX5Z p. 0
  A. Transformations of a square which preserve its structure

EXCERPT #UKQY3U p. 0
  Three sketches labeled B showing transformations of a square that destroy its structure. From left to right: 1. A square with a wavy line passing through it. 2. A square with a small dot in the center. 3. A square with a dashed outline around it.

EXCERPT #W9Z6YG p. 0
  B. Transformations of a square which destroy its structure

EXCERPT #BNJQZH p. 0
  If, on the contrary, I ask you to modify the square in a way which destroys or damages or contradicts the structure which exists in the square, you will probably draw something like one of the (B) sketches in the second row.

EXCERPT #G6J25G p. 0
  In both cases, your intuition tells you roughly what to do. Intuitively, we understand the concept of preserving or destroying structure. This means, of course, that in some form we must have an intuitive idea of the structure which exists . That concept is not new: the structure which exists is, of course, the wholeness as I defined it in Book 1. It is the field of centers. But

EXCERPT #4ENJ8N p. 0
  we must also have an intuitive idea of a transformation which preserves or extends a structure, and an intuitive idea of a transformation which destroys or contradicts a structure. This is new. Except in chapter 1 of this book, I have not previously (in Book 1) suggested that the wholeness which exists contains a seed or direction that points the way toward those transformations which are kind to it and away from those transformations which are unkind to it. But the demonstration I have just given shows that there is indeed some way in which a transformation of a structure which exists can be kind or notkind — structure-preserving or structure-de-destroying, more consistent or less consistent with the structure that exists.

EXCERPT #3S7LBD p. 0

EXCERPT #MDKYM7 p. 1

EXCERPT #JLK4QE p. 1
  A simple square with a single dot in the center.

EXCERPT #8GGG84 p. 1
  Square with a dot

EXCERPT #U8BUH9 p. 1
  A square with a central dot and a cluster of small dots to its right.

EXCERPT #DXPNQV p. 1
  A square with a central dot and a cluster of small dots to its right, similar to the previous image.

EXCERPT #6YNEJF p. 1
  A square with a central dot and small dots at the corners.

EXCERPT #ARK87E p. 1
  Two overlapping squares, each with a central dot.

EXCERPT #TPXNJT p. 1
  A square with a central dot and several diagonal lines crossing it, representing a transformation.

EXCERPT #3G3SDF p. 1
  Upper row: Good transformations of the square with a dot

EXCERPT #DHDRFM p. 1
  Lower row: Bad transformations of the square with a dot

EXCERPT #4D8LB4 p. 1
  A preference for movement towards the structure-preserving transformation is almost exactly what we have seen in the examples of chapter 1. Throughout nature, we see a continuous smooth unfolding of the wholeness which preserves structure at every moment, even when it seems to be introducing new structure. That is what happens even when a bullet shatters a piece of glass (page 31). It is what happens when a seed grows into a plant. It is what happens when a wave breaks or a river meanders.

EXCERPT #6DAWTX p. 1
  Here are some more examples of structure-preserving transformations. At the top of the page, I take one of the transformed versions of the square: the square with a dot in the middle. I make further marks to transform this figure further. Again, these marks may be structure-preserving or not. The three in the top row are

EXCERPT #R5JFXK p. 1
  structure-preserving. The two in the second row are not structure-preserving. The transformations in the first row, even though they bring in new structure and open up new directions, preserve and enhance the wholeness of the square with the dot. The transformations in the second row also bring in new structure, but they do it in a way which violates the structure of the square with the dot. Its structure is weakened or destroyed.

EXCERPT #RG6CCN p. 1
  The idea of structure-preserving transformations is quite general. If we are faced with any configuration at all — simple or complex — and we are asked to modify it by adding elements or making changes, we can distinguish between types of additions and changes which preserve or enhance the structure and types which weaken or destroy the structure.

EXCERPT #3JYNWH p. 1
  It is the structure-preserving transformations which give us the key to the creation of wholeness. Look at the situation (below) where two very similar trees are standing close together (first diagram). If I string a hammock between them, this is a structure-preserving transformation. The wholeness of the two trees with the hammock is similar to the wholeness of the two trees without the hammock (second diagram). Another structure-preserving transformation occurs if I put a single bench around one of the trees (third diagram). However, this transformation is slightly less structure-preserving, since it introduces an asymmetry that was not there before, and changes the larger wholeness substantially.

EXCERPT #KYYVQZ p. 1
  A series of sketches showing two trees, a hammock, and a bench, illustrating transformations that preserve or destroy wholeness.

EXCERPT #228W8M p. 1
  Two trees; two trees plus hammock; two trees with bench around one of them.

EXCERPT #MU4RPB p. 1
  Putting in a hammock leaves the wholeness of the two trees intact; putting a single round bench around one of the trees leaves it somewhat less intact.

EXCERPT #SA2K2M p. 1

EXCERPT #BZ9RW4 p. 2

EXCERPT #TDKDHZ p. 2
  Plan 1: A first possible site plan, rather conventional in character, which is NOT structure preserving. The plan shows a rectangular building footprint with a central courtyard, situated on a triangular lot. A street runs along the bottom edge of the lot.

EXCERPT #UPLQKQ p. 2
  Plan 1: A first possible site plan, rather conventional in character, which is NOT structure preserving. Although this plan follows typical design character for a typical building in the 1970s or 1980s, the placing of the volumes, the badly formed exterior space, and the lack of structure-preserving done to the two streets and to the sunshine in the south are all negative.

EXCERPT #42V9WA p. 2
  Plan 2, as built: A site plan which IS structure-preserving. The plan shows a more complex, angular building footprint that follows the triangular shape of the lot, preserving the existing structure. A street runs along the bottom edge of the lot.

EXCERPT #MB7C3S p. 2
  Plan 2, as built: A site plan which IS structure-preserving. It shows the unusual configuration caused by the fork, and two bent streets.

EXCERPT #TL5TSX p. 2
  A photograph of a multi-story apartment building in Tokyo. The building has a unique, angular design that fits into a narrow street. A sign with Japanese characters is visible on the side of the building. A van is parked on the street in front of the building.

EXCERPT #TNBN56 p. 2
  The view of our apartment building in Tokyo after completion. It kept the character of the neighborhood alive because it was structure-preserving in so many ways.

EXCERPT #SRE5CQ p. 2
  To explain the point with a complex, full-scale example from architecture, I give the ex-

EXCERPT #4BQXHP p. 2
  ample of an apartment building I built in 1987. It was built at an acute-angled fork in a busy Tokyo street. The fork had an unusual angle; both streets were (and are) narrow. I show two possible plans for the building, considered while it was in the earliest design process. One of them, highly conventional from the point of view of architectural planning, circa 1970–80, and done as an exercise by someone in my office, is made of several rectangular volumes arranged to fill the site as nearly as possible. It is not structure-preserving. The other, following the street contours as they are, forms a volume which was unusual by the standards of 1987; but it is more structure-preserving. It enhances the spatial volumes of the two streets. The second plan is also more structure-preserving for the neighborhood as a whole. It is the plan which we subsequently built. The photograph to the right of the plans shows the apartment building when it was finished.

EXCERPT #9QM2CM p. 2

EXCERPT #E2A5TN p. 3

EXCERPT #3QT3M9 p. 3
  On this page, I give a second similar example of real built things, but they are much more modest in scale. This shows how the same principle affects even the smallest things in the environment: the following two everyday illustrations from the Berkeley hills show how ordinary this process is. The photographs are of two mail boxes on a street near my house. The first, on the left, is very simple. The person needed a mailbox, put it on a stick, and let the grass grow around it. It is beautifully structure-preserving and sensitive.

EXCERPT #J587LW p. 3
  A photograph of a mailbox on a grassy hillside. The mailbox is a small white box on a wooden post. The hillside is covered in green grass and has a set of stone steps leading up it. A metal railing is visible on the right side of the steps. The background shows more greenery and trees.

EXCERPT #H2BKTY p. 3
  Mailbox which is structure-preserving. The landscape, steps, grass, and their wholeness are preserved by the insertion of the mailbox.

EXCERPT #QDA4U9 p. 3
  In contrast, on the right, is another mailbox, from a house further down the street. It is almost the same kind of mailbox. You see that the owner of this mailbox has built a kind of pyramidal structure under the mailbox, evidently trying to make it “nice.” In our language, you might say that this person was trying to make a STRONG CENTER . Should he not get some brownie points, then? No. The center he created has too little to do with the context of the situation where he created it. The reason is that, compared with the first one, this center has less relation to the grass, flowers, and driveway around it. It did not arise as naturally from the wholeness of its location. Thus it is a more isolated, more self-aggrandizing center, exaggerated and less helpful to its context. It seems a bit overblown. And it seems overblown because it is less structure-preserving than the first mailbox.

EXCERPT #JS78RQ p. 3
  As these examples suggest, examples of structure-preserving and structure-destroying transformations are visible all around us.

EXCERPT #QYETC3 p. 3
  The difference between the two types of cases plays a fundamental role in architecture and in the evolution of all living structure.

EXCERPT #6T2ZUQ p. 3
  A photograph of a mailbox on a concrete structure. The mailbox is a small white box on a post. It is situated on a concrete base that has been built up, creating a pyramidal shape. The base is made of concrete blocks and has some plants growing around it. A driveway is visible in the background.

EXCERPT #CCFCB8 p. 3
  Mailbox which is not structure-preserving. The center which is created under the mailbox does not arise naturally from the surrounding wholeness.

EXCERPT #V9AHUZ p. 3

### 48. Tool result: read

DOCUMENT #BYG3BQ
Wholeness as a Hierarchical Graph to Capture the Nature of Space

SECTION #QT5RF7 Abstract

EXCERPT #HDXQZV p. 0
  According to Christopher Alexander's theory of centers, a whole comprises numerous, recursively defined centers for things or spaces surrounding us. Wholeness is a type of global structure or life-giving order emerging from the whole as a field of the centers. The wholeness is an essential part of any complex system and exists, to some degree or other, in spaces. This paper defines wholeness as a hierarchical graph, in which individual centers are represented as the nodes and their relationships as the directed links. The hierarchical graph gets its name from the inherent scaling hierarchy revealed by the head/tail breaks, which is a classification scheme and visualization tool for data with a heavy-tailed distribution. We suggest that (1) the degrees of wholeness for individual centers should be measured by PageRank (PR) scores based on the notion that high-degree-of-life centers are those to which many high-degree-of-life centers point, and (2) that the hierarchical levels, or the ht-index of the PR scores induced by the head/tail breaks can characterize the degree of wholeness for the whole: the higher the ht-index, the more life or wholeness in the whole. Three case studies applied to the Alhambra building complex and the street networks of Manhattan and Sweden illustrate that the defined wholeness captures fairly well human intuitions on the degree of life for the geographic spaces. We further suggest that the mathematical model of wholeness be an important model of geographic representation, because it is topological oriented that enables us to see the underlying scaling structure. The model can guide geodesign, which should be considered as the wholeness-extending transformations that are essentially like the unfolding processes of seeds or embryos, for creating beautiful built and natural environments or with a high degree of wholeness.

EXCERPT #EZR65U p. 0
  Keywords: Centers, ht-index, head/tail breaks, big data, complexity, scaling

DOCUMENT #BYG3BQ
Wholeness as a Hierarchical Graph to Capture the Nature of Space

SECTION #3KT2GU 1. Introduction

EXCERPT #XQUUCD p. 0
  It is commonly understood that science is mainly concerned with discovery, but only to a lesser extent, with creation. For example, physics, biology, ecology, and cosmology essentially deal with existing things in the physical and biological world and the universe, whereas architecture, music, and design are about creating new things. This polarization between science and the humanities, or between scientists and literary intellectuals, often referred to as the two cultures (Snow 1959), still persists, despite some synthesis and convergence (Brockman 1996). However, significant changes have happened. First, the emergence of fractal geometry (Mandelbrot 1989) created a new category of art for the sake of science (Mandelbrot 1989, Pertgen and Richter 1987). All those traditionally beautiful arts, such as Islamic arts and carpet weaving, medieval arts and crafts, and many other folk arts and architecture, found a home in science. Fractal geometry and chaos theory for nonlinear phenomena constitute part of a new kind of science called complexity science . The second change is large amounts of data, so called big data (Mayer-Schonberger and Cukier 2013), harvested from the Internet and, more recently, from social media such as Facebook and Twitter. This data has created all kinds of complex patterns, collectively known as visual complexity (Lima 2011). These two changes are closely interrelated. On the one hand, fractal geometry is often referred to as the geometry of nature, being able to create generative fractals that mimic nature, such as mountains, clouds, and trees. On the other hand, big data are able to capture the true picture of society and nature. In essence, nature and society are fractal, demonstrating the scaling pattern of far more small things than large ones. Both the generative fractals and visual complexity can consciously or unconsciously evoke a sense of beauty in the human psyche.

EXCERPT #A53XP7 p. 0

EXCERPT #V9LUUD p. 1
  This kind of beauty evoked by fractals and visual complexity is objective, exists in the deep structure of things or spaces, and links to human feelings and emotions (Alexander 1993, 2002–2005, Salinger 1995). The feeling is not idiosyncratic, but as a connection to human beings. It sounds odd that beauty is objective, because beauty is traditionally considered to be in the eye of the beholder. The beauty is an objective phenomenon, i.e., objectively structural, but we human beings do have subjective experience of it which may vary. While attempting to lay out the scientific foundation for the field of architecture, Alexander (2002–2005) realized that science, as presently conceived, based essentially on a positivist’s mechanical world view, can hardly inform architecture because of a lack of shared notion of value. This is why most 20th-century architecture created all kinds of slick buildings, which continued into the 21st century in most parts of the world. Under the mechanical world view, feeling or value is not part of science. The theory of centers (Alexander 2002–2005) adopts some radical thinking, in which shared values and human feelings are part of science, particularly that of complexity science. In this theory of centers, wholeness is defined as a global structure or life-giving order that exists in things and that human beings can feel. What can be felt from the structure or order is a matter of fact rather than that of cognition, i.e., the deep structure that influences, but is structurally independent of, our own cognition. To characterize the structure or wholeness, Alexander (2002–2005) in his theory of centers distilled 15 structural properties to glue pieces together to create a whole (see Section 2 for details), and described the wholeness as a mathematical problem yet admitted in the meantime no mathematical model powerful enough to quantify the degrees of wholeness or beauty.

EXCERPT #EHDJCS p. 1
  This paper develops a mathematical model of wholeness by defining it as a hierarchical graph, in which the nodes and links respectively represent individual centers and their relationships. The graph provides a powerful means for computing the degree of wholeness or life. First, the graph can be easily perceived as a whole of interconnected centers, enabling a recursive definition of wholeness or centers. Second, spaces with a living structure demonstrate a scaling hierarchy of far more low-degree-of-life centers than high-degree-of-life ones. The life or beauty of individual centers can be measured by PageRank (PR) scores (Page and Brin 1998), which are based on a recursive definition that high-degree-of-life centers are those to which many high-degree-of-life centers point. For the graph as a whole, its degree of life can be characterized by the ht-index derived from the PR scores; the higher the ht-index, the higher degree of life in the whole. The ht-index (Jiang and Yin 2014) was initially developed to measure the complexity of fractals or geographic features in particular, and it was actually induced by head/tail breaks as a classification scheme (Jiang 2013a), and a visualization tool (Jiang 2015a). Things of different sizes can be ranked in decreasing order and broken down around the average or mean into two unbalanced parts. Those above the mean, essentially a minority, constitute the head, and those below the mean, a majority, are the tail. This breaking process continues recursively for the head (or the large things) until the notion of far more small things than large ones is violated.

EXCERPT #JCE99R p. 1
  The contribution of this paper can be seen from several aspects. We illustrate the 15 structural properties using a generative fractal and an urban layout based on the head/tail breaks. We define wholeness as a hierarchical graph to capture the nature of space, with two suggested indices for measuring the degrees of life: PR scores for individual centers, and ht-index for a whole. The mathematical model of wholeness captures fairly well human intuitions on a living structure, as well as Alexander’s initial definition of wholeness. Through the head/tail breaks, this paper helps bridge fractal geometry and the theory of centers towards a better understanding of geographic space in terms of both the underlying structure and dynamics. The mathematical model of wholeness can be an important model for geographic representation in support of geospatial analysis, since it goes beyond the current geometric and Gaussian paradigm towards topological and scaling thinking.

EXCERPT #VGSLCH p. 1
  The remainder of this paper is structured as follows. Section 2 illustrates the 15 structural properties using the Koch snowflake and a French town layout. Section 3 defines the wholeness as a hierarchical graph and suggests how to quantitatively measure degrees of life for individual centers and the whole. Section 4 presents three case studies applied to an architectural plan and street networks of a city and country for measuring degrees of life or beauty in geographic spaces. Section 5 further discusses the mathematical model of wholeness related to beauty, creation/design, big data, and complexity science. Finally, Section 6 draws conclusions and points to future work.

EXCERPT #4W6PHR p. 1

DOCUMENT #BYG3BQ
Wholeness as a Hierarchical Graph to Capture the Nature of Space

SECTION #GM64DB 6. Conclusion

EXCERPT #5BCCNS p. 11
  According to the theory of centers, all things and spaces surrounding us possess a certain degree of order or life, and those with a high degree of order are called living structures. This order fundamentally differs from what we are used to: regularity in terms of Euclidean geometry or normality in terms of Gaussian statistics. To put it more broadly, we are used to the 20th-century scientific worldview (mechanistic in essence), in which beauty is considered a matter of opinion, rather than that of fact. The living structure that exists in nature (e.g., Thompson 1917), as well as in what we build and make (e.g., Alexander et al. 1977) has many, if not all, of the 15 properties. This paper illustrated the 15 properties using two examples of space: the generative fractal snowflake and the French settlement layout. The illustration is well-supported by the head/tail breaks, a new classification scheme and visualization tool for data with a heavy-tailed distribution. We have shown the recurrences of the 15 properties in the living structures, making the 15 properties less elusive.

EXCERPT #YFGBKT p. 11
  To quantify the living structure, this paper developed a model of wholeness based on Alexander’s mathematical view of space. This model is a hierarchical graph in which numerous centers are represented by the nodes and their interactions are the directed links. Based on the initial definition of wholeness, particularly its recursive nature of centers, we suggested PR scores and ht-index as good proxies for the degrees of life because of their recursive nature. The three case studies presented some strong results. For example, the centers with the highest degrees of life in the Alhambra plan capture fairly well human intuitions on a living structure. More importantly, the degrees of life for both Manhattan’s and Sweden’s street networks demonstrate very striking power laws. These results are encouraging in terms of recognizing and appreciating the living structure. However, we are still far away from creating the kind of living structure known as the field of harmony-seeking computations (Alexander 2005). In this regard, we believe that the mathematical model of wholeness and related measures shed light on the wholeness-extending transformations. Our future work points in this direction.

### 49. Assistant tool calls

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "MH5J8D",
  "micro_abstract": "Presents Beautimeter, a GPT-based tool that scores buildings and urban scenes against Christopher Alexander’s 15 properties of living structure to assess their coherence and beauty."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "XW22YY",
  "micro_abstract": "Argues that living neighborhoods arise from generative codes: ordered, participatory steps that let buildings and public spaces unfold from local people, land, and context."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "SKRF4C",
  "micro_abstract": "Recasts geography around an organismic view of space, using scaling and spatial dependence to understand—and deliberately create—places with greater living structure."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "PXG56P",
  "micro_abstract": "Proposes harmony-seeking computation as a creative process that repeatedly strengthens latent centers in a configuration while preserving and deepening the larger whole."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "MJKTBB",
  "micro_abstract": "Measures an image’s structural beauty by recursively extracting its nested substructures, revealing a compact hierarchy that also captures visual saliency."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "3XSLTA",
  "micro_abstract": "Proposes a quantitative measure of structural beauty based on how many substructures an image contains and how strongly they form a hierarchy across scales."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "ZU8GZV",
  "micro_abstract": "Explains structure-preserving transformations: incremental changes that extend the centers and relationships already present in a place rather than weakening its wholeness."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "BYG3BQ",
  "micro_abstract": "Models spatial wholeness as a hierarchical graph of mutually reinforcing centers, using PageRank and scaling depth to quantify the life of parts and wholes."
}
```

### 50. Tool result: update_document_metadata

Updated metadata for #MJKTBB: micro_abstract

### 51. Tool result: update_document_metadata

Updated metadata for #3XSLTA: micro_abstract

### 52. Tool result: update_document_metadata

Updated metadata for #ZU8GZV: micro_abstract

### 53. Tool result: update_document_metadata

Updated metadata for #BYG3BQ: micro_abstract

### 54. Assistant tool calls

#### Tool call: `get_document`

```json
{
  "id": "4TH488"
}
```

#### Tool call: `get_document`

```json
{
  "id": "9NQ94D"
}
```

#### Tool call: `get_document`

```json
{
  "id": "7GR3AQ"
}
```

#### Tool call: `get_document`

```json
{
  "id": "CQBDX4"
}
```

#### Tool call: `get_document`

```json
{
  "id": "WZ8DHP"
}
```

#### Tool call: `get_document`

```json
{
  "id": "NRBMD5"
}
```

### 55. Tool result: get_document

DOCUMENT #4TH488
Title: Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation

Outline:
  - 1 #TS8HQQ Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation
    - 1.1 #YCT748 I. INTRODUCTION
    - 1.2 #2WYVSE II. RELATED WORK
      - 1.2.1 #TLPY7Z A. Black-Box XAI approaches
      - 1.2.2 #MGG2UN B. White-Box XAI approaches
      - 1.2.3 #P92MF3 C. Mixed-Initiative Co-Creative Systems
      - 1.2.4 #G9HJMX D. Measuring Explanations
    - 1.3 #2RSV2N III. EXPLAINING EXPLAINABILITY
    - 1.4 #KYV5WL IV. EXPLAINABLE AI FOR DESIGNERS (XAID)
    - 1.5 #N4TMHB V. MAPPING THE SPACE OF XAID
      - 1.5.1 #Y48SHT A. Spectrum of Explainability
      - 1.5.2 #ZXY6H4 B. Spectrum of Initiative
      - 1.5.3 #A3Q6W7 C. Spectrum of Domain Overlap
    - 1.6 #L7TGN5 VI. THREE USE CASES
      - 1.6.1 #PG7W2U A. Use Case 1: White-Box PCG System
      - 1.6.2 #KG32FP B. Use Case 2: Black-box PCG System
      - 1.6.3 #AK3WD7 C. Use Case 3: Black-box NPC Behavior System
    - 1.7 #8R8CBL VII. OPEN CHALLENGES
      - 1.7.1 #GVAXNH A. White-Box Systems
      - 1.7.2 #HV85DW B. Black-Box Systems
      - 1.7.3 #XNNY82 C. Combined approaches
    - 1.8 #MGUBR3 VIII. CONCLUSIONS
    - 1.9 #XNEDKE ACKNOWLEDGEMENTS
    - 1.10 #CXQ7B9 REFERENCES

### 56. Tool result: get_document

DOCUMENT #9NQ94D
Title: Extracting Physics from Blended Platformer Game Levels

Outline:
  - 1 #3VF3EH Extracting Physics from Blended Platformer Game Levels
    - 1.1 #9R9XWK Abstract
    - 1.2 #GAZYJ6 Introduction
    - 1.3 #KHMPZV Related Work
      - 1.3.1 #MBQS6H Level Data and Representation
      - 1.3.2 #GFLP2J Generative Model
      - 1.3.3 #ATT2UK Physics Extraction
      - 1.3.4 #Q92Y75 Extraction
    - 1.4 #DJ3284 Evaluation/Discussion
      - 1.4.1 #GPVMYD Faithfulness to Original Physics
      - 1.4.2 #REZXQP Latent Reconstructions
      - 1.4.3 #VBSAE8 Blended Physics
    - 1.5 #9B7JUC Conclusion and Future Work
    - 1.6 #D5RDVA References

### 57. Tool result: get_document

DOCUMENT #7GR3AQ
Title: Procedural Content Generation through Quality Diversity

Outline:
  - 1 #DZ9GFC Procedural Content Generation through Quality Diversity
    - 1.1 #TZM794 I. INTRODUCTION
    - 1.2 #KHLS7N II. QUALITY DIVERSITY APPROACHES
      - 1.2.1 #974EW9 A. Divergence Components
      - 1.2.2 #JYQBK3 B. Quality Components
      - 1.2.3 #SXNTJH C. Algorithms
    - 1.3 #87RTVY III. WHY QUALITY DIVERSITY?
      - 1.3.1 #PZYBT9 A. Generative Efficiency
      - 1.3.2 #AYET3N B. Fitness-Free Search
      - 1.3.3 #CTUAHL C. Online Expressivity Analysis
      - 1.3.4 #NM8V4Y D. Human-Machine Co-Creation
      - 1.3.5 #RP6TAN E. Explainability
    - 1.4 #W6TBRK IV. CASES OF QUALITY DIVERSITY IN PCG
      - 1.4.1 #ZF4PWP A. Generation of 2D and 3D Objects
      - 1.4.2 #WME7SN B. Generation of Bullet Hell Scripts
      - 1.4.3 #RMM3D6 C. Generation of Mario Scenes
      - 1.4.4 #CJCCN4 D. Generation of Hearthstone Decks
      - 1.4.5 #A2EGWD E. Generation of Map Sketches
      - 1.4.6 #EHDJQ7 F. Generation of Weapons
      - 1.4.7 #ZTX945 G. Generation of Spaceships
      - 1.4.8 #XHBWSX H. Generation of Minecraft-like Structures
      - 1.4.9 #L5PLT7 I. Generation of Dungeons
      - 1.4.10 #FT7DW7 J. Discussion
    - 1.5 #D8FSSB VI. CONCLUSION
    - 1.6 #KPC879 ACKNOWLEDGMENT
    - 1.7 #BDKNJN REFERENCES

### 58. Tool result: get_document

DOCUMENT #CQBDX4
Title: Procedural Content Generation via Machine Learning (PCGML)

Outline:
  - 1 #6EE2TX Procedural Content Generation via Machine Learning (PCGML)
    - 1.1 #LVDDDA I. INTRODUCTION
    - 1.2 #ZZ7N2G II. USE CASES FOR PCGML
      - 1.2.1 #CE9RRU A. Autonomous Generation
      - 1.2.2 #96W7GT B. Co-creative and Mixed-initiative Design
      - 1.2.3 #DRDRFY C. Repair
      - 1.2.4 #CK3QVP D. Recognition, Critique, and Analysis
      - 1.2.5 #4QL5VX E. Data Compression
    - 1.3 #6BC6KQ III. METHODS OF PCGML
      - 1.3.1 #47NFGA Sequences represent a natural format for content that is experienced over time, such as textual content (Magic cards) and game levels. We note that the only game levels that has been handled as a sequence have come from the early Super Mario Bros. games where the player can only traverse from left-to-right, meaning that there is a natural ordering of the two-dimensional space into a one-dimensional sequence.
      - 1.3.2 #QDCLHS Frequency counting refers to methods wherein the data is split and the frequencies of each type of atomic generative piece (e.g., tile for a tilemap based game) are found, determining the probabilities of generation. These need not simply be the raw frequencies, but are more likely the conditional probability of a piece given some state. Markov chains are a class of techniques that learn conditional probabilities of the next state in a sequence based on the current state. This state can incorporate multiple
      - 1.3.3 #RGVTPY 2) Evolution
      - 1.3.4 #UPLPFN 3) Back Propagation
      - 1.3.5 #QNMYX8 B. Grids
        - 1.3.5.1 #AQ7YV6 1) Frequency Counting
        - 1.3.5.2 #LTJS3M 2) Back Propagation
        - 1.3.5.3 #UKUFBH 3) Matrix Factorization
      - 1.3.6 #FFTSJC C. Graphs
        - 1.3.6.1 #7EXCGN 1) Expectation Maximization
        - 1.3.6.2 #G9BY23 2) Frequency Counting
      - 1.3.7 #PQ6DK6 D. Discussion of Approaches
      - 1.3.8 #WYC9JY E. Unexplored Approaches
    - 1.4 #VAKEPG IV. OPEN PROBLEMS AND OUTLOOK
      - 1.4.1 #ZG2XCU A. Ensuring Solvability and Playability
      - 1.4.2 #QNA9AA B. Data Sources and Representations
      - 1.4.3 #2VADUB C. Learning from Small Datasets
      - 1.4.4 #UQ5Q9J D. Learning on Different Levels of Abstraction
      - 1.4.5 #UAGQHD E. Datasets and Benchmarks
      - 1.4.6 #HKXEPJ F. Style Transfer
      - 1.4.7 #D82E9U G. Exposing and Exploring the Generative Space
      - 1.4.8 #WGBZYU H. Using PCGML as a Game Mechanic
    - 1.5 #KD4BPS V. CONCLUSION
    - 1.6 #UJB6VE REFERENCES

### 59. Tool result: get_document

DOCUMENT #WZ8DHP
Title: Runtime Evaluation of Procedural Content Generation in an Endless Runner Game Using Autonomous Agents

Outline:
  - 1 #MDEACB Runtime Evaluation of Procedural Content Generation in an Endless Runner Game Using Autonomous Agents
    - 1.1 #QUWEZP Abstract
    - 1.2 #KSUMYT 1 Introduction
      - 1.2.1 #Z6SJ8T 1.1 Motivation
      - 1.2.2 #D46FW6 1.2 Problem Statement
      - 1.2.3 #U8Q6VY 1.3 Contributions
      - 1.2.4 #JJHA63 1.4 Paper Organisation
    - 1.3 #E3MLLW 2 Background and Related Work
      - 1.3.1 #N6WBQ5 2.1 Procedural Content Generation
      - 1.3.2 #279W7Y 2.2 Procedural Terrain Generation Techniques
      - 1.3.3 #44QQN5 2.3 Wave Function Collapse
      - 1.3.4 #LMEKZ5 2.4 Evaluation Mechanisms for Procedural Content
    - 1.4 #SRM4HZ 3 Objectives and Technical Specification
      - 1.4.1 #EPG8QB 3.1 Evaluation Questions, Hypotheses, and Metrics
    - 1.5 #GL8ZA2 4 Design, Methodology, and Implementation
      - 1.5.1 #A85PVT 4.1 System Architecture
      - 1.5.2 #UKTE3T 4.2 Game Concept
      - 1.5.3 #QGEMMG 4.3 Player Physics
        - 1.5.3.1 #ZRDWSD 4.3.1 Fields and Inspector Exposed Constants
        - 1.5.3.2 #RZERQ9 4.3.2 Initialisation
        - 1.5.3.3 #7CDRPL 4.3.3 Frame Loop
        - 1.5.3.4 #8UJ6R4 4.3.4 Interpreting Keyboard Input Details
        - 1.5.3.5 #SGY5B5 4.3.5 Ground Detection Technique
        - 1.5.3.6 #ACMUGX 4.3.6 Dynamics Update
      - 1.5.4 #5W8C4J 4.4 Procedural Terrain Generation
        - 1.5.4.1 #XXQYBE 4.4.1 Core Script Parameters
        - 1.5.4.2 #FMTB7D 4.4.2 Tile Spawning
        - 1.5.4.3 #FPKVUL 4.4.3 Positioning of the Tiles
        - 1.5.4.4 #78P3XF 4.4.4 Navigational Mesh Management
          - 1.5.4.4.1 #NU3WBA Algorithm 1 Asynchronous navigation-mesh rebuild.
        - 1.5.4.5 #VN6M88 4.4.5 Clean-up of Procedural Terrain
      - 1.5.5 #SS95BH 4.5 Wave Function Collapse-Inspired Object Spawning
        - 1.5.5.1 #7UQS7L 4.5.1 Grid Construction
        - 1.5.5.2 #9QFS2V 4.5.2 Placement
        - 1.5.5.3 #TU4N5S 4.5.3 Despawning Objects
      - 1.5.6 #W62V9K 4.6 Skybox and Environment Variation
      - 1.5.7 #ANC93R 4.7 Runtime User Interface
    - 1.6 #D886YY 5 Analysis and Evaluation
      - 1.6.1 #Q7EX3B 5.1 Aerial Agent
        - 1.6.1.1 #LEJJ4N 5.1.1 Agent Trajectory
        - 1.6.1.2 #MAX58R 5.1.2 Speed Control
      - 1.6.2 #MDXDT9 5.2 Ray Casting
        - 1.6.2.1 #ZPHUZP 5.2.1 Segmentation and Tile Probing
        - 1.6.2.2 #7HXFTN 5.2.2 Volumetric Sweeps
        - 1.6.2.3 #XW7UH4 5.2.3 Identification and Automatic Removal
      - 1.6.3 #PNAHWM 5.3 Ground Agent
        - 1.6.3.1 #63LCV9 5.3.1 Navigation and Behaviour
        - 1.6.3.2 #CGMRU7 5.3.2 Movement Stuck and Recovery
        - 1.6.3.3 #KYRZ4T 5.3.3 Corridor Scanning
        - 1.6.3.4 #J8XQ9E 5.3.4 Obstacle Layer, Volumetric Sweep, and Blockage Reporting
      - 1.6.4 #AKW8US 5.4 Crash Report
        - 1.6.4.1 #32K9C2 5.4.1 Blockage Detection and Data Capture
        - 1.6.4.2 #7KUWDG 5.4.2 Exit Scene Visualisation
        - 1.6.4.3 #MBLB5J 5.4.3 PDF Export Functionality
      - 1.6.5 #CHSR7F 5.5 Quantitative Evaluation
        - 1.6.5.1 #LKK5Z8 5.5.1 Structural results derived from code
        - 1.6.5.2 #37JR5K 5.5.2 Threats to validity and limitations
        - 1.6.5.3 #FDLQQL 5.5.3 Connection to the canonical PCG evaluation taxonomy
    - 1.7 #ECZ72D 6 Legal, Social, and Ethical Considerations
    - 1.8 #RPQZNS 7 Conclusion
    - 1.9 #WRDDQP Data and Code Availability
    - 1.10 #X8GWVH Acknowledgements
    - 1.11 #EPXPZR References

### 60. Tool result: get_document

DOCUMENT #NRBMD5
Title: Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry

Outline:
  - 1 #TESG3N Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry
    - 1.1 #UGSLF5 ABSTRACT
    - 1.2 #VPNQEC CCS CONCEPTS
    - 1.3 #LYDGKT KEYWORDS
    - 1.4 #8VWJPE ACM Reference Format:
    - 1.5 #EB8KVU 1 INTRODUCTION
    - 1.6 #3XF6K7 2 BACKGROUND
    - 1.7 #EC9PWK 3 THE THREE PILLARS
      - 1.7.1 #WM7GJS 3.1 Respect Designer Control
      - 1.7.2 #SZM72X 3.2 Respect the Creative Process
      - 1.7.3 #JL7RY5 3.3 Respect Existing Work Processes
    - 1.8 #F675CC 4 CASE STUDIES
      - 1.8.1 #HRM7JN 4.1 Evolutionary Dungeon Designer
      - 1.8.2 #DX7E23 4.2 PCG Middleware
    - 1.9 #PTHVJJ 5 CONCLUSION
    - 1.10 #CXEE38 ACKNOWLEDGMENTS
    - 1.11 #BQL2H5 REFERENCES

### 61. Assistant tool calls

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### 62. Tool result: read

DOCUMENT #4TH488
Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation

SECTION #YCT748 I. INTRODUCTION

EXCERPT #T7RH8U p. 0
  With the swift development of artificial intelligence (AI) and machine learning (ML) in recent years, their applications (digital games included) have become more sophisticated. With the rise of algorithmic complexity, however, it is becoming increasingly difficult for humans to understand these algorithms and hence to have trust in them. For instance, while recent development of deep learning techniques produced impressive results, it is notoriously difficult for humans (programmers included) to gain full insights into the system's function.

EXCERPT #NJWGK9 p. 0
  In this vision paper, we focus on one group of human users. We propose a new research area of eXplainable AI for Designers (XAID) and specifically for game designers. The increase in game AI sophistication opens up a new creative design space for potentially new gameplay and/or more efficient production. However, game designers (such as rule designers, level designers and artists) often find these techniques inaccessible and difficult to explore their full creative potentials without a deep understanding of how they function. To the best of our knowledge, there has been a lack of XAI research to address this particular problem.

EXCERPT #8XQUW4 p. 0
  By focusing on a specific user group, their needs and tasks, we provide the basis of a human-centered XAID approach which facilitates game designers to co-create with AI/ML techniques. XAID can enhance game designers' capabilities to co-create playable experiences with AI, including but not limited to ML, agent control, procedural content generation,

EXCERPT #LPGKEQ p. 0
  and planning. We believe that, although fundamental understandings of the properties of different AI/ML techniques are essential, the goal of XAID includes investigating the actual usability of XAI in terms of how it supports game designers in specific design tasks.

EXCERPT #FY6X96 p. 0
  Below, Section II presents related work on XAI and mixed-initiative human-AI co-creativity. We present our framework on explainability and the three axes of XAID in Sections III and IV. Through three use cases, we illustrate our initial framework for XAID, requiring understanding both the innate properties of the AI/ML techniques and users needs. Finally, we identify key open challenges for future XAID research.

DOCUMENT #4TH488
Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation

SECTION #KYV5WL IV. EXPLAINABLE AI FOR DESIGNERS (XAID)

EXCERPT #AC2EVG p. 3
  It is generally agreed upon that the goal of XAI is to increase users' trust, their ability to interact with the systems and with their decisions, and improve the transparency of the system [13]. However, most existing work focuses on new algorithms of XAI rather than on usability, practical interpretability and efficacy on real users [26]–[28]. Although we believe that fundamental understandings of the properties of different AI algorithms are an essential part, XAI techniques should be developed with specific users and their needs in mind if they are to fulfill their promise.

EXCERPT #VR4VMX p. 3
  We propose a new area of research in eXplainable AI for Designers (XAID) who create interactive digital products built on AI components. As AI and ML techniques are mature enough to reach commercial products (e.g. computer games, virtual assistants, smart objects), designers need to understand how the AI component works in order to devise desirable ways for the end-users to interact with the systems. Unlike the end-users of an AI system, designers constitute a unique user group because they not only consume the results of AI systems, but also co-create with them. To the best of our knowledge, no XAI work focuses on designers and co-creation.

EXCERPT #H6KXEU p. 3
  In the rest of this paper, we focus specifically on game designers (such as rule designers, level designers and artists) who do not have a strong technical background in AI. The key purpose for XAID is to (a) provide designers with sufficient understanding of the underlying AI system and its behavior, and hence (b) facilitate their design tasks through co-creation. Our positions are the following:

EXCERPT #RXCRUY p. 3
  1) Work in XAID needs to build on understanding of the nature of underlying AI techniques. As argued above, different AI techniques afford explanations with introspection while others afford only observations. Although both can be useful for designers, understanding the option of explanation and/or observation can help shape

EXCERPT #NWXPJ2 p. 3
  how XAID can support the co-creative process between designers and AI.

EXCERPT #FZPRSE p. 3
  2) Work in XAID needs to center on specific human users (e.g. game designers) and their specific needs and tasks. Compared to more general XAI research, XAID as proposed here has the advantage of a more concrete if narrow scope. Through the three specific use cases in Section VI, we argue that work in XAID should be designed for and evaluated with specific users.

DOCUMENT #4TH488
Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation

SECTION #MGUBR3 VIII. CONCLUSIONS

EXCERPT #4ZBDHJ p. 6
  In conclusion, we proposed the new research area of eXplainable AI for designers (XAID), to help game designers better utilize AI and ML in their design tasks through co-creation. Our position is that, in order to make usable and efficient XAID systems, we need to build on understandings of both algorithmic properties of the underlying AI techniques and the needs of human designers. We mapped the space of XAID with three axes—the spectra of explainability, initiative, and domain overlap—and illustrated our approach through three specific use cases. Based on a deeper analysis into use cases, we identified key open challenges.

### 63. Tool result: read

DOCUMENT #9NQ94D
Extracting Physics from Blended Platformer Game Levels

SECTION #9R9XWK Abstract

EXCERPT #ZY89SW p. 0
  Several recent PCGML methods have focused on generating game levels and content that blend the properties of multiple games. However, these works ignore the fact that blended levels must in some way have blended physics models that enable playable levels. In this work, we present an approach for extracting jump physics models for such blended game domains. We make use of variational autoencoders (VAEs) trained on level data from six platformers, encoded using a previously introduced path and affordance vocabulary. Our results show that the extraction model is able to reasonably recreate the original physics models when given ground truth paths, and is able to produce physics models that can reliably allow an agent to play the generated levels. We also find that there are promising results for blended physics models behaving intuitively between physics models of the original games being blended.

DOCUMENT #9NQ94D
Extracting Physics from Blended Platformer Game Levels

SECTION #GAZYJ6 Introduction

EXCERPT #TGW647 p. 0
  While methods for procedural content generation via machine learning (PCGML) (Summerville et al. 2018) were initially motivated by wanting to generate novel content in the style of existing games such as Super Mario Bros. (Summerville and Mateas 2016; Guzdial and Riedl 2016a; Snodgrass and Ontañón 2017) and The Legend of Zelda (Summerville and Mateas 2015), a new body of work has emerged that focuses on PCGML techniques that seek to leverage trained models to blend existing game domains and/or generate new domains altogether. This has produced works that leverage more creative PCGML approaches such as domain transfer (Snodgrass and Ontanon 2016; Snodgrass 2019), model blending (Guzdial and Riedl 2016b; Sarkar and Cooper 2018), computational creativity (Guzdial and Riedl 2018), training on multiple domains to learn blended domains (Sarkar, Yang, and Cooper 2019) or a combination of the above (Snodgrass and Sarkar 2020).

EXCERPT #LPFPEA p. 0
  While some works have included path information, there has been no notion of completing the circle i.e., do the physics latent within generated paths encode a physics

EXCERPT #8RM24N p. 0
  model that would allow for playing the level? And if so, how does one extract these latent physics models? Further, while working within the domain of a single game might make this unnecessary e.g., just use the original Mario physics when generating Mario levels – in blended domains, there is no ground truth physics model to fall back upon. Recently, Sarkar et al. (2020) trained generative models for such blended domains by leveraging a new path and affordance vocabulary that enabled generation of blended levels with paths and jumps. In this work, we directly extend this work by leveraging the jumps found in these generated blended levels to extract physics models for different blended domains. We do this by first generating levels targeting specific games and game blends, with special attention to generating paths that encode the directionality of the path. We then extract physics models that could reasonably have created the generated paths. We test this procedure by comparing the extracted physics to the ground truth physics, and examine the physics of blended domains, seeing how the physics alter with respect to the level geometry.

DOCUMENT #9NQ94D
Extracting Physics from Blended Platformer Game Levels

SECTION #9B7JUC Conclusion and Future Work

EXCERPT #FMDM9K p. 4
  In this paper, we presented a method for extracting “physics” from static levels of the kind often used in PCGML level generation. We compared the extractions from both ground truth training examples and generations to the ground truth physics. In addition, we explored the physics found within blended domains, with some promising examples of blended physics.

EXCERPT #N5KE9X p. 4
  In the future, we would like to expand this work to explore different level orientations (e.g., vertical levels found in Kid Icarus ). We would also like to explore the inverse process – given a physics model, generate levels that are playable.

EXCERPT #PKXWT7 p. 5
  (a) Interpolation between SMB and Ninja Gaiden (b) Interpolation between Ninja Gaiden and Metroid (c) Interpolation between SMB and Metroid (d) Interpolation between Ninja Gaiden and Castlevania (e) Interpolation between SMB and Castlevania (f) Interpolation between Ninja Gaiden and Mega Man (g) Interpolation between SMB and Mega Man (h) Interpolation between Metroid and Castlevania (i) Interpolation between Mega Man and Castlevania (j) Interpolation between Metroid and Mega Man Figure 5: Ten subplots (a-j) showing jump arcs for various game interpolations. Each plot has height (0-6) on the y-axis and distance (0-16) on the x-axis. The arcs represent the jump path of a character. Subplots (a), (b), (c), (d), (e), (f), (g), and (i) show 'average' jumps reaching ~3 tiles high and ~8 tiles long. Subplots (h) and (j) show more varied, intuitive blends. The legend for each plot lists the games involved and the interpolation percentage (e.g., 25%, 50%, 75%).

EXCERPT #HD7BQD p. 5
  Figure 5: The jump arcs for the interpolations between games. We note that many of the blended jumps form a sort of “average” jump (found in (a), (b), (c), (d), (e), (f), (g), and (i)) where the jump reaches about 3 tiles in height and 8 tiles in length. However, some blends have more interesting, intuitive blends, such as those between Metroid and both Castlevania and Mega Man .

### 64. Tool result: read

DOCUMENT #7GR3AQ
Procedural Content Generation through Quality Diversity

SECTION #TZM794 I. INTRODUCTION

EXCERPT #AQNL9X p. 0
  Since ROGUE (Toy and Wichman, 1980) and Elite (Acornsoft, 1984) in the 1980s, certain genres of digital games have relied on algorithmic processes to generate content such as levels, weapons, personalities, quests, etc. Throughout its long history, procedural content generation (PCG) has aimed to provide content that is playable, of a high quality, and yet different from other content that came before or after. On the one hand, most game content need to satisfy certain minimal criteria on playability (such as the exit in a dungeon being reachable by the player) while they also need to be entertaining and challenging (which are softer and often subjective quality dimensions). Content which do not satisfy these criteria of quality can break the gameplay explicitly or implicitly, resulting in a poor player experience. On the other hand, games that rely on PCG to produce fresh content promise that every playthrough, opened chest, or visited settlement will be different. Players expect novel and unseen content at every possible moment, and can swiftly turn against a game where the variation in generated content is low or cosmetic. The backlash against No Man's Sky (Hello Games, 2016) was in no small part due to the lack of perceptible variety in the generated worlds [1]. While low-quality generated content can at best affect players' enjoyment and at worst make a game unbeatable, generated content with insufficient diversity can lead to fatigue and dejection. If we look at the large body of research in computational creativity, we can see that value and novelty are vital criteria to evaluate an artifact as creative [2]. While value is commonly targeted in traditional PCG, novelty—or more broadly, game content diversity—is not.

EXCERPT #TMBRXU p. 0
  In sum, it has been established that many PCG problems require both quality and diversity of the generated content [3]. This poses a challenge for many existing PCG methods, which are often forced to make a trade-off between these two requirements. In this paper, we argue that recent advancements in search methods allow us to overcome this problem and create PCG algorithms that emphasize quality and diversity simultaneously. This has the potential to significantly increase the scope of what PCG can do in games.

EXCERPT #QBCZCH p. 0
  Quality-Diversity (QD) algorithms are a novel family of evolution-like algorithms that simultaneously maintain the quality and diversity of their solutions by rewarding divergence (as novelty or surprise of the artifacts being generated) while maintaining control of the solutions' quality through hard constraints or local competition among individuals with similar behavioral traits. We propose, therefore, procedural content generation through quality-diversity (PCG-QD) as a subset of search-based procedural content generation [4] which is perfectly suited for generating content autonomously (as it can produce a large set of diverse and high-quality artifacts in one run, even in search spaces which are not well-defined) or with a human designer (as it can explain and express its artifacts' desirable properties). This paper presents the components of quality-diversity algorithms, identifies the strengths of PCG-QD over popular alternatives, surveys recent work in this vein and attempts to map out the road ahead.

DOCUMENT #7GR3AQ
Procedural Content Generation through Quality Diversity

SECTION #87RTVY III. WHY QUALITY DIVERSITY?

EXCERPT #QEJHC9 p. 2
  This section highlights what makes PCG-QD an important contribution to the panorama of PCG research. Since all QD approaches surveyed in Section II are based on artificial evolution, PCG-QD is a subset of search-based PCG [4]. However, several key properties of QD algorithms make them better suited than 'typical' SBPCG approaches. Moreover, PCG-QD is compared with popular approaches for generating games in academia and in the industry, namely machine learning (PCGML) [24] and constructive algorithms [25] respectively.

SECTION #PZYBT9 A. Generative Efficiency

EXCERPT #RB4WZL p. 2
  The ability of QD approaches to produce a large set of high-quality solutions which exhibit diverse behaviors in one run makes it surprisingly efficient when a broad variety of content is needed. By comparison, constructive algorithms may be computationally fast but output a single artifact; moreover, re-running the algorithm does not ensure that the new output will be particularly different than previous ones. This lack of originality in generated content has been lamented in several games such as No Man's Sky (Hello Games, 2015). PCGML similarly outputs a single artifact, and the lack of diversity from one run to the next is even more obvious as the generated content attempt to explicitly follow the same patterns. Traditional SBPCG approaches, while evolving a population of artifacts, are usually interested in the fittest individual at the end of an evolutionary run. Other generative approaches which are fast in producing a feasible individual, such as declarative programming [26], have no way of controlling the diversity of their output. Therefore, while QD can be computationally heavy, a single run can output a vast corpus of high-quality content; this removes the burden of re-running and post-generation assessment of both quality and diversity.

SECTION #AYET3N B. Fitness-Free Search

EXCERPT #CHRXEB p. 2
  The underlying assumption of search-based approaches [4] is that by defining the fitness function, we can generate content of high quality based on the designer's definition of a quality measure . However, defining an effective objective function is not an easy task, exacerbated by known problems such as deceptive fitness landscapes [27], [8]. Furthermore, when the objective of the problem to solve depends on subjective criteria, as is often the case for games, it is difficult to formalize the value to optimize [28]. It is widely recognized that designing a fitness function that incorporates (a) subjective and (b) multiple criteria is a challenging, especially considering that games are multifaceted [29]. Due to their multifaceted nature, an algorithm designer might need to consider both non-functional properties, such as the aesthetic properties and functional properties, e.g., playable levels. While in the literature several solutions have addressed this [4], [3], we argue that quality-diversity fits particularly well as an answer to this problem. Quality-diversity can consider more than one dimensions of interest and at the same time explores the fitness landscape based on local rather than global competition in terms of a fitness function. Combined with the explainability of QD approaches (see Section III-E), this can highlight potential biases in the chosen fitness function.

SECTION #CTUAHL C. Online Expressivity Analysis

EXCERPT #UHH7XZ p. 2
  A unique feature of quality-diversity as a procedural content generator is the online expressivity analysis granted as a byproduct of the search for highly diverse and high-quality solutions. Expressivity analysis [30] is defined as the analysis of the output in terms of styles and variety of artifacts generated by the chosen approach, which can highlight biases of the generator towards specific types of content. While all generators can produce (with multiple re-runs) the large set of artifacts required to perform an expressivity analysis, as noted in Section III-A the QD approaches produce such sets in a single run. More importantly in this context, the diversity components of these QD algorithms perform an expressivity analysis during evolution (i.e. online). Moreover, QD algorithms which explicitly optimize for behavioral distance explicitly attempt to increase the expressivity of the generator by searching under-explored niches.

EXCERPT #TLX9LV p. 3
  Figure 1: A heatmap showing the expressivity of six binary features (combinations of used mechanics) for Mario scenes. The y-axis is labeled 'Kill Mechanics' and lists six combinations: S-SH-F, NS-SH-F, S-NSH-F, NS-NSH-F, S-SH-NF, and S-NSH-NF. The x-axis is labeled 'Jump Mechanics' and lists six combinations: NW-NW-U, NW-NW-L, NE-NW-U, NE-NW-L, SE-NW-U, and SE-NW-L. The color scale ranges from 0.0 (dark purple) to 1.0 (yellow). The heatmap shows varying levels of expressivity across the different combinations of mechanics.

EXCERPT #AY6SDJ p. 3
  Fig. 1: Expressivity as a heatmap of six binary features (combinations of used mechanics) for Mario scenes in [19].

EXCERPT #V8736G p. 3
  Figure 1 shows an example of the covered space from the work of Khalifa et al. [19] on generating scenes in Super Mario Bros (Nintendo, 1985), elaborated in Section IV. The figure shows that no levels are generated for some areas of the search space because the divergence characterizations chosen are dependent on each other. For example: a player can not kill an enemy in Super Mario Bros without at least jumping. This problem of behavior characterization (BC) dependency will be discussed in more detail in Section V.

SECTION #NM8V4Y D. Human-Machine Co-Creation

EXCERPT #YU83S3 p. 3
  Game development often involves design iterations that can completely change the objectives and design priorities. When game developers work alongside an AI-assisted tool [31], [15], the tool’s ability to illuminate the space with multiple different and good solutions can help designers identify new designs or to perfect generated content based on their current priorities. QD approaches are able to efficiently (see Section III-A) produce a diverse set of high-quality content, and give a designer control to adjust both the criteria of quality and the behavioral characterization of the artifacts. This makes QD approaches especially effective tools for mixed-initiative content design, and can foster their users’ creativity with expected or unexpected but always high-quality suggestions [32].

SECTION #RP6TAN E. Explainability

EXCERPT #SCKH27 p. 3
  Explainable AI for Designers [33] is an important research area that aims to aid the game designer in understanding AI algorithms applied to games. Such explainability is useful during co-creative tasks (see Section III-D) but also for debugging purposes or when the generated artifact is used

EXCERPT #SRY7SN p. 3
  Figure 2: Three side-by-side images showing bullet-hell levels created with constrained MAP-Elites. The left image shows a yellow tank-like enemy in a dark space with a few bullets. The middle image shows a yellow enemy surrounded by a dense field of red bullets. The right image shows a yellow enemy in a complex level with many red bullets and a path of white dots.

EXCERPT #8KN25C p. 3
  Fig. 2: Bullet-hell level created with constrained MAP-Elites. Figures reproduced with permission from the authors [18].

EXCERPT #VBGH4T p. 3
  in another design iteration. Since QD approaches such as MAP-Elites illuminate the search space and visualize it as a feature map, this can help developers explore and understand the generator’s output [34]. Explainability in this vein is tied to the online and embedded expressivity analysis of these algorithms (see Section III-C). As with any evolutionary algorithm in the SBPCG family, QD approaches can explain the origins of the artifact by showing the lineage of any individual (e.g., in [35], [36]). Strengthening this latter form of explanation, the fact that PCG-QD is efficient in producing a set of good and diverse artifacts in one run (see Section III-A) strengthens this lineage visualization as the common ancestors of different sets of high-performing content can be shown. These different visualizations can help the designer group individuals and select those with the desired features among the many individuals generated by the algorithm.

DOCUMENT #7GR3AQ
Procedural Content Generation through Quality Diversity

SECTION #D8FSSB VI. CONCLUSION

EXCERPT #HR3GHQ p. 6
  In this paper, we distinguished quality-diversity (QD) as a search strategy for search-based procedural content generation. Based on a range of recent applications of QD to games, QD algorithms can produce a large set of diverse (through controllable and often designer-friendly dimensions) and high-quality content (through constraints on playability and/or local competition). This makes PCG-QD particularly efficient in producing many diverse artifacts in one run, which is useful as explainable designer feedback, in a mixed-initiative tool or for expressivity analysis. Based on the current work in this vein, we identified under-explored areas in terms of algorithms and intended uses. Finally, we laid out a vision for the future of the field and the challenges that it will have to overcome.

### 65. Tool result: read

DOCUMENT #CQBDX4
Procedural Content Generation via Machine Learning (PCGML)

SECTION #LVDDDA I. INTRODUCTION

EXCERPT #FF99AF p. 0
  Procedural content generation (PCG), the creation of game content through algorithmic means, has become increasingly prominent within both game development and technical games research. It is employed to increase replay value, reduce production cost and effort, to save storage space, or simply as an aesthetic in itself. Academic PCG research addresses these challenges, but also explores how PCG can enable new types of game experiences, including games that can adapt to the player. Researchers also address challenges in computational creativity and ways of increasing our understanding of game design through building formal models [1].

EXCERPT #T4KVU4 p. 0
  In the games industry, many applications of PCG are what could be called “constructive” methods, using grammars or noise-based algorithms to create content in a pipeline without evaluation. Many other techniques use either search-based methods [2] (for example using evolutionary algorithms) or solver-based methods [3] to generate content in settings that maximize objectives and/or preserve constraints. What these methods have in common is that the

EXCERPT #DT26VE p. 0
  algorithms, parameters, constraints, and objectives that create the content are in general hand-crafted by designers or researchers. While it is common to examine existing game content for inspiration, machine learning methods have far less commonly been used to extract data from existing game content in order to create more content.

EXCERPT #FRDMQB p. 0
  Concurrently, there has been an explosion in the use of machine learning to train models based on datasets [4]. In particular, the resurgence of neural networks under the name deep learning has precipitated a massive increase in the capabilities and application of methods for learning models from big data [5], [6]. Deep learning has been used for a variety of tasks in machine learning, including the generation of content. For example, generative adversarial networks have been applied to generating artifacts such as images, music, and speech [7]. But many other machine learning methods can also be utilized in a generative role, including n -grams, Markov models, autoencoders, and others [8], [9], [10]. The basic idea is to train a model on instances sampled from some distribution, and then use this model to produce new samples.

EXCERPT #3TLBFB p. 0

EXCERPT #T8TKHR p. 1

EXCERPT #WC3EHW p. 1
  This paper is about the nascent idea and practice of generating game content from machine-learned models. We define Procedural Content Generation via Machine Learning (abbreviated PCGML) as the generation of game content by models that have been trained on existing game content. The difference to search-based [2] and solver-based [3], [11] PCG is that while the latter approaches might use machine-learned models (e.g. trained neural networks) for content evaluation , the content generation happens through search in content space ; in PCGML, the content is generated directly from the model. By this we mean that the output of a machine-learned model (given inputs that are either drawn from a random distribution or that represent partial or previous game content) is itself interpreted as content, which is not case in search-based PCG 1 . We can further differentiate PCGML from experience-driven PCG [12] through noting that the learned models are models of game content, not models of player experience, behavior or preference. Similarly, learning-based PCG [13] uses machine learning in several roles, but not for modeling content per se.

EXCERPT #8MKX3P p. 1
  The content models could be of many different kinds and trained using very different training algorithms, including neural networks, probabilistic models, decision trees, and others. The generation could be partial or complete, autonomous, interactive, or guided. The content could be almost anything in a game, such as levels, maps, items, weapons, quests, characters, rules, etc.

EXCERPT #WG8LJK p. 1
  This paper focuses on game content that is directly related to game mechanics. In other words, we focus on functional rather than cosmetic game content. We define functional content as artifacts that, if they were changed, could alter the in-game effects of a sequence of player actions. The main types of cosmetic game content that we exclude are textures and sound, as those do not directly impact the effects of in-game actions the way levels or rules do in most games, and there is already much research on the generation of such content outside of games [14], [15]. This is not a value judgment, and cosmetic content is extremely important in games; however, it is not the focus of this paper. Togelius et al. [2] previously defined a related categorization with the terms necessary and optional. We note that while there exists some overlap between necessary and functional, it is possible to have optional functional content (e.g., optional levels) and necessary cosmetic content (e.g., the images and sound effects of a player character).

EXCERPT #AKMDTV p. 1
  1 As with any definition, there are corner cases. For example, the Functional Scaffolding approach to generating levels discussed later in this paper can be described as both search-based PCG and PCGML.

EXCERPT #S8XXR6 p. 1
  It is important to note a key difference between game content generation and procedural generation in many other domains: most game content has strict structural constraints to ensure playability. These constraints differ from the structural constraints of text or music because of the need to play games in order to experience them. Where images, sounds, and in many ways also text can be consumed statically, games are dynamic and must be evaluated through interaction that requires non-trivial effort—in Aarseth’s terminology, games are ergodic media [16]. A level that structurally prevents players from finishing it is not a good level, even if it’s visually attractive; a strategy game map with a strategy-breaking shortcut will not be played even if it has interesting features; a game-breaking card in a collectible card game is merely a curiosity; and so on. Thus, the domain of game content generation poses different challenges from that of other generative domains. Of course, there are many other types of content in other domains which pose different, and in some sense more difficult challenges, such as lifelike and beautiful images or evocative musical pieces; however, in this paper we focus on the challenges posed by game content by virtue of its necessity for interaction.

EXCERPT #CWXXZK p. 1
  The remainder of this paper is structured as follows. Section II describes the various use cases for PCGML, including various types of generation and uses of the learned models for purposes that are not strictly generative. Section IV-B discusses the key problem of data acquisition and the recurring problem of small datasets. Section III includes a large number of examples of PCGML approaches. As we will see, there is already a large diversity of methodological approaches, but only a limited number of domains have been attempted. In Section IV, we outline a number of important open problems in the research and application of PCGML.

DOCUMENT #CQBDX4
Procedural Content Generation via Machine Learning (PCGML)

SECTION #ZZ7N2G II. USE CASES FOR PCGML

EXCERPT #N7HQGJ p. 1
  Procedural Content Generation via Machine Learning shares many uses with other forms of PCG: in particular, autonomous generation, co-creation/mixed initiative design, and data compression. However, because it has been trained on existing content, it can extend into new use areas, such as repair and critique/analysis of new content.

SECTION #CE9RRU A. Autonomous Generation

EXCERPT #XJ8LDP p. 1
  The most straightforward application of PCGML is autonomous PCG : the generation of complete game artifacts without human input at the time of generation. Autonomous generation is particularly useful when online content generation is needed, such as in rogue-like games.

EXCERPT #SWUM24 p. 1
  PCGML is well-suited for autonomous generation because the input to the system can be examples of representative content specified in the content domain. With search-based PCG using a generate-and-test framework, a programmer must specify an algorithm for generating the content and an evaluation function that can validate the fitness of the new artifact [17]. However, designers must use a different domain (code) from the output they wish to generate. With PCGML, a designer can create a set of representative artifacts in the target domain as a model for the generator, and then the algorithm can generate new content in this style. PCGML avoids the complicated step of experts having to codify their design knowledge and intentions.

EXCERPT #VZ8VCV p. 2

SECTION #96W7GT B. Co-creative and Mixed-initiative Design

EXCERPT #774B5R p. 2
  A more compelling use case for PCGML is AI-assisted design, where a human designer and an algorithm work together to create content. This approach has previously been explored with other methods such as constraint satisfaction algorithms and evolutionary algorithms [18], [19], [11].

EXCERPT #DKM4XW p. 2
  Again, because the designer can train the machine-learning algorithm by providing examples in the target domain, the designer is “speaking the same language” the algorithm requires for input and output. This has the potential to reduce frustration, user error, user training time, and lower the barrier to entry because a programming language is not required to specify generation or acceptance criteria.

EXCERPT #B7WQLE p. 2
  PCGML algorithms are provided with example data, and thus are suited to auto-complete game content that is partially specified by the designer. Within the image domain, we have seen work on image inpainting , where a neural network is trained to complete images where parts are missing [20]. Similarly, machine learning methods could be trained to complete partial game content.

SECTION #DRDRFY C. Repair

EXCERPT #9GWJ3U p. 2
  With a library of existing representative content, PCGML algorithms can identify areas that are not playable (e.g., if an unplayable level or impossible rule set has been specified) and offer suggestions for how to fix them. Summerville and Mateas [21] use a special tile that represents where an AI would choose to move the player in their training set, to bias the algorithm towards generating playable content; the system inherently has learned the difference between passable and impassable terrain. Jain et. al. [22] used a sliding window and an autoencoder to repair illegal level segments – because they did not appear in the training set, the autoencoder replaced them with a nearby window seen during training.

SECTION #CK3QVP D. Recognition, Critique, and Analysis

EXCERPT #XG9AGK p. 2
  A use case for PCGML that sets it apart from other PCG approaches is its capacity for recognition,

EXCERPT #T677JY p. 2
  analysis, and critique of game content. Given the basic idea of PCGML is to train some kind of model on sets of existing game content, these models could be applied to analyzing other game content, whether created by an algorithm, players, or designers.

EXCERPT #ZEJP85 p. 2
  Previous work has used supervised training to predict properties of content [23], [24], [25], but PCGML enables new approaches operating in an unsupervised manner. Encoding approaches compress the content to an encoded state that can then be analyzed in further processes, such as determining which type of level a piece of content comes from [22] or which levels from one game are closest to the levels from a different game [26].

EXCERPT #NMZFHS p. 2
  These learned representations are a byproduct of the generation process, and future work could be used to automatically evaluate game content, as is already done within many applications of search-based PCG, and potentially be used with other generative methods. They also have the potential to identify uniqueness, for example by noting how frequently a particular pattern appears in the training set, or judging how related a complete content artifact is to an existing set.

SECTION #4QL5VX E. Data Compression

EXCERPT #38QCF8 p. 2
  One of the original motivations for PCG, particularly in early games such as Elite [27], was data compression. There was not enough space on disk for the game universe. The same is true for some of today’s games such as No Man’s Sky [28]. The compression of game data into fewer dimensions through machine learning could allow more efficient game content storage. By exploiting the regularities of a large number of content instances, we can store the distinctive features of each more cheaply. Unsupervised learning methods such as autoencoders might be particularly well suited to this.

DOCUMENT #CQBDX4
Procedural Content Generation via Machine Learning (PCGML)

SECTION #KD4BPS V. CONCLUSION

EXCERPT #PPPKTG p. 12
  In this survey paper, we give an overview of an emerging machine learning approach to Procedural Content Generation, including describing and contrasting the existing examples of work taking this approach and outlining a number of challenges and opportunities for future research. We intend the paper to play a similar role as the Search-Based Procedural Content Generation paper [2], which pointed out existing research as well as work that was yet to be done. Much research that was proposed in that paper was subsequently carried out by various authors. There is much work left to do. The vast majority of work has so far concerned twodimensional levels, in particular Super Mario Bros. levels. Plenty of work remains in applying these methods to other domains, including rulesets, items, characters, and 3-D levels. There is also very rapid progress within machine learning in general in the moment, and in particular within the deep learning field and in methods with generative capabilities such as Generative Adversarial Networks. There is plenty of interesting and rewarding work to do in exploring how these new capabilities can be adapted to function with the particular constraints and affordances of game content.

EXCERPT #MPCQQ7 p. 13

### 66. Tool result: read

DOCUMENT #WZ8DHP
Runtime Evaluation of Procedural Content Generation in an Endless Runner Game Using Autonomous Agents

SECTION #QUWEZP Abstract

EXCERPT #ZYERDK p. 0
  Procedural Content Generation (PCG, the practice of creating game content such as terrain, levels, and objects through algorithmic rules rather than by hand) enables game content to be created algorithmically without direct manual level-design effort, but it introduces a serious evaluation problem: generated content may become unbalanced, blocked, repetitive, or technically unsolvable. This paper presents Momentum , an endless-runner game that integrates runtime terrain generation, environment object spawning, and autonomous agent-based evaluation into a single gameplay loop. Ground tiles and environmental objects are generated dynamically as the player advances, object placement follows a constraint-driven mechanism inspired by Wave Function Collapse (WFC, an algorithm that fills a grid by repeatedly choosing a value for each cell while respecting compatibility rules with its neighbours), and the runtime navigation surface is rebuilt asynchronously to remain consistent with the streamed environment. Two autonomous evaluation agents move ahead of the player and inspect the generated path: an aerial scanner that examines the corridor geometrically, and a ground-traversal agent that validates the same region from a navigational perspective. The evaluation pipeline combines ray casting (firing a virtual line into the scene to detect what it hits), volumetric physics sweeps (testing whether a 3D box-shaped region overlaps any solid object), obstacle-layer filtering (restricting detection to objects tagged as obstacles), and structured crash reporting to identify problematic generated scenarios before they reach the player. The work demonstrates how generation and validation can be unified within the same runtime loop, rather than treating evaluation as a separate offline pass. Around this implementation, the paper formulates a measurable evaluation framework along the canonical PCG axes of playability, diversity, controllability, and runtime performance, derives a structural saturation bound on the spawner from its own placement constraints, and quantifies the per-segment scanning cost of the agents from first principles.

EXCERPT #NM2KMF p. 0
  Keywords: Procedural Content Generation, PCG, Runtime Evaluation, Autonomous Agents, Unity, Endless Runner, Wave Function Collapse, NavMesh, Ray Casting, Crash Reporting

DOCUMENT #WZ8DHP
Runtime Evaluation of Procedural Content Generation in an Endless Runner Game Using Autonomous Agents

SECTION #U8Q6VY 1.3 Contributions

EXCERPT #S66FVV p. 1
  This paper makes the following contributions:

EXCERPT #RYCS4C p. 1
  1. It presents Momentum , an endless-runner game in which the level is generated during runtime rather than being constructed through manual level design. 2. It implements a procedural generation pipeline that streams ground tiles and environment objects dynamically as the player advances, with asynchronous rebuilding of the navigation surface to maintain consistency with the moving world. 3. It applies a constraint-driven object placement method, inspired by Wave Function Collapse, that distributes objects across the generated ground while preserving an intended traversable lane. 4. It integrates runtime gameplay controls for modifying player speed, lateral movement speed, and object spawn density, allowing the behaviour of the generator to be perturbed during execution. 5. It introduces autonomous evaluation agents that move ahead of the player and inspect the generated path before the player reaches that section of the level. 6. It combines ray casting, volumetric physics checks, and obstacle-layer filtering to identify blocked paths, unsafe object placements, and technically invalid generated sections. 7. It implements a crash-reporting pipeline that records blockage details, player state, generation parameters, and offending objects, and presents this information in a report for later analysis.

DOCUMENT #WZ8DHP
Runtime Evaluation of Procedural Content Generation in an Endless Runner Game Using Autonomous Agents

SECTION #RPQZNS 7 Conclusion

EXCERPT #JUQS7W p. 22
  This work presented Momentum , an endless-runner game developed to study procedural content generation in conjunction with runtime evaluation. The project addressed two coupled concerns: the production of an unpredictable game environment during gameplay, and the verification that the generated content remains technically playable before it is encountered by the player.

EXCERPT #2WPY8F p. 22
  The implementation combined continuous terrain streaming, constraint-driven object placement inspired by Wave Function Collapse, asynchronous navigation-surface management, runtime gameplay controls, autonomous aerial and ground evaluation agents, ray casting, volumetric physics sweeps, and structured crash reporting. Together these components form a pipeline in which content is not only generated, but also inspected before it reaches the player.

EXCERPT #X8LK6U p. 22
  Two design decisions in the implementation merit emphasis. First, ray casting and volumetric physics sweeps perform complementary rather than overlapping functions: thin rays sample the corridor along its length, while volumetric checks capture the full collider footprint of objects whose geometry would otherwise slip between probe rows. Second, the aerial and ground agents inspect distinct properties of the same region. The aerial agent reasons about the corridor as geometric space, whereas the ground agent reasons about it as a navigable surface. A region may be open in one sense yet impassable in the other, and neither agent fully subsumes the role of the other.

EXCERPT #V5PDSG p. 22
  The project also surfaced engineering costs that are easily underestimated at the design stage. Discontinuities at navigation-surface boundaries between streamed tiles, prefab base geometry that does not snap cleanly to the ground, and the cost of synchronous mesh rebuilding under continuous generation each emerged as distinct sub-problems. These observations support the broader point that procedural generation with runtime validation is a system-level concern, not solely an algorithmic one.

EXCERPT #WP58CG p. 22
  The work met its core objective of producing a playable, procedurally driven endless-runner game with an integrated evaluation mechanism. It contributes a self-contained example of how generated content can be examined during runtime rather than accepted unconditionally on production. Beyond the implementation, the paper identifies a structural saturation point in the spawner at p_{\text{spawn}}^* \approx 44\% that follows directly from the placement constraints, and derives a per-segment scanning cost of at most 924 ray probes plus one OverlapBox call independent of frame rate. These structural results turn the contribution from an engineering artefact into a measurable evaluation framework whose remaining metrics are testable on the released build.

### 67. Tool result: read

DOCUMENT #NRBMD5
Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry

SECTION #UGSLF5 ABSTRACT

EXCERPT #QT226Z p. 0
  While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man's Sky and Horizon Zero Dawn taking advantage of PCG, the gap between academia and industry is as wide as it has ever been, in terms of communication and sharing methods. One of the authors, has worked on both sides of this gap and in an effort to shorten it and increase the synergy between the two sectors, has identified three design pillars for PCG using mixed-initiative interfaces. The three pillars are Respect Designer Control , Respect the Creative Process and Respect Existing Work Processes . Respecting designer control is about creating a tool that gives enough control to bring out the designer's vision. Respecting the creative process concerns itself with having a feedback loop that is short enough, that the creative process is not disturbed. Respecting existing work processes means that a PCG tool should plug in easily to existing asset pipelines. As academics and communicators, it is surprising that publications often do not describe ways for developers to use our work or lack considerations for how a piece of work might fit into existing content pipelines.

DOCUMENT #NRBMD5
Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry

SECTION #EB8KVU 1 INTRODUCTION

EXCERPT #YWSAMX p. 0
  In recent years, both academia and the games industry have had an increased focus on PCG. However, except for isolated attempts such as Natural Motion [26], we need more effort in bringing academic research to use as inspirational or developmental material for the games industry. This is an opinion also expressed in Shaker et al. [29] in their interview with Andrew Doull, as he states: "There's a lot of interesting stuff happening on the academic side - getting this to percolate over to game development is going to be the real challenge." In game AI Togeilius [35], and from the wider tech-industry Kaczmarczyk [20], have both lamented the lack of collaboration and understanding between academia and the industry. With 16 years working in the games industry, from indie-sized to AAA productions, one of the authors of this paper has the same experience.

EXCERPT #CV52ZD p. 0
  The main contributions of this work are to distill such issues into three design pillars for creating tools for mixed-initiative procedural content generation (MI-PCG): Respect Designer Control , Respect the Creative Process and Respect Existing Workflow .

EXCERPT #FRG4R6 p. 0
  Respect designer control focuses on empowering the designer to be able to get their vision out. It asks the question, "does the algorithm provide enough control for the designer to express their vision?" Respect the creative process concerns itself with providing a short iterative loop that provides enough feedback to the user that it does not break their creative process. The last pillar, respect existing work processes focuses on the ease of embedding PCG tools into an organisation with an existing workflow that already combines a number of other tools. It is important to figure out exactly where a new tool fits into the workflow, who provides data for it, where the generated content goes next, and what and who is affected when the content is iterated upon. After introducing the pillars by referencing existing literature, we argue in case studies in sections 4.1 and 4.2 that these pillars are in fact useful to industry.

EXCERPT #UNBXU5 p. 0
  It is important to note we are not arguing other approaches to MI-PCG are not valid. The position as it is presented here, is that if you want to make a MI-PCG tool which considers an industry audience, then we put forward arguments that recommend you consider our three pillars. Research with a different focus exist outside this position and is not contrary to it.

DOCUMENT #NRBMD5
Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry

SECTION #PTHVJJ 5 CONCLUSION

EXCERPT #R5EEQ4 p. 3
  We have argued through referencing literature and two separate case studies, that at least three central design pillars should be taken into consideration when researchers work on MI-PCG tools which consider a games industry audience. These three pillars are respect designer control , respect the creative process and respect existing workflow . While central works on MI works have focused on attributes that fall within the pillar of respect the creative process , such as a short groklopp and visual feedback, most works disregard respect designer control by resorting to letting the designer lock down and manually edit parts of a piece of content. This inspires us to think much can be gained by focusing on increasingly empathetic magic crayon [12] agents.

EXCERPT #Y7Q74G p. 3
  Regarding respecting existing work processes , we should begin to think about how PCG tools integrate with existing content pipelines. This can be done as high-level thinking about where in the content pipeline a tool fits in, who it will be used by and how the exported content will be used further down the line. These questions inform us about the possible use and important features of a tool. Knowing that artists, programmers and level designers often work on the same data at different stages in the pipeline, can affect whether we put the emphasis on art or game logic, who it affects when new edits are applied to existing data, what data the tool imports/exports and consequently what sort of data is processed and how abstractions will be modelled. On a more practical level, some tools in table 1 support data making roundtrips, so the same data can be exported as well as imported. For example, a heightmap generated as part of a terrain asset, might be exported and fine-tuned in an image editing program, then re-imported into the terrain generation tool, where the modified heightmap will affect existing 3d geometry. Similarly, if a dungeon is updated and re-exported, we should consider what workers further down the content pipeline will need to update game logic and re-apply art. By portraying our tools in a real content pipeline, we can focus the scope of our work.

EXCERPT #7Z3YLU p. 3
  It is the authors' hope that this paper can contribute to a discussion about how we can improve MI tools for PCG and reach across the divide to people with a similar interest in the games industry.

### 68. Assistant tool calls

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "4TH488",
  "micro_abstract": "Defines explainable AI for game designers, mapping co-creative systems by their explainability, initiative, and domain overlap so explanations serve concrete design tasks."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "9NQ94D",
  "micro_abstract": "Infers playable jump physics from generated platformer levels, including hybrid physics models for levels that blend the geometry and style of multiple games."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "7GR3AQ",
  "micro_abstract": "Argues for quality-diversity algorithms in procedural generation, producing broad collections of varied, playable content while exposing the design space for exploration and co-creation."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "CQBDX4",
  "micro_abstract": "Defines and surveys PCGML: generating functional game content directly from models trained on existing examples, with uses spanning creation, completion, repair, critique, and compression."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "WZ8DHP",
  "micro_abstract": "Integrates procedural generation and validation in an endless runner, using aerial and ground agents to detect blocked or unnavigable content before the player reaches it."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "NRBMD5",
  "micro_abstract": "Distills three requirements for industry-friendly co-creative PCG tools: preserve designer control, keep feedback loops short, and fit into existing production pipelines."
}
```

### 69. Tool result: update_document_metadata

Updated metadata for #4TH488: micro_abstract

### 70. Tool result: update_document_metadata

Updated metadata for #9NQ94D: micro_abstract

### 71. Tool result: update_document_metadata

Updated metadata for #7GR3AQ: micro_abstract

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Updated metadata for #CQBDX4: micro_abstract

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Updated metadata for #WZ8DHP: micro_abstract

### 74. Tool result: update_document_metadata

Updated metadata for #NRBMD5: micro_abstract

### 75. Assistant tool calls

#### Tool call: `get_document`

```json
{
  "id": "G3TBNG"
}
```

#### Tool call: `get_document`

```json
{
  "id": "B6P8L4"
}
```

#### Tool call: `get_document`

```json
{
  "id": "V4TQYB"
}
```

#### Tool call: `get_document`

```json
{
  "id": "UYLTYJ"
}
```

#### Tool call: `get_document`

```json
{
  "id": "GY93FG"
}
```

#### Tool call: `get_document`

```json
{
  "id": "LXV9AT"
}
```

#### Tool call: `get_document`

```json
{
  "id": "XDEFZS"
}
```

### 76. Tool result: get_document

DOCUMENT #G3TBNG
Title: A Sequential Two-Step Algorithm for Fast Generation of Vehicle Racing Trajectories

Outline:
  - 1 #AP8Y4X A Sequential Two-Step Algorithm for Fast Generation of Vehicle Racing Trajectories
    - 1.1 #CS9FLT 1 Introduction
    - 1.2 #9ESKYT 2 Path Description and Vehicle Model
    - 1.3 #F2WRLL 3 Velocity Profile Generation Given Fixed Reference Path
    - 1.4 #G64TVV 4 Updating Path Given Fixed Velocity Profile
      - 1.4.1 #U4YF4Y 4.1 Overall Approach and Minimum Curvature Heuristic
      - 1.4.2 #PY48QH 4.2 Convex Problem Formulation
    - 1.5 #W352NS 5 Algorithm Implementation and Simulated Results
      - 1.5.1 #BGSVES 5.1 Algorithm Implementation
        - 1.5.1.1 #6T7XHJ Algorithm 1 Method for Iterative Trajectory Generation
      - 1.5.2 #FN39JZ 5.2 Algorithm Validation
      - 1.5.3 #L9NZJM 5.3 Comparison with Other Methods
      - 1.5.4 #MQ2VEA 5.4 Lap Time Convergence and Predicted Lap Time
    - 1.6 #LGLUMA 6 Experimental Validation
    - 1.7 #66SM5X 7 Discussion and Future Work
    - 1.8 #ZSXC49 8 Conclusion
    - 1.9 #HHLYQM Acknowledgements
    - 1.10 #LHCHRP References

### 77. Tool result: get_document

DOCUMENT #B6P8L4
Title: Active walker model for the formation of human and animal trail systems

Outline:
  - 1 #E9C9Y2 Active Walker Model for the Formation of Human and Animal Trail Systems
    - 1.1 #4PR2LM Abstract
    - 1.2 #TTL9MC I. INTRODUCTION
    - 1.3 #YEVN37 II. ACTIVE WALKER MODEL OF TRAIL FORMATION
    - 1.4 #P3AR99 III. TRUNK TRAIL FORMATION BY ANTS
    - 1.5 #3WQXTG IV. HUMAN TRAIL FORMATION
      - 1.5.1 #FG65J6 A. Scaling to dimensionless equations
      - 1.5.2 #CAN22D B. Macroscopic formulation of trail formation
    - 1.6 #T6PSLK V. SUMMARY AND OUTLOOK
      - 1.6.1 #DTECU9 A. Trail formation as a self-organization phenomenon
      - 1.6.2 #CN7EEL B. Implications for urban planners: Optimization of way systems
      - 1.6.3 #98Y5GR C. Current research directions
    - 1.7 #BN5TSX REFERENCES
    - 1.8 #SUKVEK ACKNOWLEDGMENTS
    - 1.9 #NPCWBQ FIGURES

### 78. Tool result: get_document

DOCUMENT #V4TQYB
Title: Interactive procedural street modeling

Outline:
  - 1 #57PDWB Interactive Procedural Street Modeling
    - 1.1 #LPYH4V Abstract
    - 1.2 #H9D7PX 1 Introduction
    - 1.3 #2HCAKU 2 Related Work
    - 1.4 #P35TFV 3 Pipeline Overview
    - 1.5 #ZJ293A 4 Tensor Field Background
    - 1.6 #QNKCB5 5 Tensor Field Generation
      - 1.6.1 #FCEMBJ 5.1 Generation of Basis Fields
      - 1.6.2 #A8XR5R 5.2 Combination and Editing of Basis Fields
      - 1.6.3 #4XDKA4 5.3 Modifying Tensor Fields Using Rotation Fields
    - 1.7 #ZPVYV6 6 Street Graph Generation
      - 1.7.1 #4SLJV9 6.1 Major Street Graph Generation from Tensor Fields
      - 1.7.2 #JW8A9D 6.2 Minor Street Graph Generation from Tensor Fields
      - 1.7.3 #Y8ER56 6.3 Street Graph Editing
      - 1.7.4 #AZZQZY 6.4 Local Street Graph Editing using Tensor Fields
    - 1.8 #ZN73JY 7 Results
    - 1.9 #YE5T4M 8 Discussion
    - 1.10 #M836UL Acknowledgments
    - 1.11 #RXG48N References

### 79. Tool result: get_document

DOCUMENT #UYLTYJ
Title: Modelling the Evolution of Human Trail Systems

Outline:
  - 1 #BSSYS2 Modelling the Evolution of Human Trail Systems
  - 2 #NTZWM2 REFERENCES
    - 2.1 #25JSQ6 ACKNOWLEDGMENTS
    - 2.2 #5LE8NQ FIGURES

### 80. Tool result: get_document

DOCUMENT #GY93FG
Title: Mountain Trail Formation and the Active Walker Model

Outline:
  - 1 #G4BEE9 Mountain trail formation and the active walker model
    - 1.1 #2F9V87 1. Introduction
    - 1.2 #A5Y7MA 2. Active walker model for human trails
    - 1.3 #43C2RF 3. The biomechanics of walking on inclines
    - 1.4 #MKLE5Y 4. A model of mountain walkers
      - 1.4.1 #U98348 4.1. New rules for mountain walking
      - 1.4.2 #KAWSKG 4.2. Discretization scheme
      - 1.4.3 #CVMHHZ 4.3. Algorithm one
      - 1.4.4 #GC25R6 4.4. Algorithm two
    - 1.5 #NBFQAN 5. Results
      - 1.5.1 #TPVRFV 5.1. Algorithm one
      - 1.5.2 #AKE5NT 5.2. Algorithm two
    - 1.6 #HX4K49 6. Summary
    - 1.7 #VB6JS4 Acknowledgments
    - 1.8 #J7A25L References

### 81. Tool result: get_document

DOCUMENT #LXV9AT
Title: Principles of Trail Layout and Design

Outline:
  - 1 #XRDH78 Figures
  - 2 #P3P37A Photos
  - 3 #HE95FY Chapter 5. Principles of Trail Layout and Design
    - 3.1 #92S5AZ 5.1. Life of a Trail
    - 3.2 #QB5YWT 5.2. Elements of a Good Trail
    - 3.3 #4DMRYZ 5.3. Identification of Need
    - 3.4 #JZHJ8Q 5.4. Identification of Trail Use Types, Classifications, and Design Standards
    - 3.5 #BUKYGV 5.5. Mechanical Wear
      - 3.5.1 #V5SGUS 5.5.1. Identification of Mechanical Wear by Use Type
        - 3.5.1.1 #U4N4Q8 5.5.1.1. Hardness and Shape of User Surface.
        - 3.5.1.2 #MBW44W 5.5.1.2. User Weight and Surface Contact Area
        - 3.5.1.3 #LR2Y76 5.5.1.3. Velocity, Angle of Impingement, and Coefficient of Kinetic Friction
        - 3.5.1.4 #PEUZYA 5.5.1.4. Acceleration, Braking, and Turning/Curving
          - 3.5.1.4.1 #YE7XWW 5.5.1.4.1. Pedestrians
          - 3.5.1.4.2 #W4PRY2 5.5.1.4.2. Equestrians
          - 3.5.1.4.3 #73D857 5.5.1.4.3. Mountain Bikers
          - 3.5.1.4.4 #XLMSSL 5.5.1.4.4. Off Highway Vehicles
      - 3.5.2 #FG5UFB 5.5.2. Linear Mechanical Wear
      - 3.5.3 #UGJ3ZE 5.5.3. Vertical Point Depression Features
      - 3.5.4 #8BXTCV 5.5.4. Sudden Grade Changes
      - 3.5.5 #SUVWGE 5.5.5. Parent Soil Strength and Durability
      - 3.5.6 #RQKELJ 5.5.1. Natural Erosion
        - 3.5.6.1 #MCFMJS 5.5.1.1. Water
        - 3.5.6.2 #AVSTPC 5.5.1.2. Wind
        - 3.5.6.3 #GKGP2X 5.5.1.3. Mechanical Wear and Natural Erosion
      - 3.5.7 #KN98KH 5.5.2. Categories of Mechanical Wear
        - 3.5.7.1 #W33EV6 5.5.2.1. Low Mechanical Wear
          - 3.5.7.1.1 #WA59GU Trail design, construction, and management techniques for low mechanical wear include:
        - 3.5.7.2 #R28ZKS 5.5.2.2. Moderate Mechanical Wear
          - 3.5.7.2.1 #EGEBBG Trail design, construction, and management techniques for moderate mechanical wear include:
        - 3.5.7.3 #BXPQJ9 5.5.2.3. Heavy Mechanical Wear
          - 3.5.7.3.1 #RZ9JXT Trail design, construction, and management techniques for heavy mechanical wear include:
      - 3.5.8 #YNAMST 5.5.3. Comparative Mechanical Wear Rankings
    - 3.6 #M2FCT4 5.6. Maintaining Natural Drainage
    - 3.7 #EEPQMJ 5.7. Trail Layout
      - 3.7.1 #7XTB8T 5.7.1. Review of Existing Information
      - 3.7.2 #D9NVQC 5.7.2. Major Control Points and Average Linear Grades
      - 3.7.3 #XSQ2CN 5.7.3. Maximum Sustainable Linear Grades
        - 3.7.3.1 #2YGFFK 5.7.3.1. Soil Strength and Durability
        - 3.7.3.2 #ZFYZXZ 5.7.3.2. Annual Rainfall
        - 3.7.3.3 #74WYLZ 5.7.3.3. Rainfall Intensity
        - 3.7.3.4 #Y3XWQH 5.7.3.4. Canopy Cover
        - 3.7.3.5 #7FRMWX 5.7.3.5. Percent of Hillslope
        - 3.7.3.6 #SB9AAG 5.7.3.6. Location on the Hillslope
        - 3.7.3.7 #VGA57R 5.7.3.7. Season of Use
        - 3.7.3.8 #DQ4WG4 5.7.3.8. Evaluation of Existing Trails
        - 3.7.3.9 #BRLU95 5.7.3.9. Evaluating and Interpreting the Criteria
      - 3.7.4 #ZGJXBS 5.7.4. Designed Linear Grades
      - 3.7.5 #9WNHGK 5.7.5. Field Reconnaissance
        - 3.7.5.1 #7JBFFE 5.7.5.1. Minor Control Point Identification
          - 3.7.5.1.1 #4U7TV6 TRAIL LAYOUT AND DESIGN
        - 3.7.5.2 #XG25M6 5.7.5.2. Designed Control Points
          - 3.7.5.2.1 #XDF6ZN 5.7.5.2.1. Watercourse Crossings
          - 3.7.5.2.2 #9EED3X 5.7.5.2.2. Turns
          - 3.7.5.2.3 #W2A9QZ 5.7.5.2.3. Topographic Control Points
          - 3.7.5.2.4 #UM24VH 5.7.5.2.4. Problematic Topography
          - 3.7.5.2.5 #AG3WMA 5.7.5.2.5. Orientation/Aspect
      - 3.7.6 #NQEU6U 5.7.6. Final Grade Reconciliation
      - 3.7.7 #8BZAPC 5.7.7. Flagging the Trail Alignment
        - 3.7.7.1 #AGRR47 5.7.7.1. Initial Flagging Process
          - 3.7.7.1.1 #K2KA8X LEVELING EXERCISE
          - 3.7.7.1.2 #CRJ2SY SHOOTING GRADE
          - 3.7.7.1.3 #ADY5XK CLINOMETER
          - 3.7.7.1.4 #SKHQPC SIGHTING FOR GRADE WITH CLINOMETER
          - 3.7.7.1.5 #A8QPLC TRAVELWAY EXCAVATIONS
        - 3.7.7.2 #P4ZHEP 5.7.7.2. Second Flagging of the Alignment
    - 3.8 #W8FRQE 5.8. Developing Trail Work Logs and Cost Estimates

### 82. Tool result: get_document

DOCUMENT #XDEFZS
Title: Procedural Generation of Roads

Outline:
  - 1 #UR2SY7 Procedural Generation of Roads
    - 1.1 #VJ7KYS Abstract
    - 1.2 #236BAP 1. Introduction
    - 1.3 #4M2ZU5 2. Related work
    - 1.4 #RKKRAC 3. Discrete anisotropic shortest path algorithm
    - 1.5 #RNR7U5 4. Cost functions
      - 1.5.1 #RUTEZU 4.1. Surface roads
      - 1.5.2 #CKBVL8 4.2. Bridges and tunnels
    - 1.6 #GV6T4B 5. Segment path masks
      - 1.6.1 #SR7CUB 5.1. Path segment masks
      - 1.6.2 #LE3TRV 5.2. Curvature
      - 1.6.3 #XSQCC8 5.3. Tunnels and bridges
      - 1.6.4 #N4M5TN 5.4. Stochastic sampling
    - 1.7 #KUYS5Q 6. Procedural generation of road models
      - 1.7.1 #SF84HQ 6.1. Trajectory computation
      - 1.7.2 #K2UX34 6.2. Road generation
    - 1.8 #SBCAWF 7. Results
    - 1.9 #54KPZ4 8. Conclusion
    - 1.10 #NRJQDJ Acknowledgments
    - 1.11 #ZLG8L4 References

### 83. Assistant tool calls

#### Tool call: `read`

```json
{
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    "CS9FLT",
    "W352NS",
    "ZSXC49"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
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  ],
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}
```

#### Tool call: `read`

```json
{
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  ],
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}
```

#### Tool call: `read`

```json
{
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}
```

#### Tool call: `read`

```json
{
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  ],
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}
```

#### Tool call: `read`

```json
{
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    "M2FCT4",
    "EEPQMJ"
  ],
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}
```

#### Tool call: `read`

```json
{
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    "236BAP",
    "54KPZ4"
  ],
  "expand": true
}
```

### 84. Tool result: read

DOCUMENT #G3TBNG
A Sequential Two-Step Algorithm for Fast Generation of Vehicle Racing Trajectories

SECTION #CS9FLT 1 Introduction

EXCERPT #K27QS5 p. 0
  The problem of calculating the minimum lap time trajectory for a given vehicle and race track has been studied over the last several decades in the control, optimization, and vehicle dynamics communities. Early research by Hendrikx et al. [1] in 1996 used Pontryagin's minimum principle to derive coupled differential equations to solve for the minimum-time trajectory of a vehicle lane change maneuver. The minimum lap time problem drew significant interest from professional racing teams, and Casanova [2] published a method in 2000 capable of simultaneously optimizing both the path and speed profile for a fully nonlinear vehicle model using nonlinear programming (NLP). Kelly [3] further extended the results from Casanova by considering the physical effect of tire thermodynamics and applying more robust NLP solution methods such as Feasible Sequential Quadratic Programming. More recently, Perantoni and Limebeer [4] showed that the computational expense could be significantly reduced by applying curvilinear track coordinates, non-stiff vehicle dynamics, and the use of smooth computer-generated analytic derivatives. The authors simulated the optimal vehicle lap on the Catalunya race circuit with a spatial discretization of two meters and a solve time of around 15 minutes.

EXCERPT #NTUJZC p. 0
  More recently, the development of autonomous vehicle technology at the industry and academic level has led to research on optimal path planning algorithms that can be used for driverless cars. Theodosis and Gerdes published a gradient descent approach for determining time-optimal racing lines, with the racing line constrained to be composed of a fixed number of clothoid segments [5]. Given the computational expense of performing nonlinear optimization, there has also been a significant research effort to find approximate methods that provide fast lap times. Timings and Cole [6] formulated the minimum lap time problem into a model pre-

EXCERPT #TZBNQX p. 0
  *Address all correspondence to this author.

EXCERPT #ZBUPG9 p. 1
  dictive control (MPC) problem by linearizing the nonlinear vehicle dynamics at every time step and approximating the minimum-time objective by maximizing distance traveled along the path centerline. The resulting racing line for a 90 degree turn was simulated next to an NLP solution. Gerds et al. [7] proposed a similar receding horizon approach, where distance along a reference path was maximized over a series of locally optimal optimization problems that were combined with continuity boundary conditions. One potential drawback of the model predictive control approach is that an optimization problem must be reformulated and solved at every time step, which can still be computationally expensive. For example, Timings and Cole reported a computation time of 900 milliseconds per 20 millisecond simulation step with the CPLEX quadratic program solver on a desktop PC.

EXCERPT #E9YJ7A p. 1
  While experimental validation was reported only by [5] and [7], all of the aforementioned methods are feasible for experimental implementation, as an autonomous vehicle can apply a closed-loop controller to follow a time-optimal vehicle trajectory computed offline. However, there are significant benefits to developing a fast trajectory generation algorithm that can approximate the globally optimal trajectory in real-time. If the algorithm runtime is small compared to the actual lap time, the algorithm can run as a real-time trajectory planner and find a fast racing line for the next several turns of the racing circuit. This would allow the trajectory planner to modify the desired path based on the motion of competing race vehicles and estimates of road friction, tire wear, engine/brake dynamics and other parameters learned over several laps of racing. Additionally, the fast trajectory algorithm can be used to provide a very good initial trajectory for a nonlinear optimization method.

EXCERPT #VLB7CN p. 1
  This paper therefore presents an experimentally validated iterative algorithm that generates vehicle racing trajectories with low computational expense. To decrease computation time, the combined lateral/longitudinal optimal control problem is replaced by two sequential sub-problems where minimum-time longitudinal speed inputs are computed given a fixed vehicle path, and then the vehicle path is updated given the fixed speed commands.

EXCERPT #SX7HRT p. 1
  The following section presents a mathematical framework for the trajectory generation problem and provides a linearized five-state model for the planar dynamics of a racecar following a set of speed and steering inputs, with lateral and heading error states computed with respect to a fixed path. Section 3 describes the method of finding the minimum-time speed inputs given a fixed path. While this task has been recently formulated as a convex optimization problem [8], a forward-backward integration scheme based on prior work [9] is used instead. Section 4 describes a method for updating the racing path given the fixed speed inputs using convex optimization, where the curvature norm of the driven path is explicitly minimized. The complete algorithm is outlined in Section 5, and the racing trajectory generated on the Thunderhill Raceway circuit in Willows, CA is compared to results from both a nonlinear optimization and data recorded from a professional racecar driver. In Section 6, the racing trajectory is then tested experimentally

EXCERPT #XZG9K9 p. 1
  in an autonomous Audi TTS testbed via a previously published closed-loop path following controller [10]. The resulting lap time compares well with the lap time recorded for the nonlinear optimization trajectory. Section 7 concludes by discussing future implementation of the algorithm in a real-time path planner.

DOCUMENT #G3TBNG
A Sequential Two-Step Algorithm for Fast Generation of Vehicle Racing Trajectories

SECTION #W352NS 5 Algorithm Implementation and Simulated Results

SECTION #BGSVES 5.1 Algorithm Implementation

EXCERPT #Z8R9LT p. 4
  The final algorithm for iteratively generating a vehicle racing trajectory is described in Algorithm 1. The input to the algorithm is any initial path through the racing circuit, parameterized in terms of distance along the path s , path curvature K(s) , and the lane edge distances w_{\text{in}}(s) and w_{\text{out}}(s) described in Fig. 1. Given the initial path, the minimum-time speed profile U_x(s) is calculated as described in Fig. 3. Next, the path is modified by solving the previously described minimum curvature convex optimization problem (15).

EXCERPT #SM5FZC p. 4
  The optimization only solves explicitly for the steering input \delta^* and resulting vehicle lateral states x^* at every time step. Included within x^* is the optimal vehicle heading \Psi^* and lateral deviation e^* from the initial path. To obtain the

EXCERPT #CTBYAU p. 5
  Figure 5: Path update for an example turn. The plot shows North (m) on the y-axis (520 to 640) versus East (m) on the x-axis (-150 to 0). It features three curves: a dashed line for the 'Original Ref. Path', a solid red line for the 'Updated Path', and a solid black line for the 'Track Edge'. The updated path follows the track edge more closely than the original reference path.

EXCERPT #URL8QW p. 5
  Fig. 5. Path update for an example turn.

SECTION #6T7XHJ Algorithm 1 Method for Iterative Trajectory Generation

EXCERPT #QPQZVA p. 5
  1: procedure GENERATETRAJECTORY( s^\circ, K^\circ, w_{in}^\circ, w_{out}^\circ ) 2: path \leftarrow (s^\circ, K^\circ, w_{in}^\circ, w_{out}^\circ) 3: while \Delta t^* > \epsilon do 4: U_x \leftarrow \text{calculateSpeedProfile}(\text{path}) 5: path \leftarrow \text{minimizeCurvature}(U_x, \text{path}) 6: t^* \leftarrow \text{calculateLapTime}(U_x, \text{path}) 7: end while 8: return path, U_x 9: end procedure

EXCERPT #U72CUR p. 5
  new path in terms of s and K , the East-North coordinates ( E_k , N_k ) of the updated vehicle path are updated as follows:

EXCERPT #QFP5FJ p. 5
  E_k \leftarrow E_k - e_k^* \cos(\Psi_{r,k}) \quad (16a)

EXCERPT #YWRB6H p. 5
  N_k \leftarrow N_k - e_k^* \sin(\Psi_{r,k}) \quad (16b)

EXCERPT #8Q4E87 p. 5
  where \Psi_r is the path heading angle of the original path. Next, the new path is given by the following numerical approximation:

EXCERPT #FQ8S39 p. 5
  s_k = s_{k-1} + \sqrt{(E_k - E_{k-1})^2 + (N_k - N_{k-1})^2} \quad (17a)

EXCERPT #CX82S4 p. 5
  K_k = \frac{\Psi_k^* - \Psi_{k-1}^*}{s_k - s_{k-1}} \quad (17b)

EXCERPT #FFKR4K p. 5
  Notice that (17) accounts for the change in the total path length that occurs when the vehicle deviates from the original path. In addition to s and K , the lateral distances to the track edges w_{in} and w_{out} are different for the new path as well, and are recomputed using the Cartesian coordinates for the inner and outer track edges and (E_k, N_k) . The two-step procedure is iterated until the improvement in lap time \Delta t^* over the prior iteration is less than a small positive constant \epsilon .

EXCERPT #5BG9DB p. 5
  Figure 6: Audi TTS used for simulation parameters and experimental validation. The image shows a red and white Audi TTS race car with various sponsor logos (Audi, ERL) on its side, parked on a grassy field.

EXCERPT #CXW7TZ p. 5
  Fig. 6. Audi TTS used for simulation parameters and experimental validation

EXCERPT #X8VNWH p. 5
  Table 1. Optimization Parameters

EXCERPT #5U52QN p. 5
  Parameter Symbol Value Units Regularization Parameter \lambda 1 1/\text{m}^2 Stop Criterion \epsilon .1 s Vehicle mass m 1500 kg Yaw Inertia I_z 2250 \text{kg} \cdot \text{m}^2 Front axle to CG a 1.04 m Rear axle to CG b 1.42 m Front cornering stiffness C_f 160 \text{kN} \cdot \text{rad}^{-1} Rear cornering stiffness C_r 180 \text{kN} \cdot \text{rad}^{-1} Friction Coefficient \mu 0.95 — Path Discretization \Delta s 2.75 m Optimization Time Steps T 1843 — Max Engine Force — 3750 N

SECTION #FN39JZ 5.2 Algorithm Validation

EXCERPT #J575QM p. 5
  The proposed algorithm is tested on the 4.5 km Thunderhill racing circuit in Willows, California, USA. The vehicle parameters used for the lap time optimization come from an Audi TTS experimental race vehicle (Fig. 6), and are shown along with the optimization parameters in Table 1. The initial path is obtained by collecting GPS data of the inner and outer track edges and estimating the (s, K, w_{in}, w_{out}) parametrization of the track centerline via a separate curvature estimation subproblem similar to the one proposed in [4]. The algorithm is implemented in MATLAB, with the minimum curvature optimization problem (15) solved using the CVX software package [14].

SECTION #L9NZJM 5.3 Comparison with Other Methods

EXCERPT #8Q264A p. 5
  The generated racing path after five iterations is shown in Fig. 7. To validate the proposed algorithm, the racing line is compared with results from a nonlinear gradient descent algorithm implemented by Theodosis and Gerdes [5] and an experimental trajectory recorded from a professional racecar driver in the testbed vehicle (Fig. 6). While time-intensive to compute, the gradient descent approach generates racing lines with autonomously driven lap times within one second of lap times measured from professional racecar drivers.

EXCERPT #SJH63H p. 6
  Figure 7: Overhead view of Thunderhill Raceway. The plot shows the track layout on a grid with North (m) on the x-axis (from -300 to 700) and East (m) on the y-axis (from -400 to 400). Three trajectories are shown: 'Fast Generation' (solid blue line), 'Nonlinear Opt' (dashed red line), and 'Professional Driver' (dotted green line). The track is a closed circuit with 15 corners. Eight regions of discrepancy are labeled with circled letters: (a) through (h).

EXCERPT #6486FV p. 6
  Fig. 7. Overhead view of Thunderhill Raceway along with generated path from algorithm. Car drives in alphabetical direction around the closed circuit. Labeled regions a-h are locations of discrepancies between the two-step algorithm solution and comparison solutions.

EXCERPT #S256AV p. 6
  Figure 8: Lateral path deviation of racing line from track centerline. The plot shows Lateral Deviation (m) on the y-axis (from -10 to 8) versus Distance Along Track Centerline (m) on the x-axis (from 0 to 4500). The plot includes the 'Fast Generation' (solid blue line), 'Nonlinear Opt' (dashed red line), 'Professional Driver' (dotted green line), and 'Track Boundaries' (solid black line). The deviation is plotted for all three trajectories, showing oscillations that correspond to the corners of the track. The regions of discrepancy are labeled with circled letters (a) through (h) at the top of the plot.

EXCERPT #HAF9SZ p. 6
  Fig. 8. Lateral path deviation of racing line from track centerline as a function of distance along the centerline. Note that upper and lower bounds on \epsilon are not always symmetric due to the initial centerline being a smooth approximation. Results are compared with racing line from a nonlinear gradient descent algorithm and experimental data recorded from a professional racecar driver.

EXCERPT #ATM3K6 p. 6
  To better visualize the differences between all three racing lines, Fig. 8 shows the lateral deviation from the track centerline as a function of distance along the centerline for all three trajectories. The left and right track boundaries w_{in} and w_{out} are plotted as well. Note that the two-step iterative algorithm provides a racing line that is qualitatively similar to the racing lines provided by the nonlinear gradient descent and human driver data. In particular, all three solutions succeed at effectively utilizing all of the available track width whenever possible, and strike similar apex points on each of the circuit's 15 corners.

EXCERPT #D8JGQQ p. 6
  However, there are several locations on the track where there is a significant discrepancy on the order of several meters between the two-step algorithm's trajectory and the other comparison trajectories. These locations of interest are labeled (a) through (h) in Fig. 7. Note that sections (a), (c), (f), and (g) all occur on large, relatively straight portions of the racing circuit. In these straight sections, the path curvature is relatively low and differences in lateral deviation from the track centerline have a relatively small effect on the lap time performance.

EXCERPT #LNMPUT p. 6
  Of more significant interest are the sections labeled (b), (c), (d), and (h), which all occur at turning regions of the track. These regions are plotted in Fig. 9 and Fig. 10 for zoomed-in portions of the race track. While it is difficult to analyze a single turn of the track in isolation, discrepancies can arise between the two-step fast generation method and the gradient descent as the latter method trades off between a minimum curvature path and the path with shortest total distance. As a result, the gradient descent method finds regions where it may be beneficial to use less of the available road width in order to reduce the total distance traveled.

EXCERPT #SK42BR p. 7
  Figure 9: Two subplots showing racing lines on a track. Subplot (b) shows a right-hand turn with three lines: Fast Generation (solid blue), Nonlinear Opt (dashed red), and Professional Driver (dotted green). A 20 m scale bar is shown. Subplot (c) shows a left-hand turn with the same three lines and a 20 m scale bar. Arrows indicate the direction of travel.

EXCERPT #PURYNN p. 7
  Fig. 9. Racing lines from the two-step fast generation approach, nonlinear gradient descent algorithm, and experimental data taken from professional driver. Car drives in direction of labeled arrow.

EXCERPT #V83WFC p. 7
  In region (b), for example, the fast generation algorithm exits the turn and gradually approaches the left side in order to create space for the upcoming right-handed corner. The nonlinear optimization, however, chooses a racing line that stays toward the right side of the track. In this case, the behavior of the human driver more closely matches that of the two-step fast generation algorithm. The human driver also drives closer to the fast generation solution in (h), while the gradient descent algorithm picks a path that exits the corner with a larger radius. In section (c), the gradient descent algorithm again prefers a shorter racing line that remains close to the inside edge of the track, while the two-step algorithm

EXCERPT #TTH442 p. 7
  Figure 10: Two subplots showing racing lines on a track. Subplot (d) shows a right-hand turn with three lines: Fast Generation (solid blue), Nonlinear Opt (dashed red), and Professional Driver (dotted green). A 10 m scale bar is shown. Subplot (h) shows a left-hand turn with the same three lines and a 10 m scale bar. Arrows indicate the direction of travel.

EXCERPT #5E97K3 p. 7
  Fig. 10. Racing lines from the two-step fast generation approach, nonlinear gradient descent algorithm, and experimental data taken from professional driver. Car drives in direction of labeled arrow.

EXCERPT #W6J7DY p. 7
  Iteration Number Fast Gen (s) NL opt (s) 0 152 136.5 1 140 136.5 2 137 136.5 3 136 136.5 4 136 136.5 5 136 136.5 Figure 11: A scatter plot showing Predicted Lap Time (s) versus Iteration Number. The y-axis ranges from 135 to 160 seconds. The x-axis ranges from 0 to 5 iterations. Data points for Fast Gen (blue circles) are at (0, 152), (1, 140), (2, 137), (3, 136), (4, 136), and (5, 136). A red line for NL opt is constant at approximately 136.5 seconds.

EXCERPT #RNTW3P p. 7
  Fig. 11. Lap time as a function of iteration for the two-step fast trajectory generation method. Final lap time is comparable to that achieved with the nonlinear gradient descent approach. Iteration zero corresponds to the lap time for driving the track centerline.

EXCERPT #39R5P9 p. 7
  drives all the way to the outside edge while making the right-handed turn. Interestingly, the human driver stays closer to the middle of the road, but more closely follows the behavior of the gradient descent algorithm. However, there are also regions of the track where the computational algorithms pick a similar path that differs from the human driver, such as region (d).

EXCERPT #2MDMW5 p. 8
  Figure 12: Three vertically stacked plots comparing two trajectory optimization methods. (a) Time Difference (s) vs. Distance Along Centerline (m). The black line shows a fluctuating difference, with points (a) through (h) marked. (b) Path Curvature (1/m) vs. Distance Along Centerline (m). A solid blue line (Fast Gen) and a dashed red line (Nonlinear Opt) are shown, with the Fast Gen line having higher peaks. (c) Predicted Velocity (m/s) vs. Distance Along Centerline (m). A solid blue line (Fast Gen) and a dashed red line (Nonlinear Opt) are shown, with the Fast Gen line generally higher. All plots share an x-axis from 0 to 4500 m.

EXCERPT #UGYZ7C p. 8
  Fig. 12. (a) Predicted time difference between a car driving both trajectories, with a positive value corresponding the two-step algorithm being ahead. (b) Curvature profile K(s) plotted vs. distance along the path s . (c) Velocity profile U_A(s) plotted vs. distance along the path s for the two-step method and nonlinear gradient descent method.

SECTION #MQ2VEA 5.4 Lap Time Convergence and Predicted Lap Time

EXCERPT #XYAMM5 p. 8
  Fig. 11 shows the predicted lap time for each iteration of the fast generation algorithm, with step 0 corresponding to the initial race track centerline trajectory. The lap time was estimated after each iteration by numerically simulating a vehicle following the desired path and velocity profile using a closed-loop controller. The equations of motion for the simulation were the nonlinear versions of (2) with tire forces given by the brush tire model in (8).

EXCERPT #UCVJLC p. 8
  Fig. 11 shows that the predicted lap time converges monotonically over four or five iterations, with significant improvements over the centerline trajectory occurring over the first two iterations. The predicted minimum lap time of 136.4 seconds is similar to the predicted lap time of 136.7 seconds from the nonlinear gradient descent approach, although in reality, the experimental lap time will depend significantly on unmodelled effects such as powertrain dynamics.

EXCERPT #4SXSQS p. 8
  The final curvature and velocity profile for the two-step fast generation method is compared with the equivalent profiles for the gradient descent algorithm in Fig. 12. Notice that the piecewise linear nature of the nonlinear gradient descent method is due to the clothoid constraint imposed by

EXCERPT #UWESSY p. 8
  Theodosis and Gerdes [5] for ease of autonomous path following. In general, the curvature and velocity profiles are very similar, although the fast generation algorithm results in a velocity profile with slightly lower cornering speeds but slightly higher top speeds. The predicted time difference between a car driving both trajectories is shown in Fig. 12(a), with a positive value corresponding the two-step algorithm being ahead. The trajectory from the two-step algorithm is predicted to outperform the gradient descent trajectory from (a)–(c), lose time from (c)–(e), and gain time from (e)–(h).

DOCUMENT #G3TBNG
A Sequential Two-Step Algorithm for Fast Generation of Vehicle Racing Trajectories

SECTION #ZSXC49 8 Conclusion

EXCERPT #LN8LVH p. 10
  This paper demonstrates an iterative algorithm for quickly generating vehicle racing trajectories, where each iteration is comprised of a sequential velocity update and path update step. Given an initial path through the race track, the velocity update step performs forward-backward integration to determine the minimum-time speed inputs. Holding this speed profile constant, the path geometry is updated by solving a convex optimization problem to minimize path curvature. Experimental data confirms that the results generated by the algorithm for the Thunderhill Raceway circuit are comparable to those from a nonlinear gradient descent algorithm, with the primary advantage being a much faster computation time. An exciting opportunity for future research is incorporating the trajectory modification algorithm into an online path planner to provide racing trajectories in real time.

### 85. Tool result: read

DOCUMENT #B6P8L4
Active walker model for the formation of human and animal trail systems

SECTION #4PR2LM Abstract

EXCERPT #H2R66Q p. 0
  Active walker models have recently proved their great value for describing the formation of clusters, periodic patterns, and spiral waves as well as the development of rivers, dielectric breakdown patterns, and many other structures. It is shown that they also allow to simulate the formation of trail systems by pedestrians and ants, yielding a better understanding of human and animal behavior. A comparison with empirical material shows a good agreement between model and reality.

EXCERPT #FZGBXK p. 0
  Our trail formation model includes an equation of motion, an equation for environmental changes, and an orientation relation. It contains some model functions, which are specified according to the characteristics of the considered animals or pedestrians. Not only the kind of environmental changes differs:

EXCERPT #J3PYTL p. 0

EXCERPT #8DNZZS p. 1

EXCERPT #4MJ457 p. 1

EXCERPT #LFS7S4 p. 1
  Whereas pedestrians leave footprints on the ground, ants produce chemical markings for their orientation. Nevertheless, it is more important that pedestrians steer towards a certain destination, while ants usually find their food sources by chance, i.e. they reach their destination in a stochastic way. As a consequence, the typical structure of the evolving trail systems depends on the respective species. Some ant species produce a dendritic trail system, whereas pedestrians generate a minimal detour system.

EXCERPT #PCL35Q p. 1
  The trail formation model can be used as a tool for the optimization of pedestrian facilities: It allows urban planners to design convenient way systems which actually meet the route choice habits of pedestrians.

EXCERPT #8CUJT6 p. 1

EXCERPT #LKQP8X p. 2

EXCERPT #5X4JB4 p. 2

DOCUMENT #B6P8L4
Active walker model for the formation of human and animal trail systems

SECTION #TTL9MC I. INTRODUCTION

EXCERPT #PTSTWM p. 2
  The emergence of complex behavior in a system consisting of simple, interacting elements [1–3] is among the most fascinating phenomena of our world. Examples can be found in almost every field of today’s scientific interest, ranging from coherent pattern formation in physical and chemical systems [4–6], to the motion of animal swarms in biology [7,8], and the behavior of social groups [9–11].

EXCERPT #ULESUY p. 2
  In the life and social sciences, one is usually convinced that the evolution of social systems is determined by numerous factors, such as cultural, sociological, economic, political, ecological etc. However, in recent years, the development of the interdisciplinary field “science of complexity” has lead to the insight that complex dynamic processes may also result from simple interactions, and even social structure formation could be well described within a mathematical approach [10–14]. Moreover, at a certain level of abstraction, one can find many common features between complex structures in very different fields.

EXCERPT #UUUBDE p. 2
  A recent field of particular interest is the microsimulation of self-organization phenomena occuring in traffic systems. This includes the formation of jammed states in freeway or city traffic [15–28] as well as the various collective patterns of motion developing in pedestrian crowds [28–32] like oscillatory changes of the walking direction at narrow passages or roundabout traffic at crossings.

EXCERPT #RF3SZN p. 2
  In this paper, we draw the attention to the specific collective phenomenon of trail formation [33,34], which is widely spread in the world of animals and humans. Regarding their shape, duration and extension, trail systems of different animal species and humans differ, of course. However, more striking is the question, whether there is a common underlying dynamics which allows for a generalized description of the formation and evolution of trail systems.

EXCERPT #KXXUJY p. 2
  As our experience tells us, trails are adapted to the requirements of their users. In the course of time, frequently used trails become more developed, making them more attractive, whereas rarely used trails vanish again. Trails with large detours become optimized by creating shortcuts. New destinations or entry points are connected to an existing trail system. These dynamical processes occur basically without any common planning or direct communication among the users. Instead, the adaptation process can be understood as a self-organization phenomenon, resulting from the non-linear feedback between the users and the trails [35].

EXCERPT #WD9P43 p. 3

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EXCERPT #E8PUZ9 p. 3
  In order to simulate this process, we propose here a particle-based, multi-agent approach to structure formation, which belongs to the class of active walker models . Like random walkers, active walkers are subject to fluctuations and influences of their environment. However, they are additionally able to locally change their environment, e.g. by altering an environmental potential, which in turn influences their further movement and their behavior. In particular, changes produced by some walkers can influence other walkers. Hence, the non-linear feedback can be interpreted as an indirect interaction between the active walkers via environmental changes, which may lead to the self-organization of spatial structures.

EXCERPT #8TZ5BY p. 3
  Active walker models have proved their versatility in a variety of applications, such as formation of complex structures [36–42], pattern formation in physico-chemical systems [43–46], aggregation in biological [47,48] or urban [49] systems, and generation of directed motion [50,51]. The approach provides a quite stable and fast numerical algorithm for simulating processes involving large density gradients, and it is applicable also in cases where only small particle numbers govern the structure formation. In particular, the active walker model is applicable to processes of pattern formation which are intrinsically determined by the history of their creation, such as the formation of trail systems, discussed in this paper.

EXCERPT #T9CE9W p. 3
  In Section II, the active walker model for trail formation is formulated in terms of a Langevin equation for the movement of the walkers, an equation for environmental changes, and a relation describing the orientation of the walkers with respect to existing trails. As one application of the model, Section III describes the formation of trunk trails in ant colonies, which are commonly used to exploit food sources. As a second application, in Section IV the evolution of pedestrian trail systems is modelled. Both Sections III and IV present a comparison of computational results with real trail systems, indicating a good agreement between model and empirical facts. In Section IV.A, the equations for pedestrian trail systems are scaled to dimensionless equations, in order to demonstrate that the evolving trail systems are (apart from the boundary conditions) only determined by two parameters. In Section IV.B, a macroscopic formulation of human trail formation is derived from the microscopic equations, allowing analytical investigations and an efficient calculation of the stationary solution by a self-consistent field method. Our conclusions and an outlook, which suggests an application of the model to the optimization of trail systems, are presented in Section V.

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DOCUMENT #B6P8L4
Active walker model for the formation of human and animal trail systems

SECTION #T6PSLK V. SUMMARY AND OUTLOOK

EXCERPT #9RBRRU p. 20
  We showed that the active walker concept is suitable for modeling and understanding trail formation by pedestrians and animals. Our model turned out to be in good agreement with observations. It included an equation of motion of the walkers, an equation describing environmental changes by the markings which they leave and their decay, a relation reflecting the attractiveness of already existing trails, and an equation delineating their influence on orientation. Whereas frequently used trails are reinforced, rarely chosen trails are vanishing in the course of time. This causes a tendency of trail bundling, which can be interpreted as an agglomeration phenomenon. However, the evolving patterns are not localized since the active walkers intend to reach certain destinations, starting from their respective entry points.

EXCERPT #YZ2YVF p. 20
  The structure of the resulting trail system can considerably vary with the species. This depends decisively on the main effect which counteracts the trail attraction. Whereas our model ants find their destinations (the food sources) by chance, pedestrians can directly orient towards their destinations, so that fluctuations are no necessary model component in this case. Thus, for certain ant species a dendritic trail system is found, the detailed form of which depends on random events, i.e. the concrete history of its evolution. Pedestrians, however, produce a minimal detour system, i.e. an optimal compromise between a direct way system and a minimal way system.

EXCERPT #QNTA7X p. 20
  As a consequence, we could derive a macroscopic model for the trail formation by pedestrians, but not for ants. It implied a self-consistent field method for a very efficient calculation of the finally evolving trail system. This is determined by the location of the entry points and destinations (e.g. houses, shops, or parking lots) and the rates of choosing the possible connections between them. Apart from this it depends on two parameters only, which was demonstrated by scaling to dimensionless equations. These are related to the trail attractiveness and the average velocity of motion.

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SECTION #DTECU9 A. Trail formation as a self-organization phenomenon

EXCERPT #46BJSR p. 21
  In order to demonstrate that the evolution of trail systems can be understood as a typical self-organization phenomenon, our model has made a number of simplifying assumptions about the agents.

EXCERPT #FPQ37S p. 21
  In the example of trail formation by certain ant species, the major difference to biology is, that the active walkers used in the simulations have far less complex capabilities than the biological creatures. They almost behave like physical particles which respond to local forces in a quite simple manner, without “implicit and explicit intelligence” [56]. Compared to the complex ‘individual-based’ models in ecology [8], the active walker model proposed here provides a very simple but efficient tool to simulate a specific structure only with a few adjustable parameters.

EXCERPT #653HKK p. 21
  With respect to the formation of trunk trails, our model indicates that these patterns can be obtained also under the restrictions, that (i) no visual navigation and internal storage of information is provided, (ii) in the beginning, no chemical signposts exist which lead the ants to the food sources and afterwards back to the nest. Rather, the formation of trail systems can be described as a process of self-organization. Based on the interactions of the active walkers on a local or ‘microscopic’ level, the emergence of a global or ‘macroscopic’ structure occurs. The basic interaction between the active walkers can be considered as indirect communication mediated by an external storage medium [43,63]. This is a collective process in which all active walkers are involved. The information which an active walker produces in terms of chemical markings affects the behaviors of the others. It can be amplified during the evolution process or disappear again, thus leading to a correlation between the information generated and to the self-organization of the walkers on a spatial level.

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SECTION #CN7EEL B. Implications for urban planners: Optimization of way systems

EXCERPT #AR9S9D p. 22
  Computer simulations of our pedestrian trail formation model will be a valuable tool for designing convenient way systems (cf. Fig. 7). For planning purposes the model parameters \lambda and \kappa must be specified in a realistic way. Then, one needs to simulate the expected flows of pedestrians that enter the considered system at certain entry points with the intention to reach certain destinations. Already existing ways can be taken into account by the function G'_0(\mathbf{x}) . According to our model, a trail system will evolve which minimizes overall detours and thereby provides an optimal compromise between a direct and a minimal way system. It is expected that the corresponding ways meet the pedestrian requirements best: They will most likely be accepted and actually used, since they take into account the route choice habits of pedestrians. For the simulation of realistic situations, the results can serve as planning guidelines for architects, landscape gardeners, and urban planners.

SECTION #98Y5GR C. Current research directions

EXCERPT #564U43 p. 22
  Besides of possible applications, our present research focusses on two questions: (i) How must our trail formation model be specified in order to be applicable to trail formation by hoofed animals or mice [64,65]? (ii) Can our model be generalized in a way that allows to understand human decision making , in particular processes of finding suitable compromises? Interestingly enough, one says that someone “follows in somebody’s footsteps” or that someone “treads new paths”. Therefore, a related theory for a more abstract space (which represents the set of behavioral alternatives) may describe the evolution of social norms and conventions [11].

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DOCUMENT #V4TQYB
Interactive procedural street modeling

SECTION #LPYH4V Abstract

EXCERPT #G9R678 p. 0
  This paper addresses the problem of interactively modeling large street networks. We introduce an intuitive and flexible modeling framework in which a user can create a street network from scratch or modify an existing street network. This is achieved through designing an underlying tensor field and editing the graph representing the street network. The framework is intuitive because it uses tensor fields to guide the generation of a street network. The framework is flexible because it allows the user to combine various global and local modeling operations such as brush strokes, smoothing, constraints, noise and rotation fields. Our results will show street networks and three-dimensional urban geometry of high visual quality.

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  CR Categories: I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism I.6.3 [Simulation and Modeling]: Applications I.6 [Computer-Aided Engineering]: Computer-Aided Design (CAD)

EXCERPT #F9ADZ3 p. 0
  Keywords: procedural modeling, street modeling, street networks, tensor fields, tensor field design

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  * {chengu|eschgr|zhang}@eecs.oregonstate.edu

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  † peter.wonka@asu.edu

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  ‡ pascal.mueller@procedural.com

DOCUMENT #V4TQYB
Interactive procedural street modeling

SECTION #H9D7PX 1 Introduction

EXCERPT #TZU9QD p. 0
  This paper presents a solution to efficiently model the street networks of large urban areas. The creation of compelling models is a crucial task in the entertainment industry, various training applications, and urban planning. However, modeling the details of large three-dimensional urban environments is very time consuming and can require several man years worth of labor. A powerful solution to large-scale urban modeling is the use of procedural techniques [Parish and Müller 2001; Wonka et al. 2003; Müller et al. 2006].

EXCERPT #FLCSTR p. 0
  Parish and Müller [2001] are the first to note that the street network is the key to creating a large urban model, and they present a solution to model street networks based on L-systems [Prusinkiewicz and Lindenmayer 1991]. Starting from a single street segment they procedurally add more segments to grow a complete street network, similar to growing a tree [Prusinkiewicz et al. 2003]. While this algorithm creates a high quality solution, there remains a significant challenge: the method does not allow extensive user-control of the outcome to be easily integrated into a production environment. While the user can use a traditional modeling tool to move the vertices in the procedurally generated graph, the graph often requires a significant amount of editing in order to match user expectations. When this happens, the user will need to regenerate the complete environment but the results are not guaranteed to be more desirable.

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  To address this limitation of a purely procedural approach, we provide an alternative to street modeling that supports the integration of a wide variety of user inputs. The key idea of this paper is to use tensor fields to guide the generation of street networks.

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  An important aspect of street patterns is the existence of two dominant directions due to the need for efficient use of space. Interestingly, tensor fields give rise to two sets of hyperstreamlines (defined in Section 4): one follows the major eigenvector field, and the other the minor eigenvector field. These observations have inspired our approach in which interactive tensor field design techniques are used to guide the road network generation. This concept is illustrated in Figures 1 and 3. The user can interactively edit a street network by either modifying the underlying tensor field or by changing the graph representing the street network. This allows for efficient modeling because we can combine global and local modeling operations, constraints, and procedural methods.

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  Major Contributions of this paper are:

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  • Insight: We realize the connection between tensor fields and street graphs. • Pattern Analysis: We analyze street patterns and derive suitable modeling operations on tensor fields and graphs. • Modeling Pipeline: We arrange these modeling operations into a consistent framework (pipeline) that allows us to produce high quality results. • Technical Novelties: We effectively integrate existing techniques for graph and tensor field editing into our framework. In addition, we make several new technical contributions to tensor field design and graph editing that include a novel brush interface, the use of rotation fields to modify tensor fields, hierarchical segmentation and editing of tensor fields, tensor field computation from boundaries, the ability to handle tensor field discontinuities, an improved hyperstreamline tracing algorithm, and a hybrid algorithm to modify graphs using tensor fields.

EXCERPT #R7CX28 p. 1
  Paper Structure: After reviewing related work in Section 2, we provide a system overview in Section 3 and briefly review relevant background on tensor fields in Section 4. The two major parts of our system are tensor field generation (Section 5) and street graph generation (Section 6) We show results in Section 7 and discuss our system and possible future work in Section 8.

DOCUMENT #V4TQYB
Interactive procedural street modeling

SECTION #YE5T4M 8 Discussion

EXCERPT #73QH76 p. 7
  In this paper we have presented a solution to the interactive modeling of street graphs. The main ideas of this paper are to (1) use tensor field design to guide the generation of a graph and (2) to integrate procedural modeling with interactive editing. These two concepts show promises to generate street networks, and we plan to extend this strategy to other graphics modeling problems. In the following, we discuss strengths and limitations of our approach and our contributions to computer graphics research.

EXCERPT #URGYL2 p. 7
  Strengths: The inherent strengths of tensor fields include the possibility to model street patterns, which usually contain two preferred directions that are often mutually perpendicular. Furthermore, tensor field design allows the user to quickly generate an initial street layout which can be further modified at either the tensor field level or the graph level. This flexibility is unmatched by editing tools that only operate on the graph level, especially when creating the typical street patterns such as the regular East-West and North-South patterns.

EXCERPT #24FEB2 p. 7
  Limitations: Currently, our system only assumes a single-level spatial resolution, which makes it difficult to modify the tensor field at significantly different scales. We plan to enhance our system by adding multi-scale editing capabilities.

EXCERPT #DP3JAW p. 7
  Figure 18: A street graph for Manhattan, NY, USA generated using our tool. The image shows a dense, grid-like network of black lines representing streets, with a blue river winding through the center. The layout is highly regular and planned, reflecting the historical grid system of the city.

EXCERPT #Y5MH2F p. 7
  Figure 18: A street graph for Manhattan, NY, USA generated using our tool.

EXCERPT #D5KAUG p. 7
  Comparison to Related Work in Engineering: An interesting question is to compare our street modeling tool to street modeling in real urban environments. The most important distinguishing characteristic is scale. We are mainly concerned with efficient large-scale modeling of urban environments with high visual quality. In contrast, road construction in civil engineering is concerned with smaller project but pays significantly more attention to construction details. Examples of important factors are noise regulations, the turning paths of larger vehicles, ownership of land, legal regulations, and geological characteristics of the soil. Civil engineering software has some tools for intersection generation that would be interesting for our design system. However, the generation of three-dimensional geometric intersection details is a very complex subject that is beyond the scope of our research project.

EXCERPT #LXPWHS p. 7
  Application: The main benefactors of this research are applications that require efficient content creation. Important examples are the entertainment industry with a strong demand to create content for computer games and movies. In recent years, modeling has evolved to be the most significant bottleneck in production. As a solution, procedural methods can be successful to drastically decrease modeling times. However, it has been our experience, that most companies are reluctant to adopt procedural methods if they do not have significant control to fine-tune the outcome. Therefore, the proposed modeling framework is an attempt to integrate procedural methods with high- and low-level user input to give the modelers the freedom they seek in designing their environments.

EXCERPT #5NYWJ8 p. 8
  Figure 19: Four frames from a fly over of a virtual city, showing a dense urban layout with a river and various buildings.

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  Figure 19: Frames from a fly over of the virtual city shown in Figure 1.

EXCERPT #98BTYJ p. 8
  Future Work: This paper makes an important contribution to graph modeling problems in general. Even though several graph layouts appear to be fairly random, closer inspection will reveal a distinct pattern of two preferred directions. We believe that our methodology to use tensor fields to guide the generation of graphs can be very useful for related design problems, such as the modeling of cracks, fracture patterns, leaf venation patterns, bark, and ice crystals. We want to explore some of these potential connections as our future work. Furthermore, the two preferred directions of the street network induced by underlying tensor fields can be relaxed by resorting to latest work on N -way rotational symmetry fields [Palacios and Zhang 2007; Ray et al. to appear]. We are also interested to extend our work to include image-based editing techniques similar to [Aliaga et al. 2008].

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DOCUMENT #UYLTYJ
Modelling the Evolution of Human Trail Systems

SECTION #BSSYS2 Modelling the Evolution of Human Trail Systems

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  Dirk Helbing

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  II. Institute of Theoretical Physics, Pfaffenwaldring 57/III, 70550 Stuttgart, Germany

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  Joachim Keltsch

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  Science+Computing, Hagellocher Weg 71, 72070 Tübingen, Germany

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  Péter Molnár

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  The Center of Theoretical Studies of Physical Systems, 223 James P. Brawley Drive, Atlanta, Georgia 30314, USA

EXCERPT #CR8C3T p. 0
  Many human social phenomena, such as cooperation [1–3], the growth of settlements [4], traffic dynamics [5–7] and pedestrian movement [7–10], appear to be accessible to mathematical descriptions that invoke self-organization [11,12]. Here we develop a model of pedestrian motion to explore the evolution of trails in urban green spaces such as parks. Our aim is to address such questions as what the topological structures of these trail systems are [13], and whether optimal path systems can be predicted for urban planning. We use an ‘active walker’ model [14–19] that takes into account pedestrian motion and orientation and the concomitant feedbacks with the surrounding environment. Such models have previously been applied to the study of complex structure formation in physical [14–16], chemical [17] and biological [18,19] systems. We find that our model is able to reproduce many of the observed large-scale spatial features of trail systems.

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EXCERPT #F6A63D p. 1
  Previous studies have shown that various observed self-organization phenomena in pedestrian crowds can be simulated very realistically. This includes the emergence of lanes of uniform walking direction and oscillatory changes of the passing direction at bottlenecks [7,10]. Another interesting collective effect of pedestrian motion, which we have investigated very recently, is the formation of trail systems in green areas. In many cases, the pedestrians' desire to take the shortest way and the specific properties of the terrain are insufficient for an explanation of the trail characteristics. It is essential to include the effect of human orientation. To simulate the typical features of trail systems, we have extended the aforementioned model of pedestrian motion to an active walker model by introducing equations for environmental changes and their impact on the chosen walking direction.

EXCERPT #QCBYWJ p. 1
  First, we represent the ground structure at place \vec{r} and time t by a function G(\vec{r}, t) which reflects the comfort of walking. Trails are characterized by particularly large values of G . On the one hand, at their positions \vec{r} = \vec{r}_\alpha(t) , all pedestrians \alpha leave footprints on the ground (e.g. by trampling down some vegetation). Their intensity is assumed to be I(\vec{r})[1 - G(\vec{r}, t)/G_{\max}(\vec{r})] , since the clarity of a trail is limited to a maximum value G_{\max}(\vec{r}) . This causes a saturation effect [1 - G(\vec{r}, t)/G_{\max}(\vec{r})] of the ground's alteration by new footprints. On the other hand, the ground structure changes due to the vegetation's regeneration. This will lead to a restoration of the natural ground conditions G_0(\vec{r}) with a certain weathering rate 1/T(\vec{r}) which is related to the durability T(\vec{r}) of trails. Thus, the equation of environmental changes reads

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  \frac{dG(\vec{r}, t)}{dt} = \frac{1}{T(\vec{r})}[G_0(\vec{r}) - G(\vec{r}, t)] + I(\vec{r}) \left[ 1 - \frac{G(\vec{r}, t)}{G_{\max}(\vec{r})} \right] \sum_{\alpha} \delta(\vec{r} - \vec{r}_\alpha(t)), \quad (1)

EXCERPT #8T6N6F p. 1
  where \delta(\vec{r} - \vec{r}_\alpha) denotes Dirac's delta function (which yields only a contribution for \vec{r} = \vec{r}_\alpha ).

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  The attractiveness of a trail segment at place \vec{r} from the perspective of place \vec{r}_\alpha decreases with its distance \|\vec{r} - \vec{r}_\alpha(t)\| and depends on the visibility \sigma(\vec{r}_\alpha) . Considering this by a factor \exp(-\|\vec{r} - \vec{r}_\alpha\|/\sigma(\vec{r}_\alpha)) and taking the spatial average by integration of the weighted ground structure over the green area, we obtain

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  V_{\text{tr}}(\vec{r}_\alpha, t) = \int d^2r e^{-\|\vec{r} - \vec{r}_\alpha\|/\sigma(\vec{r}_\alpha)} G(\vec{r}, t). \quad (2)

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  The trail potential V_{\text{tr}}(\vec{r}_\alpha, t) reflects the attractiveness of walking at place \vec{r}_\alpha . It describes indirect long-range interactions via environmental changes, which are essential for the characteristics of the evolving patterns [18].

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  On a plain, homogeneous ground, the walking direction \vec{e}_\alpha of pedestrian \alpha is determined by the direction of the next destination \vec{d}_\alpha , i.e. \vec{e}_\alpha(\vec{r}_\alpha) = (\vec{d}_\alpha - \vec{r}_\alpha) / \|\vec{d}_\alpha - \vec{r}_\alpha\| . Without a destination, a pedestrian is expected to move into the direction of the largest increase of ground attraction, which is given by the (normalized) gradient \vec{\nabla}_{\vec{r}_\alpha} V_{\text{tr}}(\vec{r}_\alpha, t) of the trail potential. However, since the choice of the walking direction \vec{e}_\alpha is influenced by the destination and existing trails at the same time, the orientation relation

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  \vec{e}_\alpha(\vec{r}_\alpha, t) = \frac{\vec{d}_\alpha - \vec{r}_\alpha + \vec{\nabla}_{\vec{r}_\alpha} V_{\text{tr}}(\vec{r}_\alpha, t)}{\|\vec{d}_\alpha - \vec{r}_\alpha + \vec{\nabla}_{\vec{r}_\alpha} V_{\text{tr}}(\vec{r}_\alpha, t)\|} \quad (3)

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  was taken as the arithmetic average of both effects. Considering cases of rare interactions, the approximate equation of motion of a pedestrian \alpha with desired velocity v_\alpha^0 is

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  \frac{d\vec{r}_\alpha}{dt} = v_\alpha^0 \vec{e}_\alpha(\vec{r}_\alpha, t). \quad (4)

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  A comparison of simulation results with photographs shows that the above described model is in good agreement with empirical observations. In particular, the evolution of the unexpected ‘island’ in the middle of the trail system in Figure 1 can be correctly described (Figure 2). The goodness of fit of the model is quite surprising, since it contains only two independent parameters \kappa = IT/\sigma^2 and \lambda = V^0 T/\sigma , where V^0 denotes the average of the desired velocities v_\alpha^0 . This can be shown by scaling the model to dimensionless equations. The parameter \lambda was kept constant.

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  Our simulations base on a discretization of the considered area in small quadratic elements of equal size, which converts the integral (2) into a sum. Temporal and spatial derivatives are approximated by difference quotients. The presented examples begin with plain, homogeneous ground. All pedestrians have their own destinations and entry points, from which they start at a randomly chosen point in time. In Figure 2 (Figure 3) pedestrians move between all possible pairs of three (four) fixed places. While in Figure 4 the entry points and destinations are distributed over the small ends of the ground.

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  At the beginning, pedestrians take the direct ways to their respective destinations. However, after some time they begin to use already existing trails, since this is more comfortable than to clear new ways. By this, a kind of selection process [20,21,16] between trails sets in: Frequently used trails are more attractive than others. For this reason they are chosen very often, and the resulting reinforcement makes them even more attractive. However, the weathering effect destroys rarely used trails and limits the maximum length of the way system which can be supported by a certain rate of trail usage. As a consequence, the trails begin to bundle, especially where different trails meet or intersect. This explains, why pedestrians with different destinations use and produce common parts of the trail system (Figures 2 and 3).

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  A direct way system (which provides the shortest connections, but covers a lot of space) only develops if all ways are almost equally comfortable. If the advantage \kappa of using existing trails is large, the final trail system is a minimal way system (which is the shortest way system that connects all entry points and destinations). For realistic values of \kappa , the evolution of the trail system stops before this state is reached (Figure 2). Thus, \kappa is related to the average relative detour of the walkers. We conjecture that the resulting way system is the shortest one which is compatible with a certain accepted relative detour. In this sense, it yields an optimal compromise between convenience and shortness.

EXCERPT #7WG2F4 p. 3
  Therefore, we suggest to use the above model as a tool for urban planners and landscape gardeners, who have the dilemma to build most comfortable way systems at minimal construction costs. For planning purposes one needs to know the entry points and destinations within the considered area and the rates of usage of their connections. If necessary, these can be estimated by trip chaining models [22], which are also needed in cases of complex lines of access and sight. The effects of the physical terrain and already existing ways can be taken into account by the function G_0(\vec{r}) . By varying the model parameter \kappa , the overall length of the resulting trail system can be influenced (Figures 2 and 3). In the same way, one can check its structural stability. Presently, we are evaluating typical parameter values of \lambda and \kappa by comparison of simulation results with real pedestrian flows which are reconstructed from video films by image processing. These values shall be used for designing convenient way systems in residential areas, parks, and recreation areas by means of computer simulations (Figure 3). We expect that such way systems will actually be accepted, since they take into account the route choice habits of pedestrians.

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  In summary, the presented active walker model is able to describe the self-organization and the typical structural properties of human trail systems. It will be interesting to relate our model to the work on space syntax [23]. Repulsive interactions between pedestrians can be taken into account by generalizing equation (4) in accordance with the social force model of pedestrian motion [7,10]. However, these are only relevant in cases of frequent pedestrian interactions, in which they lead to broader trails.

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DOCUMENT #GY93FG
Mountain Trail Formation and the Active Walker Model

SECTION #2F9V87 1. Introduction

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  The dynamics of pedestrians and their interactions with the environment have become a central theme in the study of social physics 6 . An aspect of pedestrian dynamics that has received considerable attention is the description of spontaneously formed trail systems. Unexpected patterns can be found in trail systems, highlighting the interplay between effective attractions and itinerancy when walking from a starting point to a destination 7 . The creation of powerful models of human trail formation could help to improve planning and understanding of paths and related phenomena 7,9,8,10,4,5 . However, we are not aware of any physics based studies of the formation of mountain trail systems, where poor planning for human activity can lead to significant environmental damage 2,3 .

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  In principle, there are a huge number of possible routes to be explored when choosing a path, and walkers could take any course between a starting point and a destination. A first approximation to the most probable path is a straight line between the initial and destination points (unless there are obstacles in the way). However, studies of trails using the active walker model have shown that the detailed patterns of paths form from a counterpoint between the desire to walk on well trodden paths, and the shortest route to be found by traveling directly between the origin and destination 7,9 . Well-trodden paths are likely to be favored by pedestrians because of reduced energy usage when compared, for example, to walking through long grass. This preference may be largely psychological, as internet based experiments in a virtual environment have also shown that 'walkers' tend to favor well-used 'paths' 4,5 . The preference to walk on regularly used paths leads to an effective interaction between past and present walkers, indicating that there is interesting physics involved in the formation of such trails.

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EXCERPT #XCBY4W p. 1

EXCERPT #JWYPGD p. 1
  On inclines, there is a third influence. Walkers may ascend slopes diagonally if the gradient of the incline becomes too steep to ascend directly. Walking at an angle to the line of fastest ascent has the effect of decreasing the effective gradient of the incline, permitting travel up steeper slopes. On descent, it may not be possible to walk directly down a very steep slope without becoming unbalanced, again leading walkers to take a diagonal path. Our aim in this article is to determine if the walkers' desire to avoid steep gradients, in combination with the rules of the active walker model, can be used to simulate the zigzag paths that can be observed in mountainous regions.

EXCERPT #364B8H p. 1
  The energetics of walking on an incline have been discussed by Alexander in a simple model of bipedal locomotion 1 . From energy considerations, walkers aim to change the angle of ascent from the vertical if a hill reaches a steep enough gradient. In Ref. 1, human walkers are omniscient, and are able to assess the energetic outlay for an entire route. In this way, they can assess if more energy would be expended taking a shallower and longer route, or if a quick hike up a steep route would be more favorable. We consider that it is unlikely that the information about all possible routes is available for global decisions to influence route and planning, and expect that decisions are more likely to be local. Moreover, modeling has concluded that humans choose well trodden paths in a more local manner 8 . We therefore consider that insight into mountain trail formation could be gained from active walker simulations of inclined planes.

EXCERPT #GNDKEV p. 1
  To demonstrate some examples of paths on inclines, we took photographs in the Lake District in Cumbria, England, which can be seen in Fig. 1. The upper panels Fig. 1(A1,A2) show spontaneously formed zig-zag paths on Wansfell. Two paths can be seen to the left and right hand sides of the picture, as highlighted in the figure on the right (A2). The left hand path has been augmented with rock since its formation, but still shows the characteristic zig-zag. To remove doubt on the origin of the zig-zags (for example, the stones might have been laid according to a plan) a second path can be seen to the right of the picture. The right hand path is spontaneously formed in the grass. Both have similar path angle and regularity of direction change. An example from further up the trail can be seen in panels B1 and B2. Here, there is additional wear to the side of the trail, indicating that the trail is still evolving. The paths are on inclines of around 1:8. The bottom path (C1 and C2) is on an incline of around 1:2, and was observed near Low Sweden Bridge which is close to the village of Ambleside. Trails of this type are not unique to England, and such paths can be seen in other locations, such as Smith Rock in the USA, where the bends in the paths are large enough to appear on trail maps

EXCERPT #4RYEAR p. 2

EXCERPT #53TVSX p. 2

EXCERPT #R57FGT p. 2

EXCERPT #GH7MQ3 p. 2
  Figure 1: Six photographs (A1, A2, B1, B2, C1, C2) showing spontaneously formed zig-zag paths on Wansfell, near Ambleside, Lake District, Cumbria, UK. The paths are shown on grassy slopes and are highlighted with white lines. (A1, A2) show paths on a grassy slope with trees in the background. (B1, B2) show paths on a steeper slope with trees in the background. (C1, C2) show paths on a steep incline with trees in the background. (B2) has an arrow pointing to 'Additional wearing' on the path.

EXCERPT #XLPNFR p. 2
  Fig. 1. (Color online) Spontaneously formed zig-zag paths on Wansfell, near Ambleside, Lake District, Cumbria, UK. (A1, A2) The left hand path has been augmented by humans since its formation. The right hand path is spontaneously formed in the grass. Both paths have a similar angle relative to the steepest direction and regularity of direction change.). (B1, B2) Another zigzag path from further up the trail. Recent wearing of the path can be seen. The top paths are on inclines of around 1:8. The bottom path (figures C1, C2) is on a much steeper incline of around 1:2. This path was found close to Low Sweden Bridge near Ambleside, and breaks off from the main path that can be seen curving around towards the back of the picture. White lines are included on the right hand versions of the figures to highlight the paths.

EXCERPT #W9QZGF p. 2
  14

EXCERPT #UWUSQ2 p. 2
  This article continues as follows. We review the rules of the active walker model in section 2. In section 3 we briefly discuss aspects of the biomechanics of walking on inclines. Extensions of the active walker model for mountain trail systems are introduced in section 4. Results of simulations are shown in section 5. Finally we summarize in section 6.

EXCERPT #D44R3L p. 3

EXCERPT #4V9JTU p. 3

DOCUMENT #GY93FG
Mountain Trail Formation and the Active Walker Model

SECTION #U98348 4.1. New rules for mountain walking

EXCERPT #ZHYXRP p. 6
  It is our aim extend the active walker model to construct a “mountain walker model”. As we have discussed in section 3, our model should take account of the inability of walkers on steep inclines to walk directly up or down a slope if the gradient becomes too great, and avoid sudden changes of direction that can cause instability.

EXCERPT #TWRCYQ p. 6
  We suggest two ways of implementing an aversion to sudden changes in direction:

EXCERPT #ASTVR4 p. 6
  Rule 1a The new direction of the walker is taken as the weighted average of the recent angle of motion \phi and the angle of motion that would be favored on a flat surface.

EXCERPT #8AYDMU p. 6
  \gamma(t) = \alpha\phi + (1 - \alpha)\beta(t), \quad (6)

EXCERPT #J3EM33 p. 6
  We call the parameter \alpha the persistence of direction . \beta is the angle that is determined from the direction vector \mathbf{e} = e_x\mathbf{i} + e_y\mathbf{j} ,

EXCERPT #UX4KAU p. 6
  \beta(t) = \tan^{-1}(e_y(t)/e_x(t)) \quad (7)

EXCERPT #BVT3JG p. 6
  where \mathbf{i} and \mathbf{j} are unit vectors in the x (uphill) and y (horizontal) directions respectively. In the determination of \beta , care is taken to ensure that the angle is in the quadrant consistent with the signs of e_x and e_y . We take care to avoid any problems with branch cuts in equations 6 and 7. Strictly, \phi should relate to the direction of the walker over the time period just before

EXCERPT #V335SB p. 7

EXCERPT #6PPCFS p. 7

EXCERPT #X73A8J p. 7
  Figure 3: Three heatmaps (a, b, c) showing the ground condition for different angles theta. Each plot has 'Horizontal [m]' on the x-axis (ranging from -2 to 2) and 'Incline [m]' on the y-axis (ranging from 0 to 25). A color bar on the right of each plot indicates values from 0 to 10. (a) theta = 15 degrees, (b) theta = 25 degrees, and (c) theta = 35 degrees. The plots show a vertical band of higher values (lighter gray) centered around x=0, with some horizontal streaks indicating steps.

EXCERPT #H8D59T p. 7
  Fig. 3. Ground condition for (a) \theta = 15^\circ (b) \theta = 25^\circ and (c) \theta = 35^\circ . In all cases, the persistence of direction \alpha = 0 . If consecutive steps are not taken in similar directions, no clear zig-zag paths form.

EXCERPT #SNRSW6 p. 7
  \phi = \int_{t-\Delta}^t \beta(t') dt' / \Delta \quad (8)

EXCERPT #2XN7QW p. 7
  where \Delta is the time period within which the direction of previous footsteps is relevant to stability.

EXCERPT #K4MFTW p. 7
  We also suggest an alternative to equation 6.

EXCERPT #JCA9GQ p. 7
  Rule Ib Equation 2 is supplemented with the average direction over recent time,

EXCERPT #S9347T p. 7
  e(\mathbf{r}_\mu, t) = \frac{(\mathbf{d}_\mu - \mathbf{r}_\mu(t)) / |\mathbf{d}_\mu - \mathbf{r}_\mu(t)| + \nabla_{\mathbf{r}_\mu} V_\mu(\mathbf{r}_\mu) + \frac{\bar{\alpha}}{\Delta} \int_{t-\Delta}^t \mathbf{e}(\mathbf{r}_\mu, t') dt'}{|\mathbf{d}_\mu - \mathbf{r}_\mu(t)| / |\mathbf{d}_\mu - \mathbf{r}_\mu(t)| + \nabla_{\mathbf{r}_\mu} V_\mu(\mathbf{r}_\mu) + \frac{\bar{\alpha}}{\Delta} \int_{t-\Delta}^t \mathbf{e}(\mathbf{r}_\mu, t') dt'} \quad (9)

EXCERPT #HXA6VE p. 7
  where again \Delta is the time within which sudden change of direction would lead to falling and \bar{\alpha} is a parameter that controls the influence of the previous footsteps.

EXCERPT #8FAKUZ p. 7
  We also modify the active walker model to incorporate the potential barrier in angle space that represents the inability to achieve a safe journey if the walker is traveling too close to the directly uphill or downhill routes (i.e. a journey where the walker is unlikely to fall over). This rule is summarized in figure 2.

EXCERPT #F5HH8E p. 8

EXCERPT #M7NEPH p. 8

EXCERPT #XJ4AGU p. 8

EXCERPT #UCYJHL p. 8
  Figure 4: Three heatmaps (a, b, c) showing ground conditions for simulations. Each plot has 'Horizontal [m]' on the x-axis (ranging from -2 to 2) and 'Incline [m]' on the y-axis (ranging from 0 to 25). A color bar to the right of each plot indicates values from 0 to 10. (a) α = 0.4 shows a narrow vertical band of high values (white/yellow) at x=0. (b) α = 0.5 shows a wider vertical band of high values. (c) α = 0.6 shows a very wide, irregular region of high values, indicating a larger forbidden zone.

EXCERPT #YJTJ9T p. 8
  Fig. 4. Ground condition for simulations with minimum safe angle \theta = 5^\circ and persistence of direction (a) \alpha = 0.4 (b) \alpha = 0.5 and (c) \alpha = 0.6 . As the tendency to make consecutive footfalls in the same direction increases, the size of the features increases.

EXCERPT #EVCYWF p. 8
  Rule IIa (To be used with rule Ia) If the angle \gamma , chosen from equation 6, falls within a forbidden zone ( |\gamma| < \theta ), the angle along which the walker moves is mapped to the nearest minimum angle of safety (either \theta or -\theta ). We assume that the larger the incline of the slope, the larger the region of angles that are not permitted. This is equivalent to having an infinite effective potential barrier in certain directions. In the event that \gamma = 0 our walker has a preference to move left. If there is a mapping, we reconstruct \mathbf{e} from \gamma as \mathbf{e} = \cos(\gamma)\mathbf{i} + \sin(\gamma)\mathbf{j} , noting that the sense of \mathbf{i} is up the plane. The new \mathbf{e} is then used to update the position of the walker via eqn. 5.

EXCERPT #ZGTQAD p. 8
  Rule IIb (To be used with rule Ib) If the angle, \beta = \tan^{-1}(e_y/e_x) , lies within a forbidden zone ( |\beta| < \theta ), then the vector \mathbf{e} is mapped to the closest angle outside the forbidden region. If \beta = 0 the walker moves left. Since \beta = 0 on the first iteration, our paths show a bias in that direction.

DOCUMENT #GY93FG
Mountain Trail Formation and the Active Walker Model

SECTION #HX4K49 6. Summary

EXCERPT #S2VCY4 p. 16
  We have developed an extension to the active walker model to handle the formation of trails on inclines. Our simulations are in qualitative agreement with empirical observations of mountain path formations. Such trails are characterized by a zig-zag pattern. Our extension took account of the inability of walkers to walk directly up or down very steep gradients. We have shown that some supplementary rules need to be included in the active walker model to achieve features consistent with mountain trails. Those additional rules are that (a) the consecutive steps of walkers tend to be in the same direction and that (b) there is a maximum permitted angle of motion down an incline to avoid falling and (c) there is a maximum angle of ascent for physiological reasons such as limited ankle flexibility. When rules to encourage consecutive steps are not present, we find that walkers travel in an unusual manner, only taking a single step before changing direction. We also found that the presence of walkers moving both uphill and downhill (with different forbidden angles) is important for forming well defined zig-zag paths. Walkers traveling downhill with a larger forbidden angle are constrained to form zigzags but create rather diffuse paths unless those paths are complemented by walkers traveling uphill. This happens because the walkers with more angular freedom become attracted to and reinforce the paths.

EXCERPT #WE9YUA p. 17

EXCERPT #2XEL3Y p. 17

EXCERPT #BQSVBB p. 17
  The preference of walkers to take consecutive steps in the same direction could also be relevant for the understanding of trail formation in flat areas, and it is our opinion that a persistence of direction parameter should also be included when simulating trail systems on level ground. Thus, our main conclusions are that (1) correlation between consecutive step directions should be included in the active walker model and that (2) an extension of the active walker model to include forbidden angles, correlation between consecutive steps and the combination of walkers moving both up- and down-hill is suitable to understand the formation of mountain paths.

### 89. Tool result: read

DOCUMENT #LXV9AT
Principles of Trail Layout and Design

SECTION #92S5AZ 5.1. Life of a Trail

EXCERPT #MKJB5R p. 3
  All trails have an impact on the land where they are constructed. This impact can be minor or severe, depending on how well the trail is designed and constructed. In addition, all trails require maintenance. Even the best-designed and constructed trails require cyclical maintenance to perform properly.

EXCERPT #74F9ER p. 3
  Trails can last for hundreds of years. Many trails in the United States are well over a hundred years old. In Asia, Africa, Europe, and South America there are trails that are several thousand years old. With such a lifespan, trails that are not properly designed, constructed, and maintained can have long lasting adverse impacts on natural and cultural resources, and can be a liability to the land manager's funding and staffing resources.

EXCERPT #CNZ78C p. 3
  How well a trail performs is influenced by the quality of its design. The design process can take from days to months to complete. The more time and effort spent evaluating the landform and identifying the appropriate location, the better the trail will perform over its lifetime. Thus, a detailed planning and design process must be followed. Even the best-constructed trails will not perform well if the initial design is inadequate.

EXCERPT #FHVN2D p. 3
  Once a trail is designed, it must be constructed to the highest standards, which can take from weeks to years to complete. Even the best designed trails will not perform if the construction is substandard.

EXCERPT #YGSDT7 p. 3

EXCERPT #M6GEUT p. 4

EXCERPT #W74K5Q p. 4

EXCERPT #ZL34E5 p. 4
  Finally, a trail must receive the necessary maintenance to retain its designed clearance, width, shape, and drainage, and all structures must be repaired or replaced in a timely fashion. It should be assumed that these activities will occur over hundreds of years.

EXCERPT #S3YZLW p. 4
  The frequency and amount of resources spent maintaining a trail is directly related to the quality of the trail's design and construction. Furthermore, a poorly designed, constructed, or maintained trail has a higher impact on natural and cultural resources. These conditions also lead to lower user satisfaction. If a trail is intended to last several hundred years, the initial investment in proper design and construction is critical. There must also be a commitment by the land management agency to maintain the trail for its entire lifespan.

DOCUMENT #LXV9AT
Principles of Trail Layout and Design

SECTION #QB5YWT 5.2. Elements of a Good Trail

EXCERPT #VY7QNA p. 4
  A well-designed trail has the following characteristics:

EXCERPT #2ZJFMJ p. 4
  • Avoids sensitive natural and cultural resources; • Avoids problematic geomorphic features; • Follows curvilinear alignment; • Does not disrupt or alter the hydrology of the landform; • The linear grades do not exceed the maximum sustainable grade; • Has full bench construction with adequate outslope; • Has stable and well vegetated slopes above and below the trail bed; • Has watercourse crossings sized for the maximum foreseeable flood event and are passable to aquatic species, bed load, and debris; • Requires minimal routine and cyclical maintenance; and • Meets the needs of the intended user groups.

EXCERPT #AZHSJQ p. 4
  A well designed trail results in cost savings over the long-term, because storm-related failures are avoided or greatly reduced and annual maintenance is minimized.

EXCERPT #T4XNYZ p. 4
  A trail is more than a route to a desired destination; it is an experience. The designer integrates points of interest and aesthetic experiences with a technically sound alignment. A well-designed trail seamlessly traverses the natural setting. The focus of the user is on the environment they are passing through and not on the trail.

DOCUMENT #LXV9AT
Principles of Trail Layout and Design

SECTION #M2FCT4 5.6. Maintaining Natural Drainage

EXCERPT #JAQX4S p. 24
  Successful trail design requires a basic understanding of hydrology, geology, soil science, engineering, and trail construction and maintenance. Traditional design usually employs drainage features or structures that collect water from watercourses bisected by the trail, as well as from overland runoff (“sheet flow”). Water is the most influential factor in designing and laying out trails, yet its impact is often underestimated. Overland runoff must be allowed to travel its natural path. Water should stay within the natural watercourse and not be captured by the trail nor by an inboard ditch. If a landform’s flow path is diverted and water accumulates, water will gain volume and energy and cause erosion. Photo 5.17 illustrates how natural surface drainage directs runoff into depressions where it forms a watercourse. Photo 5.18 demonstrates how a poorly aligned trail (dashed red line) causes surface runoff to be diverted (in yellow areas), captured, and accumulated (in orange areas).

EXCERPT #EZ5S8W p. 24
  Natural flow is maintained by laying out trails on the contour of the land, which helps facilitate natural sheet drainage. This type of trail layout is called curvilinear alignment (crossing contour lines at nearly flat or oblique angles). Curvilinear layout keeps the trail alignment nearly perpendicular to natural sheet runoff, and requires following the landform, pulling in and out of swales and crenulations. Pulling in, dipping down, and pulling up and out of drain swales (even in the most subtle crenulations) ensures that the trail alignment cannot capture or divert flow. This technique effectively de-couples the trail from the watershed and eliminates or minimizes the need for drainage structures such as grade reversals and water bars that use the trail to capture water and drain it onto the slope below the trail where rills and gullies can form. Curvilinear alignment does not alter the flow of watercourses bisected by the trail, which is critical to plant and animal communities associated with wetland and riparian corridors. (See Figure 5.3.) Photo 5.19 illustrates how a trail gradually dips down and pulls out of an ephemeral watercourse (top) and contours up the hillslope (bottom).

EXCERPT #7SM84T p. 24

EXCERPT #DPZYJC p. 25

EXCERPT #JWVD36 p. 25

EXCERPT #X5CWBX p. 25
  A photograph of a dry, hilly landscape. Blue lines are drawn on the terrain to indicate natural surface runoff paths, showing water flowing down the slopes. Three orange clouds with blue rain lines are positioned above the hills, showing water falling on the landscape. A photograph of a dry, hilly landscape with blue lines indicating natural surface runoff paths. Three orange clouds with blue rain lines are positioned above the hills, showing water flowing down the slopes.

EXCERPT #ZKZP5A p. 25
  Photo 5.17 - Natural Surface Runoff

EXCERPT #5S6QUV p. 25
  A photograph of the same dry, hilly landscape as Photo 5.17. A red line represents a trail alignment. Several yellow and orange ovals highlight areas where the trail crosses or follows runoff paths, indicating poor trail alignment that captures and accumulates runoff. A photograph of the same dry, hilly landscape as Photo 5.17, but with a red line representing a trail alignment. Several yellow and orange ovals highlight areas where the trail crosses or follows runoff paths, indicating poor trail alignment that captures and accumulates runoff.

EXCERPT #QS55NK p. 25
  Photo 5.18 - Poor Trail Alignment Captures and Accumulates Runoff

EXCERPT #7D865Z p. 25

EXCERPT #CEMGW8 p. 26

EXCERPT #BBK6VR p. 26

EXCERPT #ZR9K5B p. 26
  TOPOGRAPHIC PROFILE OF TRAIL LAYOUT Figure 5.3: Relationship of Topography to Trail Grade and Layout. The figure consists of two parts. The left part is a cross-sectional diagram showing a trail winding through a landscape with trees, a stream, and a slide area. Labels include 'SLIDE', 'STREAMS', and 'TRAIL'. The right part is a topographic map showing contour lines and a dashed line representing a trail layout. The text 'TOPOGRAPHIC PROFILE OF TRAIL LAYOUT' is written vertically between the two diagrams.

EXCERPT #KUWFWR p. 26
  Figure 5.3 - Relationship of Topography to Trail Grade and Layout

EXCERPT #HVC37Y p. 26
  California State Parks logo featuring a tree and the text 'CALIFORNIA STATE PARKS'

EXCERPT #E6NNGL p. 26
  RELATIONSHIP OF TOPOGRAPHY TO TRAIL GRADE AND LAYOUT

EXCERPT #53UT2Z p. 26
  CALIFORNIA STATE PARKS

EXCERPT #KS94CL p. 26
  NOT TO SCALE

EXCERPT #NUUF5M p. 26

EXCERPT #YW66KA p. 27

EXCERPT #TDLSM9 p. 27

EXCERPT #7YWXEQ p. 27
  The image consists of two photographs. The top photograph shows a forest floor with a trail bed. A red dashed line indicates the trail path, and a blue dashed line indicates the drainage path. The trail bed is constructed on a hillside. The bottom photograph shows a forest floor with a trail bed. A yellow dashed line indicates the trail path. The trail bed is constructed on a hillside. Two photographs showing trail construction techniques. The top photo shows a trail bed on a hillside with red dashed lines indicating the trail path and blue dashed lines indicating the drainage path. The bottom photo shows a trail bed on a hillside with yellow dashed lines indicating the trail path.

EXCERPT #CVAT8M p. 27
  Photo 5.19 - Trail Through an Ephemeral Watercourse (top) and Up a Hillslope (bottom)

EXCERPT #SW8LMB p. 27
  Constructing a trail bed on a hillslope rather than flat ground will also enhance the trail's drainage performance. Constructing into the hillslope will facilitate more efficient overland sheet flow drainage. When the sheet flow runs down the cut bank in a thin film it accelerates, giving it the momentum to flow across the trail bed and down the hillslope. (See Photo 5.20.) Curvilinear alignment combined with sustainable linear grades, hillside construction, and outsloping prevents water diversion and accumulation. Retaining the landform's natural drainage patterns is the key to sustainable trails.

EXCERPT #9RVABJ p. 27

EXCERPT #LHR4EF p. 28

EXCERPT #A9DLPP p. 28

EXCERPT #QKYSA4 p. 28
  A photograph of a dirt trail winding through a forest. Blue lines are drawn on the image to illustrate the natural drainage patterns (sheet flow) down the slope, showing how the trail's alignment follows the landform's contours to prevent water diversion and accumulation. A photograph of a dirt trail winding through a forest. Blue lines are drawn on the image to illustrate the natural drainage patterns (sheet flow) down the slope, showing how the trail's alignment follows the landform's contours to prevent water diversion and accumulation.

EXCERPT #NJP4TP p. 28
  Photo 5.20 - Sheet Flow Flowing Down Slope

DOCUMENT #LXV9AT
Principles of Trail Layout and Design

SECTION #EEPQMJ 5.7. Trail Layout

SECTION #7XTB8T 5.7.1. Review of Existing Information

EXCERPT #UWMLR4 p. 28
  Before a trail designer begins field work they must have a thorough understanding of the landform the trail will be traversing. A review of all applicable literature, including the geology, hydrology, soils, topography, and cultural and natural resources, is required. Extra attention needs to be given to reports on sensitive cultural, plant, and animal resources that could be impacted by the proposed trail. Other important background information includes property boundaries, easements, rights-of-way, and other transportation routes. Some agencies have geographic information systems (GIS) that can provide most of this information. Existing management, trail, transportation, and watershed plans are reviewed to ensure the proposed trail is in compliance with long-range goals for that region. Historic photographs, topographic maps, and aerial photographs aid better understanding of the landform. If available, LiDAR images and SHALSTAB digital mapping programs provide even greater detail and geomorphic information on the landform. In addition, CEQA documents and biological assessments developed for projects in the vicinity can contain information valuable to trail planning and construction.

SECTION #D9NVQC 5.7.2. Major Control Points and Average Linear Grades

EXCERPT #S47DP4 p. 28
  Once the existing information is reviewed and assimilated, the major control points between the starting and ending of the trail are identified. These points are identified during the literature review process and confirmed by field reconnaissance. Major control points include highway accesses, railway crossings, large bodies of water, massive landslides, avalanche chutes, talus slopes, and steep cliffs. Generally, these points are where the new trail alignment must pass through (“positive controls”) or avoid (“negative controls”). After these points are confirmed and established, the broad trail corridor is narrowed and adjusted to accommodate these locations. Mapping software can be used to draw the trail corridor following the principles of curvilinear alignment. This corridor is adjusted to avoid or join the major points. Most mapping software will calculate the distance of the trail corridor drawn. The average linear grade between major control points is then calculated by dividing the elevation difference between two control points by the linear distance between the points. For example, if the elevation difference between the two control points is 200 feet and the linear distance between them is 2,000 feet, the average linear grade will be 10% (i.e., 200 \text{ ft.} \div 2,000 \text{ ft.} = 0.10 or 10%).

EXCERPT #S34PQS p. 28

EXCERPT #VCPTCR p. 29

EXCERPT #TZAAUM p. 29

EXCERPT #56N3J2 p. 29
  Mapping software can also be used to calculate elevation changes and average linear grades. However, these programs provide only rough estimates and should only be used prior to field validation. Once this calculation is performed, the linear grade between the points is compared to the maximum sustainable linear grade of the landform and accessible trail design standards. By breaking the trail corridor into individual segments between control points, the trail alignment is divided into manageable units. Segmentation is an important step that greatly simplifies layout and design.

EXCERPT #7TZZ2C p. 29
  In Figure 5.4, major control points are identified on a map and the trail corridor is redrawn (in light brown) to avoid negative control points and connect to positive control points. Segments between the major control points are identified (vertical black dashes). Topographic maps and mapping software is then used to obtain the distance and elevation differences between the major control points.

SECTION #XSQ2CN 5.7.3. Maximum Sustainable Linear Grades

EXCERPT #RCLS5L p. 29
  Maximum sustainable linear grade is the linear grade of a trail that, when combined with proper layout and construction, will result in a trail bed that requires only routine maintenance and will not threaten resources, even when subjected to severe weather conditions or heavy use. All trails require some level of maintenance. However, a sustainable trail should perform its intended purpose without the need for non-cyclical maintenance and should not be subject to catastrophic failures during significant storm events.

EXCERPT #9ZJB62 p. 29
  The maximum sustainable grade is initially determined by evaluating information obtained during the literature research and from design standards. However, this initial grade needs to be refined and validated by field reconnaissance. The following variables determine the maximum sustainable grade of a trail.

EXCERPT #EWH2GB p. 29

EXCERPT #FZHUJJ p. 30

EXCERPT #B37EMP p. 30

EXCERPT #UBNDBK p. 30
  The figure is a topographic map of a section of Redwood Valley, California. It highlights a trail corridor in orange, which runs from the northwest towards the southeast. The corridor is defined by major control points marked with black squares. Key locations labeled on the map include Backcountry Camp, Arch. Site (at the northwest end), Redwood Lilly Habitat, Over Steepened Slopes, Salamander Habitat, Landslide, Arch. Site (at the southeast end), Campground, and Bridge. The map also shows various geographical features like Greenhorn Mountain, Redwood Valley, and the Redwood River. A legend in the bottom left corner identifies the symbols: a white square for 'Major Control Points', an orange square for 'Narrowed Trail Corridor', and a black square for 'Segments Between Major Control Points'. Topographic map of Redwood Valley showing a trail corridor and control points.

EXCERPT #L4K6N6 p. 30
  Figure 5.4 - Mapping Major Control Points and the Trail Corridor

EXCERPT #KG8VRP p. 30
  Trail user types, their interaction with the trail tread, and the amount of use affect the rate of mechanical wear to the trail tread and the trail's sustainability. As previously discussed, there are different rates of mechanical wear associated with each user group. The rate of mechanical wear must be considered when identifying the maximum sustainable grade. The amount of use a trail receives also affects the rate of wear; the higher the use, the greater the amount of wear that occurs. Also a single event, such as a horse endurance ride or a mountain bike race, can significantly affect the rate of mechanical wear. Often trails that were never designed to accommodate these events are used several times a year without regard to the impacts they can cause. If these types of events are intended for a new trail, the impacts must be factored into determining the sustainable grade.

SECTION #2YGFFK 5.7.3.1. Soil Strength and Durability

EXCERPT #UL5AY6 p. 30
  Evaluate the parent soils, including percentage of rock aggregate, percentage of fractured rock, rock size, gradation, hardness, and percent of clay in the rock-soil matrix. Soils that have a high percentage of aggregate with fractured faces and a good size gradation will lock together well when mixed with a moderate amount of clay. This soil type has high strength and durability characteristics. Soil with low amounts of aggregate, minimal gradation in rock size, round rock faces, or a high percentage of clay has low soil strength and durability characteristics. The greater the strength and durability, the more linear grade the trail can sustain. Soil characteristics often change over the length of a trail alignment, and linear grades need to be adjusted accordingly.

EXCERPT #H2V86Y p. 30

EXCERPT #5SB8WF p. 31

EXCERPT #77EZNP p. 31

SECTION #ZFYZXZ 5.7.3.2. Annual Rainfall

EXCERPT #VE745X p. 31
  The amount of annual rainfall affects performance of the trail bed. High levels of rainfall can result in soil saturation and weak soils, as well as deformation of the trail surface when subjected to use. Generally, high annual rainfall reduces the amount of linear grade a trail can sustain.

SECTION #74WYLZ 5.7.3.3. Rainfall Intensity

EXCERPT #UG2WS4 p. 31
  The intensity of rainfall can affect the performance of a trail's surface, especially where the runoff coefficient is high due to up slope conditions, such as the amount of exposed bed rock in the watershed, a lack of vegetative cover, road building, grazing, or recent fire activity in the watershed. High rainfall intensity can generate a significant runoff response up slope, which can impact drainage structures and trail surfaces. Drainage structures need to be designed and constructed to accommodate this runoff and the linear grades need to be adjusted to reduce the possibility of rilling caused by increased sheet flow.

SECTION #Y3XWQH 5.7.3.4. Canopy Cover

EXCERPT #T9EB65 p. 31
  A forest canopy can help protect the trail bed in several ways. It reduces the impact associated with rain drops falling directly on the trail's surface. Each rain drop produces enough energy to dislodge small particles of soil, which not only dislodges and transports the particles, it can break up the protective crust of the trail's surface. The leaves and needles in the canopy absorb most of this impact and the leaves and needles on the trail surface protect soils that would be otherwise exposed. The organic layer on the trail's surface also provides a cushion against the mechanical wear associated with tires, hooves, and boots. Finally, the shade provided by the canopy and the organic layer on the trail's surface help retain the soil moisture in the trail bed during dry periods. Moisture helps maintain the electrostatic bonding between soil particles. When soil is dry that bonding is decreased and the soil becomes friable. Reduced friability reduces soil erosion and maintains the integrity of the trail bed. The presence of canopy cover may improve the performance of trail surfaces and allow for an increased linear grade.

SECTION #7FRMWX 5.7.3.5. Percent of Hillslope

EXCERPT #SFWHTE p. 31
  The relationship between hillslope grade and linear trail grade is one of the most important factors in trail design. As hillslope grade increases, the linear trail grade can also increase up to the limit established by other variables discussed in this section. Correspondingly, as hillslope grade decreases, linear trail grade also needs to decrease. If linear trail grade begins to approach hillslope grade, the trail begins to align with the "fall line" of sheet flow drainage directed by the landform. A fall line trail will capture sheet flow and become a water conveyance. The recommended ratio of hillslope to linear trail grade is based on all the variables used to determine the maximum sustainable grade. In some locations, a 2:1 ratio of hillslope to linear grade may be adequate, while in other locations a 3:1 ratio may not be enough. The relationship between the two grades is critical to the long-term sustainability of the trail.

EXCERPT #BVR7H5 p. 31

EXCERPT #58BZUW p. 32

EXCERPT #AHDLS7 p. 32

SECTION #SB9AAG 5.7.3.6. Location on the Hillslope

EXCERPT #EZKSLY p. 32
  Generally, within a watershed, trail alignment at lower elevations will encounter more shallow groundwater and accumulate greater amounts of sheet flow than trails at higher elevations. The amount of sheet flow and shallow groundwater that accumulates on the trail is generally proportional to the watershed's surface area above the trail alignment. This concept is important to understand when designing trails on slopes because the more water the trail encounters, the lower the linear grade it can sustain. In addition, trails at the bottom of a watershed usually encounter less stable geology, as inner gorges undergo a more dynamic geomorphic process. Trail alignments at higher elevations in the watershed usually can sustain higher linear grades.

SECTION #VGA57R 5.7.3.7. Season of Use

EXCERPT #QN83PG p. 32
  Trails used year-round need to be designed to compensate for additional wear to the trail tread that occurs during the wet season. Water saturation weakens the trail surface, making it more susceptible to erosion and deformation. Holes and ruts in the trail bed capture water and lead to rapid deterioration. Typically, trails that are designated for use during the wet season need to have a low amount of use, excellent parent soil, be surfaced with a stabilizing material, or have low linear grades.

SECTION #DQ4WG4 5.7.3.8. Evaluation of Existing Trails

EXCERPT #S3X7UU p. 32
  An additional method of determining the maximum sustainable grade of a proposed trail is to evaluate existing trails in the same geographic area. Assuming that the existing trails have the same characteristics identified above as the proposed trail, they can be used as a tool to ground truth the maximum sustainable grade analysis. The key to using existing trails as indicators of maximum sustainable grades is that those trails or portions of those trails must possess the appropriate curvilinear alignment and proper trail construction characteristics. Unfortunately, there are very few trails that possess those qualities. However, you can usually find a segment or segments that meet these criteria. By knowing the use type, levels of use, and seasons of use, and by closely monitoring the linear grade, cross slope, and soil conditions, you can begin to establish the threshold of sustainable linear grade on these trail segments.

SECTION #BRLU95 5.7.3.9. Evaluating and Interpreting the Criteria

EXCERPT #53NYQ5 p. 32
  The above criteria can influence the maximum sustainable grade either positively or negatively. When using these criteria to determine the maximum sustainable linear grade it is important to note that they are very much inter-related. They can collectively increase or decrease the maximum linear grade. They may also offset each other when some of the criteria have a positive influence and others have a negative influence on the linear grade. For example, the proposed trail corridor may be located high in a watershed that receives a moderate amount of rainfall and has low intensity rainfall events. All of these conditions enhance the maximum linear grade capabilities of the trail. However, if the soils have low strength and durability characteristics and there is an absence of canopy cover, these negative conditions offset the positive criteria and the maximum linear grade would not increase and could even decrease. Interpreting these criteria is as much art as it is science and the more experience the trail designer has in laying out, constructing, and maintaining trails the better they will be able to evaluate the landform. As previously mentioned, some of these variables may change throughout the proposed alignment, which could alter the maximum sustainable grade. There may not be a single maximum sustainable grade for the entire alignment but several maximum linear grades along the proposed trail corridor.

EXCERPT #46UEE9 p. 32

EXCERPT #Z8XBSC p. 33

EXCERPT #XLXFZ2 p. 33

EXCERPT #76SGWC p. 33
  Once the maximum linear grade has been identified between the major control points, it can be compared to the average linear grade determined by the rise over run calculation. If the average grade is steeper than the maximum sustainable grade, the trail alignment needs to be adjusted (lengthened) to conform to the grade limit. Using the above example of two control points that are 2,000 feet apart with a 200 foot elevation difference, if the maximum sustainable linear grade is determined to be 8% and the average linear grade between the two control points is 10%, then additional linear run must be provided to reduce the average linear grade. To determine the additional linear run needed, divide the elevation difference between the two controls by the maximum sustainable linear grade (i.e., 200 \text{ ft} \div 0.08 = 2,500 \text{ ft} ), then subtract the existing distance between the two points to determine the additional length needed (i.e., 2,500 \text{ ft} - 2,000 \text{ ft} = 500 \text{ ft} ). To reduce the average linear grade to 8%, an additional 500 lineal feet of trail must be added to the alignment. If landbase, resource, aesthetic, or construction issues prohibit lengthening the trail in a curvilinear fashion, then trail features and structures such as topographic turns, climbing turns, and switchbacks may be needed. Steps may also be a potential solution. These trail features and structures must be placed at appropriate locations and become minor control points.

SECTION #ZGJXBS 5.7.4. Designed Linear Grades

EXCERPT #D33DUB p. 33
  Sometimes a maximum sustainable grade may exceed the user's comfort level or needs. For example, if, due to favorable landform conditions, the maximum sustainable grade for a Class I pedestrian hiking trail ranges between 12 and 16% but the user group is largely young families, senior citizens, and casual hikers, continuous trail grades between 12% and 16% are too steep. A designed grade of 8% to 10% is more appropriate. The same 12% to 16% linear grade may be too steep for most Class I equestrian use as well since horses are usually not conditioned for unremitting steep grades.

EXCERPT #9SGMDL p. 33

EXCERPT #AEPFZC p. 34

EXCERPT #QG4XY2 p. 34

EXCERPT #QAJC48 p. 34
  In most situations the maximum sustainable grade will not exceed the designed grade or the grade needed by the use type. However, when those conditions do exist, the linear grade should be adjusted (lowered) to meet the needs of the user.

SECTION #9WNHGK 5.7.5. Field Reconnaissance

EXCERPT #SBRLFV p. 34
  Once a proposed trail corridor that incorporates major control points and average linear grades between the points is identified on a map, field reconnaissance is performed along the route to verify the landform. It is a good idea to involve resource specialists, including engineering geologists, hydrologists, botanists, resource ecologists, wildlife biologists, archeologists, and historians. Getting their involvement early in the design and layout process improves the evaluation of the landform, enhances the synergy that occurs between disciplines, and reduces any conflict that may occur before the environmental review. Some specialists prefer to wait until there is a flag line on the ground before they perform an assessment. Either way, the sooner resource specialists are involved, the better the layout process will be.

EXCERPT #FDY266 p. 34
  Prior to setting foot on the landform, it may be desirable to use a helicopter or fixed wing aircraft to fly above the proposed alignment to give the designer a “bird’s eye” view of the landform. An overhead view provides an image of the land and helps locate potential problems, such as landslides, unstable inner gorges, cliffs, and steep slopes. It also provides the designer with a view of the vegetation types growing within the trail corridor. Vegetation is often a good indicator of soil type. Some plants prefer saturated soils while others prefer rocky well drained soils. Identifying vegetation and the soil types they prefer gives the designer a good indication of the soil types they will encounter once they perform on the ground reconnaissance.

EXCERPT #ZQLAER p. 34
  This “big picture view” also helps to understand the spatial relationships of topographic features, such as ridges, watercourses, hilltops, rock outcrops, and flat benches of land. If an overhead flight is not possible, viewing the area from a prominent elevation such as a mountain top or ridge is the next best option. Computer programs that render a 3 dimensional representation of the earth also provide the designer with a view of the landform. These programs map the earth by superimposing satellite images, aerial photography, and GIS data onto a 3D globe, allowing users to see landscapes from various angles. They provide a virtual flight over the landform with a variety of views. The quality of the view depends on the aerial photographic coverage and how recently the photographs and satellite images were taken. On the ground, this kind of overview is more difficult and time-consuming to obtain.

EXCERPT #YNT9ZE p. 34

EXCERPT #6ZBNS3 p. 35

EXCERPT #F7NVK9 p. 35

EXCERPT #HWVANA p. 35
  In Photo 5.21 below, the top view identifies vegetation, escarpments, stream valleys, and talus slopes. The bottom view identifies watercourses, vegetation, and unstable geomorphic areas.

EXCERPT #LCZNYG p. 35
  The image consists of two photographs. The top photograph is a landscape view from a high vantage point looking across a valley towards a range of rugged, snow-dusted mountains under a clear blue sky. Three yellow circles are drawn on the middle ground mountainsides to highlight specific features: the leftmost circle highlights a talus slope, the middle circle highlights a stream valley, and the rightmost circle highlights an escarpment. The foreground shows a rocky, sparsely vegetated slope. The bottom photograph is an aerial view of a mountain slope, showing a mix of brownish-tan talus and dark green coniferous forest. Two yellow circles are drawn on the slope to highlight watercourses and unstable geomorphic areas. Two photographs showing topographic features. The top photo is a landscape view of a mountain range with three yellow circles highlighting specific features: a talus slope, a stream valley, and an escarpment. The bottom photo is an aerial view of a mountain slope with two yellow circles highlighting watercourses and unstable geomorphic areas.

EXCERPT #R77QPH p. 35
  Photo 5.21 - Examples of Topographic Features

EXCERPT #6SK73P p. 35
  On-the-ground reconnaissance requires walking the trail corridor several times to become familiar with the landscape. This exercise usually requires two to three people to maximize ground coverage. A clinometer or Abney hand level is used to take periodic linear grade measurements to ensure that the corridor stays within the previously determined average linear grade. The reconnaissance is necessary to:

EXCERPT #EU9R2H p. 35
  • Ground truth earlier planning and mapping efforts;

EXCERPT #LH38X4 p. 35

EXCERPT #GN9DJ7 p. 36

EXCERPT #EQAFBZ p. 36

EXCERPT #DEJBWX p. 36
  • Identify additional control points along the proposed trail corridor and the average grade between control points, which are then worked into the adjusted trail alignment; • Provide an opportunity to inspect the landform to assist in determining the maximum sustainable linear trail grades. These grades are compared to the average linear grades between the control points. The alignment is adjusted as needed to stay within the maximum linear grades.

EXCERPT #C9JB9Q p. 36
  An altimeter, topographic map, and compass are used to plot locations on the landform. This data is incorporated into mapping software that produces elevations, average grades, and linear distances between control points. If satellite readings are available, a GPS unit can be used to locate and record specific positions. Elevations are taken with an altimeter at each control point to determine elevation differences between points.

SECTION #7JBFFE 5.7.5.1. Minor Control Point Identification

EXCERPT #EC8JR6 p. 36
  While performing reconnaissance, identify minor control points including:

EXCERPT #TB2MAE p. 36
  • watercourse crossings, • seeps or springs, • significant or protected plants, • small landslides, • flat and poorly drained terrain, • excessively steep terrain, • sensitive archeological sites, and • critical animal habitat.

EXCERPT #BQ5JNU p. 36
  Often, these control points are obvious, though occasionally they are not, and careful observation of the landform is required. Conditions such as the presence of wetland obligate plants, pistol grip or tilted trees, ponding water, or old landslide rotations overgrown with vegetation indicate unstable or problematic terrain. These areas require additional investigation and thorough assessment by an appropriate specialist. All of these features are potential control points that may influence the trail alignment. Unique features such as view sheds, waterfalls, flowering plants, specimen trees, or access to water should also be considered minor control points that designers integrate into the alignment.

EXCERPT #AWUAYY p. 36
  Minor control points are locations that the trail should go to or avoid. They differ from major control points in that the issues they present may be resolved through engineering or construction techniques. For example, if routing a trail over a small rock outcrop in the middle of the trail alignment exceeds the maximum sustainable linear grade, the trail may be constructed through the outcrop by excavation, retaining wall construction, or a combination of the two. Identification and mapping of minor control points further narrows the trail corridor and breaks it into smaller segments. Segmenting the trail corridor in this way simplifies the layout process and provides the designer with information necessary to more easily flag the trail alignment. (See Figures 5.5 and 5.6.)

EXCERPT #HDBRE8 p. 36

EXCERPT #SZKM2N p. 37

EXCERPT #WD4ZWA p. 37

EXCERPT #PX467E p. 37
  The figure consists of two maps of a trail area in ATE Park, showing control points and segmentation. The maps are overlaid on a topographic map with contour lines and labels for 'Backcountry Camp', 'RED WOODS', 'ATE PARK', 'Grasshopper Mountain', 'SOUTH Fork', 'Campground', and 'Burlington'. The legend for both maps includes: Drainage Crossings (Blue circle) Rock Outcrops (Orange circle) Turn Locations (Grey circle) Scenic/Aesthetic Locations (Green circle) The bottom map adds additional control points and segmentation: Narrowed Trail Corridor (Orange square) Segments Between Control Points (Black dashed line) Figure 5.5 - Control Points and Segmentation. Two maps of a trail area in ATE Park showing control points and segmentation. The top map shows basic control points, and the bottom map shows the same area with additional segmentation.

EXCERPT #UEDNA9 p. 37
  Figure 5.5 - Control Points and Segmentation

EXCERPT #2EPAHY p. 37

EXCERPT #NGV4EP p. 38

EXCERPT #7KK7N6 p. 38

EXCERPT #7T32PT p. 38
  The diagram illustrates a trail layout and design within a natural landscape. A central trail line winds from the bottom left towards the top right. Key features and control points are labeled with lines pointing to them: MINOR CONTROL TREES: Located at the bottom left, near the start of the trail. MINOR CONTROL LANDSLIDE: Indicated by a hatched area on the left side of the trail. MINOR CONTROL ROCK OUTCROP: Located on the left side of the trail, above the landslide. MINOR CONTROL EPHEMERAL WATERCOURSE: Two locations are marked on the left side of the trail, indicated by dashed lines representing water flow. MINOR CONTROL TREES: A second cluster of trees on the left side of the trail. MAJOR CONTROL BOULDER FIELD: A large area of boulders on the right side of the trail. MAJOR CONTROL BRIDGE LOCATION: Located at the top right, where the trail crosses a stream. The landscape includes various types of trees (coniferous and deciduous), a stream, and topographical features like hills and boulders. The trail is shown as a solid line, and the overall design emphasizes natural resource protection and user safety. Diagram illustrating Trail Layout and Design in California State Parks, showing a trail winding through a landscape with various control points and features.

EXCERPT #WKFL89 p. 38
  Figure 5.6 - Trail Layout and Design

EXCERPT #A7GPQH p. 38
  California State Parks logo.

SECTION #4U7TV6 TRAIL LAYOUT AND DESIGN

EXCERPT #5J3H67 p. 38
  CALIFORNIA STATE PARKS

EXCERPT #VZ2J3T p. 38
  NOT TO SCALE

EXCERPT #GSD8QS p. 38

EXCERPT #EGDK8V p. 39

EXCERPT #HGZGYV p. 39

SECTION #XG25M6 5.7.5.2. Designed Control Points

EXCERPT #NEWLSB p. 39
  Designed control points are locations on the landform that call for a trail structure. Incorporating certain characteristics of the landform is essential to the successful performance of some trail structures, such as watercourse crossings and turns. Refer to Chapter 12, Topographic Turn , Climbing Turn , and Switchback Construction , Chapter 14, Drainage Structures , Chapter 16, Timber Planking , Puncheon , and Boardwalk Structures , and Chapter 17, Bridge Construction , for further information on selecting, designing, and constructing drainage structures.

SECTION #XDF6ZN 5.7.5.2.1. Watercourse Crossings

EXCERPT #GXVNNF p. 39
  Watercourse crossings include wet crossings (such as armored stream crossings) and fords or dry crossings (such as bridges). Some wet trail crossings in low volume watercourses can be crossed even during peak flows. These streams are usually ephemeral. Appropriate crossing locations have a mild stream gradient that is controlled by a feature such as bedrock, boulders, or large trees, often referred to as “nick points”, in or near the channel. These features stabilize the channel gradient and make it easier to construct and maintain the crossing. The channel must be straight and not subject to lateral scour, undercutting, or deposition. Streambanks must be stable with moderate slopes for successful construction of the trail in and out of the channel. Photo 5.22 depicts a wet crossing with a low gradient, straight channel with bedrock at the base of the crossing to control the stream gradient and stabilize moderately sloped approaching banks.

EXCERPT #T7G5DC p. 39
  A photograph of a wet crossing on a trail. The stream flows over a bed of rocks and boulders, creating a small waterfall or drop. The banks are covered in fallen leaves and some green vegetation. The water is shallow and clear, reflecting the surrounding forest.

EXCERPT #H9VM95 p. 39
  Photo 5.22 - Wet Crossing

EXCERPT #Z4VBVG p. 39

EXCERPT #56W9WS p. 40

EXCERPT #E4MZMK p. 40

EXCERPT #LK9HVW p. 40
  Fords are primarily intended for use by horses. They are located in streams that have low to moderate flows, or are closed to use when high flows occur, usually in winter and early spring. Good ford locations exist where the stream gradient levels off after a steep run and the channel is comparatively wide. This leveling off causes small rocks and coarse aggregate to drop out of suspension and deposit in the streambed creating a streambed that is easy for horses to cross without slipping on large, smooth, slick rocks. The wide channel reduces the depth of the water and the level stream gradient reduces the velocity of the water. Streambanks must be stable and have moderate slopes for construction of a trail in and out of the active stream channel. This combination of geomorphic and hydrologic characteristics provides the safest and most sustainable ford crossing. Photo 5.23 depicts an equestrian ford across a moderate flow, low gradient, and wide channel with good approaching banks.

EXCERPT #JXWY6X p. 40
  A photograph showing a person wearing a green jacket and a tan hat riding a dark horse across a shallow stream. The horse is wading through the water, which is splashing around its legs. The streambed is rocky and covered with fallen branches and debris. The background consists of dense evergreen trees and a steep, rocky bank. A person riding a horse across a stream.

EXCERPT #3Y4ANG p. 40
  Photo 5.23 - Equestrian Ford

EXCERPT #ZVQX6Z p. 40
  Dry watercourse crossing sites are usually located on large and deep bodies of water or on Class I trails, where user expectations do not include getting wet. These sites have bridges with specific design requirements. A bridge site is located where the stream channel narrows and the banks are high above the stream. A narrow channel limits the length and size of the bridge, and the high banks keep the bridge above future flood events. Careful investigation of the stream channel is required to ensure that the bridge is above future flood events (100-year flood event minimum). The channel should be inspected up- and downstream of the crossing site to find indications of past flood events such as scour marks on streambank walls, vegetation loss or changes, driftwood debris deposited on ledges or flat areas, pieces of grass and flotsam left hanging on vegetation, silt lines left on trees or rocks, and tree bark scarred by flood debris. (See Photos 5.24 and 5.25.) To determine the high water mark, design for the largest woody debris that might be carried downstream in a flood event. Floating logs and trees can project several feet above the high water mark, so additional freeboard is required for these objects to pass under a bridge.

EXCERPT #XZE764 p. 40

EXCERPT #L6RMEU p. 41

EXCERPT #WKSBZ4 p. 41

EXCERPT #SL2WVY p. 41
  The image consists of three side-by-side photographs. The left photograph shows a rocky stream bed with white water rapids; two yellow arrows point to the edges of the channel, indicating the scour line. The center photograph shows a tree trunk in a stream with a horizontal scar on its bark; two yellow arrows point to this scar, indicating a bark scar. The right photograph shows a forest stream with a line of silt or debris on the bank; a yellow arrow points to this line, indicating the silt line. Three photographs illustrating stream channel features: scour line, bark scar, and silt line.

EXCERPT #JMHQBR p. 41
  Photo 5.24 - Scour Line (left), Bark Scar (center), and Silt Line (right)

EXCERPT #QQYNGV p. 41
  The general condition of the stream channel must also be evaluated. Banks need to be stable and, if possible, composed of scour-resistant material such as bedrock. In the absence of bedrock, the bank material should not be subject to sloughing or crumbling. The banks adjacent to the bridge abutments must not be subject to erosion or undercutting from lateral scour. Any bridge site should be located away from the outside bend of a channel where banks will be eroded by the current. (See Figure 5.7.)

EXCERPT #BL2J79 p. 41
  The general health of the watershed should also be evaluated. Channels lacking exposed bedrock, boulders, or large woody debris may be in a “depositional” mode. This condition is exemplified by small aggregate and silt deposited in terraces adjacent to the channel and reflects an unstable watershed. The true scour line, “thalweg”, of the channel may be substantially lower than what is observed in the field. Knowing the true thalweg is critical in determining the depth of the bridge abutments that are to be constructed adjacent to the channel. In addition, a stream channel filled with aggregate may cause lateral bank scour that could undermine abutments adjacent to the channel. (See Photo 5.26.)

EXCERPT #3MG43W p. 41

EXCERPT #RWGYME p. 42

EXCERPT #NP5RSJ p. 42

EXCERPT #BZMT83 p. 42
  Prior to the final selection of a bridge site, a hydrologist or a qualified engineer should be consulted to evaluate the crossing and calculate the water discharge levels during a 100-year flood event. See Chapter 14, Drainage Structures , for further information on these methods.

EXCERPT #8M2LQK p. 42
  A photograph of a river flowing through a rocky, forested landscape. A bridge structure is visible in the background. A yellow arrow points to a pile of debris on the riverbank. Top photo showing a river with a bridge structure and a yellow arrow pointing to debris.

EXCERPT #JDKKUP p. 42
  A photograph of a river with a large pile of debris (logs and branches) in the foreground. A yellow arrow points to the debris pile. Bottom photo showing a river with a large pile of debris and a yellow arrow pointing to it.

EXCERPT #M8HRCM p. 42
  Photo 5.25 - Woody Debris (top) and Flotsam (bottom) After Flood

EXCERPT #KGFQEB p. 42

EXCERPT #WJT7DJ p. 43

EXCERPT #3G3JCG p. 43

EXCERPT #A5XFTU p. 43
  A diagram of a river channel on a brown background. The river is represented by a blue line. Four yellow arrows point to different sections of the river with labels: 'Bad: outside bend subject to bank erosion' points to a sharp curve; 'Poor: wide crossing and lower banks' points to a wide, shallow section; 'Good: straight and narrow channel with higher banks' points to a straight, narrow section; and 'Fair: straight channel but wider crossing and lower banks' points to a straight section that is wider and shallower. Diagram illustrating the best bridge location based on channel characteristics.

EXCERPT #9AMGG9 p. 43
  Figure 5.7 - Identifying the Best Bridge Location

EXCERPT #S3ZKNN p. 43
  A photograph showing a stream flowing through a forest. The water is turbulent and white with foam, indicating a fast flow. The banks are covered in fallen leaves and debris, suggesting a depositional environment. Photo 5.26 (left): Watershed in Depositional Mode.

EXCERPT #75VMZP p. 43
  A photograph showing a stream flowing through a forest. The water is calm and reflects the surrounding trees. The banks are rocky and covered in moss, suggesting a healthy, stable environment. Photo 5.26 (right): Healthy Watershed.

EXCERPT #DJNDZB p. 43
  Photo 5.26 - Watershed in Depositional Mode (left) and Healthy Watershed (right)

EXCERPT #PALA2U p. 43
  When designing a watercourse crossing, it is important to make certain that the trail is fully separated from the inner gorge before beginning a descent. If the downhill descent occurs within the inner gorge of the watercourse, the trail will likely traverse through wet and unstable ground. Depending on the gradient of the watercourse, the traverse can be a considerable distance. It is preferable to layout the trail so that it levels off or gradually climbs out of the influence of the inner gorge before the trail begins to descend. Photo 5.27 illustrates a trail alignment that descends too quickly (red line) and a trail alignment that climbs out of the influence of the inner gorge (yellow line).

EXCERPT #2VSRTK p. 43

EXCERPT #G5VFGT p. 44

EXCERPT #MCECES p. 44

EXCERPT #297BS8 p. 44
  A photograph showing a trail alignment in a hilly, wooded area. The trail is marked with a dashed red line that curves through the terrain, and a dashed yellow line that runs parallel to it in some sections. The landscape is covered in dry grass and scattered trees. A photograph of a trail alignment in a hilly, wooded area. The trail is marked with a dashed red line that curves through the terrain, and a dashed yellow line that runs parallel to it in some sections. The landscape is covered in dry grass and scattered trees.

EXCERPT #BCNYWT p. 44
  Photo 5.27 - Trail Alignment In and Out of the Influence of an Inner Gorge

SECTION #9EED3X 5.7.5.2.2. Turns

EXCERPT #NR6C2X p. 44
  Turns are trail features used to gain additional linear run to reduce linear grades. If landbase, resources, aesthetics, or construction feasibility prohibits lengthening the trail in a curvilinear fashion, then trail features such as topographic turns, climbing turns, and switchbacks are used to overcome elevation gains between control points. If a turn is required, the designer must find the appropriate location for it. The appropriate location for a turn will depend on a number of criteria related to the design, function, and sustainable performance of the feature. See Chapter 12, Topographic Turn, Climbing Turn, and Switchback Construction , for further details on designing and constructing these trail structures.

EXCERPT #34X4UF p. 44
  The first option is a topographical turn, facilitated by a small hill or knoll, which allows the trail to contour around a small hill while maintaining an outsloped trail bed. This feature facilitates a change in direction without the additional construction and drainage design associated with climbing turns and switchbacks. It is often so small that it does not appear on a 40-foot contour map and can only be located through field reconnaissance. The hill conceals one trail leg from the other, so cutting across the turn does not occur. An outsloped trail bed cannot be accommodated where the trail crosses over the saddle after it completes its circumnavigation of the hill. At this location, the trail needs to be crowned, insloped, or have a drain dip installed for drainage. Usually these drainage features are very short in length because saddle crossings are narrow. (See Photo 5.28.)

EXCERPT #LP2CBZ p. 44

EXCERPT #TJTNUK p. 45

EXCERPT #KYH8CC p. 45

EXCERPT #QBRN88 p. 45
  An aerial photograph of a hillside with a red dashed line indicating a proposed topographic turn. The line follows the contour of a rock outcrop, showing how the turn is integrated into the natural terrain. The hillside is covered with sparse vegetation and trees. Aerial photograph of a hillside with a red dashed line indicating a proposed topographic turn. The line follows the contour of a rock outcrop, showing how the turn is integrated into the natural terrain. The hillside is covered with sparse vegetation and trees.

EXCERPT #XQXZ9A p. 45
  Photo 5.28 - Using a Rock Outcrop to Create a Topographic Turn

EXCERPT #UN2FA9 p. 45
  Another option is a climbing turn or a switchback. Generally, a climbing turn is preferable to a switchback because it requires less excavation and retaining wall construction. Typically, a climbing turn is located on a hillslope of 30% or less, and a switchback is located on a hillslope steeper than 30%. Switchbacks located on steep slopes require more excavation into the hillside to construct the upper leg and the inside (upper) corner of the turn. The lower portion of the switchback usually requires a retaining structure to support the fill material used to build the lower or downhill portion of the turn. Located on steep hillslopes, the change of direction associated with the upper and lower leg of a switchback is more acute than those of a climbing turn. However, the design and location for both structures are very similar. Both are built into the hillslope and located on the landform where they can be properly drained. Since the upper legs of both the climbing turn and switchback need to be insloped to prevent water from draining onto the lower leg, they must be placed where the upper leg can drain freely off the corner of the turn. The best place for these types of turns is on the nose of a ridge or near the upper flanks of a watercourse. Both locations allow the water collected on the upper leg to drain freely off the corner of the turn. When a turn is located near a watercourse the apex (corner) of the turn should be located close to the top of the slope leading into the watercourse. This placement allows water from the upper leg to drain into the watercourse. No portion of the turn should be constructed within the watercourse. Figure 5.8 illustrates topographically appropriate locations (marked by an X) for climbing turns and switchbacks.

EXCERPT #G8LZJH p. 45

EXCERPT #BY24R8 p. 46

EXCERPT #EHJ87T p. 46

EXCERPT #JB8KW5 p. 46
  A topographic map of a hilly area with green contour lines. A yellow line traces a trail path. Two red 'X' marks are placed on the trail to indicate specific locations. One 'X' is on a steep slope, and the other is at a sharp turn in the trail. The map includes labels for 'Humboldt River', 'Thomas Hill', and 'Jeep Trail'. The trail path is highlighted in yellow, and the red 'X' marks are clearly visible. Topographic map showing trail locations for climbing turns and switchbacks.

EXCERPT #7MS7GU p. 46
  Figure 5.8 - Locations for Climbing Turns and Switchbacks

EXCERPT #ZT9RRA p. 46
  Another important location criterion for these structures is a break in slope. By locating the corner of the turn where there is a distinct change or break in the slope of the hillside, one leg can be located above the break and one leg can be located below the break. This break in slope can be used to obscure the lower leg from the field of vision of a trail user coming down the upper leg. The trail user coming down the upper leg will not see the lower leg until they reach the turn, which is a very effective method of preventing users from cutting between the two legs of a turn. This technique can be further enhanced by taking advantage of natural barriers such as trees, large rocks, or dense brush. The turn is placed where these barriers are located between the two legs. Natural barriers also obscure the lower leg from the trail user's line of sight and can prevent cutting between the two legs of the turn.

EXCERPT #E69R2E p. 46
  Another design technique that will reduce the cutting of turns is to place the corner of the turn where the turn provides the user with a scenic view of the surrounding countryside. Incorporating a view at the corner of the turn draws the trail user to the turn and rewards them with a scenic vista.

EXCERPT #EQ3H8H p. 46
  It may not be possible to locate a turn where all of these features are present, but the more of these features that can be included the more functional and sustainable it will be. Photos 5.29 demonstrate the appropriate location for a climbing turn on a ridge nose with a slope less than 30% (left). Note no retaining wall was used at the bottom of the landing. On the right of Photo 5.29, the appropriate location of a switchback on the flank of a watercourse with a slope greater than 30% is shown. Note the retaining wall at the bottom of the landing. Photo 5.30 provides examples of using a break in the slope and natural barriers to prevent cutting of the turn by trail users.

EXCERPT #RTMK6D p. 46

EXCERPT #DMMCQK p. 47

EXCERPT #4QNMYN p. 47

EXCERPT #L5K5RS p. 47
  Two side-by-side photographs showing trail features. The left photo shows a dirt trail winding through a forest with large, light-colored boulders. The right photo shows a dirt trail on a rocky, hilly landscape with sparse vegetation and trees in the background.

EXCERPT #UC8QJ4 p. 47
  Photo 5.29 - Locations for Climbing Turns (left) and Switchbacks (right)

EXCERPT #8H8Z45 p. 47
  Two side-by-side photographs showing trail features in a forest. The left photo shows a dirt trail with a yellow line and a red dashed line indicating a break in slope and natural barriers. The right photo shows a dirt trail winding through a dense forest with many ferns and trees.

EXCERPT #KVD4GT p. 47
  Photo 5.30 - Break in Slope and Natural Barriers to Prevent Cutting

SECTION #W2A9QZ 5.7.5.2.3. Topographic Control Points

EXCERPT #NQEQL9 p. 47
  Sometimes there are topographic features on the landform that can serve as control points. The most common of these features is a low point or saddle on an extended ridge. These locations control the elevation of a potential trail alignment simply by being the lowest point of land that a trail can pass through. Recognizing these control points early in the layout and reconnaissance process can expedite the determination of the trail corridor, the location of control points, and the grades between those control points. Photo 5.31 demonstrates how for a trail alignment with a starting location (A) and an ending location (B), the saddle on the ridge between those two locations (arrow) can serve as an elevation control.

EXCERPT #NYRSWW p. 47

EXCERPT #JNANQP p. 48

EXCERPT #HTP3M8 p. 48

EXCERPT #DV7WLV p. 48
  A photograph of a mountain ridge under a blue sky with scattered white clouds. The ridge is covered in dry, brownish vegetation. A yellow arrow points to a saddle on the ridge. A red letter 'B' is placed on the ridge top to the right of the saddle. A red letter 'A' is placed on the left slope of the ridge. The foreground shows a grassy field with some trees. A photograph of a mountain ridge with a saddle. A yellow arrow points to the saddle, and a red 'B' is marked on the ridge top. A red 'A' is marked on the left slope.

EXCERPT #LUUFWU p. 48
  Photo 5.31 - Saddle on a Ridge as an Elevation Control

SECTION #UM24VH 5.7.5.2.4. Problematic Topography

EXCERPT #B5L73Y p. 48
  Certain locations on the landform should be avoided by trail designers whenever possible. One of these locations is a ridge top. Trail designers often locate trails along the tops of ridges for the view and to minimize the amount of required brushing, clearing, and trail construction. If the ridge is comprised of very durable bedrock, this layout practice is acceptable. However, if the ridge top is comprised of soil, the construction of the trail tread (even light brushing and clearing) will result in the trail bed being lower than the surrounding soil horizon. With the trail bed lower than the terrain adjacent to it, surface runoff cannot flow off the trail, and it will begin to flow down the trail. The trail effectively becomes a ditch and the combination of water erosion and mechanical wear quickly incises the trail bed. This condition cannot be remedied with drainage structures such as water bars or grade reversals. (See Photo 5.32.)

EXCERPT #DY8MQW p. 48
  If a trail is to be located along a ridge, it is much better design practice to locate it just below the ridge top where hillside construction will facilitate sheet flow across the trail bed. The trail is close enough to the top of the ridge to offer good views yet facilitate natural surface runoff. This layout practice may also provide opportunities to have the trail cross the ridge top where a low point or saddle occurs. This design offers the trail user different views in a dramatic fashion rather than just seeing the same view for an extended period of time. (See Figure 5.9.)

EXCERPT #JP4KQZ p. 48
  A similar problem occurs when trail designers layout trail on flat ground. As soon as the trail is constructed, the trail bed is lower than the surrounding soil horizon. Even if the sod is not removed, the initial user traffic will compact the soil in the trail bed below the adjacent terrain. Sheet flow accumulates in the trail bed and ponds or flows down the trail. (See Photo 5.33.) Again, the combination of soil saturation, mechanical wear, and water erosion creates an entrenched trail that cannot be corrected with water bars or grades reversals.

EXCERPT #6EYFWG p. 48

EXCERPT #P3Z3TX p. 49

EXCERPT #LRUKN4 p. 49

EXCERPT #DTP43Y p. 49
  A photograph of a desert trail showing erosion. A yellow line marks the original grade, and a blue line shows the incised trail. Arrows indicate the direction of rainfall runoff causing the erosion. A photograph of a desert trail showing erosion. A yellow line marks the original grade, and a blue line shows the incised trail. Arrows indicate the direction of rainfall runoff causing the erosion.

EXCERPT #UGCNGK p. 49
  Photo 5.32 - Trail Becoming Incised

EXCERPT #BAJVCZ p. 49
  The best solution to this problem is to avoid this type of topography during the design and layout process. If flat, poorly drained areas cannot be avoided then the trail must be hardened or elevated using construction techniques or structures such as aggregate surfacing, turnpikes and causeways, stone pitching, timber planking, puncheons, or boardwalks. See Chapter 14, Drainage Structures , and Chapter 15, Timber Planking, Puncheon, and Boardwalk Structures , for further information on these prescriptions and techniques.

EXCERPT #8SAPUK p. 49
  Another common trail design and layout mistake is to route a trail through a meadow. Again, most meadows are on flat and poorly drained ground. Once the trail is constructed, the trail bed is lower than the surrounding soil horizons. The trail collects water, causing the trail bed to become saturated, deformed, and eroded. Once the trail reaches this condition, trail users will no longer stay within the trail bed and will develop a trail parallel to the degraded one. If left uncorrected, this situation often leads to multiple parallel trails developing across the meadow, each one replacing the entrenched and degraded trail that preceded it. (See Photo 5.34.)

EXCERPT #VU8V3N p. 49

EXCERPT #NR2KJS p. 50

EXCERPT #LX46XS p. 50

EXCERPT #HSR7GA p. 50
  A topographic map of a forested area with contour lines indicating elevation. A dashed black line represents a ridge line, and a dashed red line represents a trail. The trail follows the ridge line and then curves to the right. The map includes labels for 'Creek', 'P A R K', 'FOREST', 'STATE', and 'BOUND'. A legend at the bottom identifies the dashed black line as the 'Ridge Line' and the dashed red line as the 'Trail'. Topographic map showing trail layout below a ridge.

EXCERPT #CXKW4P p. 50
  Figure 5.9 - Trail Layout Below a Ridge

EXCERPT #2AEBK4 p. 50
  Two side-by-side photographs showing trail conditions. The left photograph shows a person standing in a deep, muddy, and water-filled trench that has formed in the trail bed, surrounded by fallen leaves and trees. The right photograph shows a close-up of a trail bed that is heavily saturated with water and mud, with a large, dark, irregular mound of earth and debris in the center. Two photographs showing trail conditions.

EXCERPT #BKATKL p. 50
  Photo 5.33 - Entrenched Trail (left) and a Saturated and Deformed Trail Bed (right)

EXCERPT #LCRR2X p. 50

EXCERPT #CCAPY5 p. 51

EXCERPT #TDRCJU p. 51

EXCERPT #VGAF77 p. 51
  The solution to this problem is to locate trail alignments outside the meadow on stable well-drained soil. The alignment is close enough to provide good views of the meadow but does not encroach upon the fragile meadow environment. The meadow becomes a control point that the trail must avoid. If routing the trail outside the meadow is not feasible due to overriding social or political issues then the trail segment through the meadow must be elevated or hardened through the use of trail structures previously mentioned.

EXCERPT #9N7SZ6 p. 51
  Two side-by-side photographs comparing trail construction in a meadow. The left photo shows a dirt trail with deep, vertical ruts or 'entrenchments' in the soil, with two hikers in the distance. The right photo shows a similar dirt trail, but it is wider and flatter, with a single hiker in the distance. Both trails are set in a grassy meadow with a line of trees in the background under a clear blue sky.

EXCERPT #LJNGK3 p. 51
  Photo 5.34 - Multiple Entrenched Trails in a Meadow (left) vs. On the Edge (right)

SECTION #AG3WMA 5.7.5.2.5. Orientation/Aspect

EXCERPT #LVTABP p. 51
  Another important factor to consider when designing and laying out a trail is its orientation to the sun ("aspect"). In California, a southern aspect will often provide more direct exposure to sunlight while a northern aspect will provide less. If the trail is at a high altitude with significant snowfall and cool temperatures, a southern aspect will facilitate a quicker snow melt and provide warmer and dryer conditions to trail users. Conversely, a northern exposure will provide cooler and moister conditions. At low elevations that receive warm to hot summer temperatures, a northern aspect will often provide trail users with cooler and more shaded conditions.

EXCERPT #Q9QF2S p. 51
  Due to the different temperatures and moisture conditions between southern and northern aspects, they frequently have different vegetative communities. The southern aspect may have more shrub and brush species while the northern aspect may have more trees and ground cover.

EXCERPT #BMQNV9 p. 51
  Taking advantage of the landform's aspect can greatly improve the availability and performance of the trail and the comfort of the trail user.

EXCERPT #MH9DU6 p. 51

EXCERPT #JEFZ5Q p. 52

EXCERPT #43W2KS p. 52

EXCERPT #BEFBMY p. 52
  Please note that the attributes associated with the landform's aspect can vary throughout California. Temperature and vegetation conditions can be highly variable and must be verified during the research and reconnaissance process. (See Photo 5.35.)

EXCERPT #F7FZ8N p. 52
  Two side-by-side aerial photographs of a hilly landscape. The left image shows a steep, rocky slope with sparse green vegetation and exposed light-colored soil or rock. The right image shows a more rounded, grassy hill with dense green shrubs and trees covering its surface.

EXCERPT #6HWDW7 p. 52
  Photo 5.35 - Southern Aspect (left), Northern Aspect (right)

SECTION #NQEU6U 5.7.6. Final Grade Reconciliation

EXCERPT #JTLEZB p. 52
  Once all major and minor control points are located within the trail corridor, the average and maximum sustainable linear grades between control points are identified. These grades can then be compared to the designed trail grade. If there are no conflicts, the trail alignment can be finalized. The final linear grade between each control point must be equal to or less than the maximum sustainable linear grade and the designed grade, which may require reconciling segments where the average linear grade exceeds these limits. Additional linear run can be obtained through topographical turns, climbing turns, or switchbacks. Engineered and constructed solutions may also be necessary to work through minor controls and reduce linear grades, which can require many days in the field. By completing this trail design process, the designer will gain a thorough knowledge of the landform and be aware of all the issues and proposed design solutions. By the end of field reconnaissance, the designer should have explored every possible routing and selected one that represents the best possible alignment. For pedestrian trails, the designer can now determine if the proposed alignment meets accessibility standards. By now, every option should have been explored to design and construct an accessible trail.

EXCERPT #L3XFUM p. 52
  At this point in the design and layout process, the trail designer determines if the proposed trail alignment is sustainable or not. If it is sustainable, move forward with flagging the trail alignment. If it is not sustainable, the findings should be documented and the proposed trail should not be pursued. However, in some cases, if the trail alignment is determined to be not sustainable but is maintainable, and the proposed trail is required due to critical operational needs or public demand, then the designer should identify the deficiencies in the proposed trail and quantify the additional costs to construct and maintain the proposed trail. Appropriate managers should then determine if the proposed trail alignment should be pursued.

EXCERPT #KN9EHD p. 52

EXCERPT #D5AT3Q p. 53

EXCERPT #UCKPGQ p. 53

SECTION #8BZAPC 5.7.7. Flagging the Trail Alignment

EXCERPT #GCUB58 p. 53
  Upon completion of the reconnaissance, a trail alignment consistent with management goals, trail design standards, and resource protection policies will have been identified. Reconnaissance determined the linear grades between major and minor control points, which are then used to establish the flag line for the proposed trail. (See Figure 5.10.)

EXCERPT #7RFWM2 p. 53
  Figure 5.10: Trail Alignment Ready to Flag. A topographic map showing a proposed trail alignment through a mountainous area. The trail is marked with a dashed line and labeled 'Narrowed Trail Corridor'. The alignment is divided into segments between control points, indicated by black squares. Linear grades are marked along the trail segments, ranging from 5% to 11%. Key locations include Backcountry Camp, L. D. Woods, A. T. E. Park, Greenhopper Mountain, and Campground. The map also shows a river, a road, and various landmarks like a mill and a spring.

EXCERPT #CZLXB6 p. 53
  Figure 5.10 - Trail Alignment Ready to Flag

EXCERPT #KPMGDP p. 53
  Flagging of the trail alignment is performed between established control points, rather than from the starting to the ending points of the trail in a linear fashion. When there is substantial distance between control points or the vegetation is very dense, flagging between control points is sometimes performed by flagging from both control points towards the center. At the location where the two flag lines meet, the flag line is adjusted or mended to provide a well graded joining of the two lines. Flagging between control points breaks down the job of flagging a new trail alignment into manageable segments; helps keep the flag line within the desired linear grade; ensures that all control points are accounted for; and eliminates abrupt grade changes. (See Figure 5.11.)

EXCERPT #4GFLVJ p. 53

EXCERPT #KVQQA4 p. 54

EXCERPT #3T6ENQ p. 54

EXCERPT #D6RHWZ p. 54
  Figure 5.11: A topographic map showing a trail alignment between two control points. The map features contour lines with elevations of 2000, 2400, and 2600 feet. Two orange dots represent 'Control point' locations. A dashed orange line connects them, passing through a central point labeled 'Merge flag lines' with a '7%' grade indicated. A dashed purple line also connects the control points, passing through a different central point. Arrows indicate the direction of travel along the alignment.

EXCERPT #NT5QT6 p. 54
  Figure 5.11 - Flagging from Two Control Points

SECTION #AGRR47 5.7.7.1. Initial Flagging Process

EXCERPT #74BTZF p. 54
  Normally, two people are sufficient for flagging a trail alignment. They use clinometers or Abney hand levels to sight linear grades. Prior to starting, they stand on level ground and use their instruments to obtain a horizontal reference point on each other's bodies. They look through their instruments at 0% (level to eye height) and locate where that horizontal line is on the body part of the other person. People of similar height are usually partnered, so their reference points are on each other's faces. If one person is substantially taller than the other, the taller person will sight over the shorter person's head, and they will not have a horizontal reference point. When shooting grades in the field, both members of the flagging team must be able to sight on each other to validate the linear grade. The flagging team's linear grade measurements should be within 1% of each other, which cannot be accomplished if one partner is unable to sight on the other. If there is a significant difference in height between the two flaggers, the shorter person can carry a rod or pole that is long enough for the taller person to obtain a horizontal reference point. That location on the rod is then marked with colored tape and flagging for future reference. (See Figure 5.12 and Photo 5.36.)

EXCERPT #FBS6RD p. 54
  Once the horizontal reference points are established, flagging team members are assigned their respective roles. One person is the shooter, who locates the start of the new trail alignment (major control point). The other team member walks the alignment at a linear grade approximate to the one established for the segment (between the two control points) during reconnaissance. At the initial flagging of the alignment, the flagged line is loose (spaced 40 to 70 feet apart). Tight flagging is not necessary, as adjustments may occur before the flag line is finalized. The length of the shot will usually be limited by vegetation or landform topography. Brush and trees often obscure the flagger, which limits the length of the shot.

EXCERPT #LS3NHK p. 54

EXCERPT #FPTPMN p. 55

EXCERPT #KK39KK p. 55

EXCERPT #HFBZU2 p. 55
  CLINOMETER SET TO LEVEL (0%) REFERENCE POINT ROD LEVEL GROUND Diagram of the Leveling Exercise. A person on the left uses a clinometer to sight a reference point on a rod held by another person on the right. The clinometer is set to level (0%). The ground is labeled 'LEVEL GROUND'.

SECTION #K2KA8X LEVELING EXERCISE

EXCERPT #UKVY2A p. 55
  FLAGGING PLACED AT LAST DESIRED POINT CLINOMETER READS DESIRED PERCENT GRADE REFERENCE POINT REMAINS CONSTANT TEMPORARY FLAGGING TO MARK GRADE IF ACCEPTABLE DESIRED GRADE Diagram of the Shooting Grade exercise. A person on the left uses a clinometer to sight a reference point on a rod held by another person on the right. The clinometer reads the desired percent grade. The ground is labeled 'DESIRED GRADE'. A flag is placed at the last desired point. The reference point remains constant. Temporary flagging is used to mark the grade if acceptable.

SECTION #CRJ2SY SHOOTING GRADE

EXCERPT #PTLDY9 p. 55
  Diagram of a clinometer, showing a circular dial with a scale and a sighting device.

SECTION #ADY5XK CLINOMETER

EXCERPT #7LUXZS p. 55
  Figure 5.12 - Sighting for Grade with Clinometer

EXCERPT #Y5N2DS p. 55
  California State Parks logo.

SECTION #SKHQPC SIGHTING FOR GRADE WITH CLINOMETER

EXCERPT #6CRK7R p. 55
  CALIFORNIA STATE PARKS

EXCERPT #K8JB3R p. 55
  NOT TO SCALE

EXCERPT #CW33DC p. 55

EXCERPT #R2TDYF p. 56

EXCERPT #N7XWVQ p. 56

EXCERPT #J44D6M p. 56
  A photograph showing two men standing on a paved path in a park. They are holding a yellow laser level horizontally between them. The man on the left is wearing a light blue shirt and dark pants, while the man on the right is wearing a dark shirt and jeans. They are both looking at the level. The background shows trees and a clear sky. Two men of similar height using a yellow laser level on a paved path.

EXCERPT #L9ME9C p. 56
  A photograph showing two men standing on a dirt trail in a forest. They are holding a yellow laser level horizontally between them. The man on the left is wearing a blue shirt and jeans, while the man on the right is wearing a red shirt and jeans. They are both looking at the level. The background shows trees and a dirt path. Two men of dissimilar height using a yellow laser level on a dirt trail.

EXCERPT #2L4PJU p. 56
  Photo 5.36 -Trail Workers of Similar (left) and Dissimilar Height (right)

EXCERPT #8CNUPW p. 56
  Once the flagger is on grade, the shooter and flagger use their clinometers or Abney hand levels to sight at the horizontal reference points on each other's bodies. The instruments should read the linear grade for that segment, and both team members must be within 1% of each other. If the two grades are off more than one percentage point, one person is reading their instrument incorrectly, shooting at the wrong reference point, or one instrument is defective. The team re-sights the grade to determine the cause of the error and takes the appropriate corrective action. On an ascending trail, if the instrument readings are within one percentage point of each other and the linear grade is too low, the flagger in front moves up the slope to increase the grade. If the linear grade is too high, the flagger in front moves down the slope to lessen the grade.

EXCERPT #L7GUWG p. 56
  Once the flagger is at the correct linear grade, they make a scuffmark where they are standing (downhill foot). This mark represents the known elevation for that shot, and the shooter will occupy that location during the next grade shot. The flagger either ties a flag on a piece of vegetation directly above the place they are standing, or places a wire flag in the ground at that location. When tying a flag on vegetation, select a stem or branch that is substantial enough to be around for at least one year, and tie the flag high enough that it can be easily seen the next time the alignment is walked. The initial flagging should be spaced so that a person standing at a flag station can always see the flags in front and behind them. If the flagging is expected to survive more than one year, it is recommended that a durable grade of flagging be used. Once the flagger has scuffed the ground and tied or placed a flag representing trail grade, they move forward for the next shot, and the shooter occupies the mark where the flagger previously stood. This process is repeated until the next control point is reached. Once at the next control point, the process repeats itself except the linear grade prescription may change for the new segment, based on prescriptions established during reconnaissance. (See Photo 5.37.)

EXCERPT #AN5XDJ p. 56

EXCERPT #CCYT62 p. 57

EXCERPT #ELLTWA p. 57

EXCERPT #KRGPHG p. 57
  In some locations the ground (topsoil or A horizon) may be covered by layers of organic material or vegetation (tundra mat) that is too thick to establish an accurate elevation for linear grade identification. In these situations, the flaggers can use two lengths of rebar to perform the flagging. Once the rebar is marked to reflect the horizontal reference point of the flagger, it is shoved through the organics or tundra mat until it strikes soil. The flagger then sights across the reference point on one piece of rebar to the reference point on the other piece. Since both pieces of rebar are resting on topsoil, an accurate linear grade for the underlying soil can be obtained. (See Photo 5.38.)

EXCERPT #G9NCTS p. 57
  Curvilinear alignment should be carefully followed during flagging. So that the trail is kept nearly perpendicular to overland sheet flow, linear grade shots should be taken between all topographic breaks in the landform including subtle breaks. To ensure the trail will not accumulate or divert water, natural drainage patterns should be maintained, including dipping the trail in and out of topographic watercourse features, such as small swales and undulations. Additionally, linear grades should be adjusted relative to changes in the percent of hillslope to prevent the trail from becoming fall line and able to capture and convey the hillside sheet flow. A properly laid out trail will be nearly hydrologically invisible on the landform and will prevent water from entering and running down the trail.

EXCERPT #FXYT4A p. 57
  In Figure 5.39, two flaggers shoot across a small rounded ridge (yellow lines) that does not follow curvilinear alignment, resulting in an alignment close to the fall line. An intermediate station (pink flag) at the center of the ridge would produce an alignment slightly longer (green line) but closer to the contour of the landform.

EXCERPT #537P9J p. 57
  It is important to note that when placing a flag at a scuff marking the correct linear grade, its location represents the outboard hinge of the trail bed and not the centerline of the trail bed. In manuals following traditional trail construction practices, the centerline is influenced by the percent of grade of the hillslope where the trail is constructed. If the hillslope grade is 50% or steeper, the trail bed will be nearly 100% native bench, which means the flag represents the outside edge of the trail bed. For a hillslope grade of 30%, the trail bed is approximately 50% native bench and the flag represents centerline of the trail bed. For a hillslope grade of 10%, the trail bed is approximately 25% native bench and the flag represents the inside quarter of the trail bed. These estimates are based on using fill material for constructing the trail bed. (See Figure 5.13.) Partial bench construction is not a recommended practice as a trail bed comprised of fill material will be subject to differential settling, more susceptible to mechanical wear, and less sustainable. For these reasons trail designers should always strive for full bench construction.

EXCERPT #G54Z79 p. 57

EXCERPT #XJSTJJ p. 58

EXCERPT #LH2YPW p. 58

EXCERPT #VSBK5D p. 58
  The image is a vertical stack of three photographs. The top photo shows a person from behind, wearing a plaid shirt, a green hat, and a large green backpack, holding a yellow measuring tape across a grassy hillside. Another person is visible in the distance. Red dashed arrows point towards the person in the distance. The middle photo is a close-up of a person's foot stepping on a patch of bare soil, which is circled with a yellow dashed line. The bottom photo shows a person in a plaid shirt and backpack crouching on a grassy hillside, installing a red flag into the ground. The background shows rolling green hills under a clear blue sky. Three-panel photo showing trail maintenance work: adjusting linear grades, marking locations, and installing flags.

EXCERPT #PFC43D p. 58
  Photo 5.37 - Flagger Adjusts Linear Grades (top), Marks Locations (middle), and Installs Flags (bottom)

EXCERPT #4S68AH p. 58

EXCERPT #NLP8B4 p. 59

EXCERPT #56M9UP p. 59

EXCERPT #827BB9 p. 59
  A photograph showing two people in a field of dense green brush. One person, wearing a dark jacket and a cap, is in the foreground, looking towards the right. The other person is further back, also in the brush. A long yellow measuring tape is stretched between them, held taut. The background shows more brush and a hint of a paved area or road in the distance. Two workers in a brushy area using a yellow measuring tape to mark a horizontal reference point.

EXCERPT #DDN7EY p. 59
  Photo 5.38 - Using Rebar to Mark a Horizontal Reference Point

EXCERPT #DUA7JB p. 59
  When full bench construction is prescribed, the flag represents the outside edge of the trail. To achieve full bench construction (regardless of the percentage of the hillslope), the trail bed is simply constructed further into the hillside. (See Photo 5.40.) It is important for the designer to understand this concept, since identifying the outside edge of the trail bed will enable the construction crew to locate the trail travelway for brushing and clearing (2 feet beyond the top of the cut bank to 2 feet beyond the outboard hinge) and determine where to start the top of the cut bank on the hillslope.

EXCERPT #CBKMJC p. 59
  Photo 5.40 illustrates how, following traditional construction practices, a trail constructed on a 30% hillslope would be half native bench and half fill bench (yellow line). However, by constructing further into the hillslope the entire trail bed is comprised of native material (red line).

EXCERPT #9NZVSD p. 59
  Upon completion of the initial flag line, the flagging team re-traces the alignment and re-evaluates the route. It is good practice to re-evaluate work and make adjustments to improve the alignment. Once re-evaluation has been completed, the route is “tight flagged” by spacing the flags 20 to 30 feet apart.

EXCERPT #R58GWB p. 59
  If the trail supervisor, equipment operators, and hand crews are skilled enough to adjust the clearing limits of the travelway to the hillslope, this flag line is sufficient to initiate the clearing and brushing of the trail. If not, additional flag lines representing travelway are installed. These additional lines show the clearing limits for trail construction crews. These outer flag lines are established by using a combination of trail construction standards, percent of hillslope, and construction methods to be used for the project.

EXCERPT #X8AWNL p. 59
  After completing the initial flag line, a Trail Work Log is developed for construction. See “Developing Trail Work Logs and Cost Estimates” below for details on how to develop a Trail Work Log.

EXCERPT #3N8JFV p. 59

EXCERPT #ENDDT2 p. 60

EXCERPT #SP7GK5 p. 60

EXCERPT #GMP2SH p. 60
  The image consists of two photographs. The top photograph shows a grassy field with a line of trees in the background. A dashed green line follows the natural curve of the terrain, while a solid yellow line runs straight across the field. Two people are visible in the field, one near the dashed line and one near the solid line. The bottom photograph shows a grassy hillside. A dashed green line follows the contour of the hill, while a dashed yellow line runs straight down the slope. A person is visible on the hillside near the dashed green line. Two photographs illustrating trail alignment: curvilinear vs. fall line.

EXCERPT #59NZDR p. 60
  Photo 5.39 - Curvilinear vs. Fall Line Alignment

EXCERPT #KFVHFR p. 60

EXCERPT #5F55H3 p. 61

EXCERPT #JLS94D p. 61

EXCERPT #3D6F5A p. 61
  50% SIDE SLOPE

EXCERPT #MEAJS5 p. 61
  Diagram illustrating a 50% side slope excavation. The ground line is shown as a dashed line. The excavation is a full bench (preferred). The back slope is 1:1. Excess spoil material is used in fill areas. A grade stake is shown on the right side of the excavation. Diagram of a 50% side slope excavation showing a full bench.

EXCERPT #V93SPV p. 61
  40% SIDE SLOPE

EXCERPT #UHRBH6 p. 61
  Diagram illustrating a 40% side slope excavation. The ground line is shown as a dashed line. The excavation is a 3/4 bench. The back slope is 1:1. The fill slope is 1 1/2":1. A grade stake is shown on the right side of the excavation. Diagram of a 40% side slope excavation showing a 3/4 bench.

EXCERPT #RNV97G p. 61
  30% SIDE SLOPE

EXCERPT #57HJW6 p. 61
  Diagram illustrating a 30% side slope excavation. The ground line is shown as a dashed line. The excavation is a 1/2 bench. The back slope is 1:1. The fill slope is 1 1/2":1. A grade stake is shown on the right side of the excavation. Diagram of a 30% side slope excavation showing a 1/2 bench.

EXCERPT #P679US p. 61
  20% - 5% SIDE SLOPE

EXCERPT #837D8X p. 61
  Diagram illustrating a 20% - 5% side slope excavation. The ground line is shown as a dashed line. The excavation is a trail bed with outslope shown for all grades and slopes. The back slope is 1:1. The fill slope is 1 1/2":1. A grade stake is shown on the right side of the excavation. Diagram of a 20% - 5% side slope excavation showing a trail bed with outslope.

EXCERPT #82N8XD p. 61
  NOTE: AMOUNT OF TRAIL BENCH VARIES LINEARLY W/ % OF SIDE SLOPE. ALL SOIL SHOULD BE MINERAL AND CONTAIN NO ORGANIC MATERIAL.

EXCERPT #9F5DHF p. 61
  Figure 5.13 - Travelway Excavations

EXCERPT #M2XUSP p. 61
  California State Parks logo.

SECTION #A8QPLC TRAVELWAY EXCAVATIONS

EXCERPT #ULQNZG p. 61
  CALIFORNIA STATE PARKS

EXCERPT #GV4CA5 p. 61
  NOT TO SCALE

EXCERPT #YYQSGZ p. 61

EXCERPT #85SSNV p. 62

EXCERPT #VAG6U5 p. 62

EXCERPT #DHSM59 p. 62
  A photograph of a forest trail construction site. A yellow dashed line outlines a rectangular area labeled 'Fill'. A red line runs along the slope, labeled 'Full Bench'. A yellow line runs parallel to the red line, labeled 'Half Bench'. An arrow points to the slope, labeled '30% Hillslope'. The ground is covered with brown leaves and ferns. A photograph of a forest trail construction site. A yellow dashed line outlines a rectangular area labeled 'Fill'. A red line runs along the slope, labeled 'Full Bench'. A yellow line runs parallel to the red line, labeled 'Half Bench'. An arrow points to the slope, labeled '30% Hillslope'. The ground is covered with brown leaves and ferns.

EXCERPT #ACTEMB p. 62
  Photo 5.40 - Half Full Bench (yellow line) and Full Bench (red line)

SECTION #P4ZHEP 5.7.7.2. Second Flagging of the Alignment

EXCERPT #ATQ2MQ p. 62
  Once the travelway has been brushed and cleared, the original flag line is obliterated. Before construction can begin, the alignment needs to be re-flagged. Re-flagging is performed in the same fashion as the first flagging effort, with the exception that the ground is now bare and can be seen in greater detail. In addition to the trail grade flag line, additional flags may also be placed to identify the top of the cut bank, and the inboard and outboard hinges of the trail bed. The location of the top of the cut bank varies, depending on the percent of the hillslope. If the goal is to achieve a full trail bed, the cut bank will be high. The need for additional flagging depends upon the experience of the trail supervisor and the work crew. Along with the second flagging process, additional pin flags are placed where trail structures are to be constructed. These flags are marked with a permanent pen to identify the location (footage or station) and the specific work prescription at that station. These flags, along with the Trail Work Log, will later serve as a detailed guide for the trail crew leader. (See Photo 5.41.)

EXCERPT #GTMDSR p. 62

EXCERPT #2V4U5V p. 63

EXCERPT #UND2TD p. 63

EXCERPT #6L4KVP p. 63
  A photograph showing a coastal trail construction site. The trail is a dirt path on a hillside, marked with pink flags. The ocean is visible in the background under a blue sky with clouds. A photograph showing a coastal trail construction site. The trail is a dirt path on a hillside, marked with pink flags. The ocean is visible in the background under a blue sky with clouds.

EXCERPT #WP43KS p. 63
  Photo 5.41 - Travelway Brushed, Cleared, and Reflagged

### 90. Tool result: read

DOCUMENT #XDEFZS
Procedural Generation of Roads

SECTION #VJ7KYS Abstract

EXCERPT #R83ZL9 p. 0
  In this paper, we propose an automatic method for generating roads based on a weighted anisotropic shortest path algorithm. Given an input scene, we automatically create a path connecting an initial and a final point. The trajectory of the road minimizes a cost function that takes into account the different parameters of the scene including the slope of the terrain, natural obstacles such as rivers, lakes, mountains and forests. The road is generated by excavating the terrain along the path and instantiating generic parameterized models.

EXCERPT #WD3XJZ p. 0
  Categories and Subject Descriptors (according to ACM CCS): [Computer Graphics]: Three-Dimensional Graphics and Realism

EXCERPT #EFY56P p. 0
  Keywords: Procedural modeling, road generation, discrete anisotropic shortest path.

DOCUMENT #XDEFZS
Procedural Generation of Roads

SECTION #236BAP 1. Introduction

EXCERPT #2QQT6J p. 0
  Modeling and rendering realistic images of landscapes and cities is an important problem in computer graphics. The creation of compelling models is a crucial task, not only in the entertainment industry but also in various training, planning and simulation applications.

EXCERPT #2X57XJ p. 0
  Over the years, researchers have made considerable progress towards developing efficient techniques for generating natural landscapes covered with vegetation [DHL + 98] and cities [PM01, MWH + 06]. Procedural algorithms have been developed for generating large cities with complex street networks [CEW + 08]. Several methods have been proposed for sketching [BN08] and editing [MS09] roads. The major limitation of editing approaches is that they require a considerable effort to carefully control the trajectories to obtain realistic roads. In contrast, the procedural generation of countryside roads and highways with tunnels and bridges remains an open area of research.

EXCERPT #8A5CFR p. 0
  In this paper, we present an algorithm for generating a road connecting an initial and a final point that adapts to the characteristics of an input scene. Given an input scene, we compute the shortest path connecting an initial and a final point that minimizes a cost function that takes into account the slope of the terrain as well as natural obstacles such as rivers, lakes and forests. The discrete shortest path is then converted into a set of piecewise clothoid splines representing the trajectory of the road. This trajectory is further seg-

EXCERPT #TV2MS5 p. 0
  A 3D rendering of a procedurally generated road. The road is dark asphalt and curves through a lush green landscape. It features a bridge section over a small body of water and a tunnel section where it dips into a hill. The surrounding terrain is covered with dense green vegetation, including trees and bushes. The sky is a pale blue with soft, white clouds.

EXCERPT #P65PZM p. 0
  Figure 1: A complex road generated by our system

EXCERPT #J9FCJU p. 0
  mented according to the elevation of the terrain as well as rivers to identify which parts are surface roads and which parts should be instantiated as tunnels and bridges. Finally, we excavate the terrain along the path and rely on generic procedural road, bridge and tunnel models to create the final mesh models. Our contributions are as follows.

EXCERPT #CGLU6C p. 0
  Control We present a class of parameterized and controllable cost functions that takes into account the different parameters of the scene including the slope of the terrain, natural obstacles such as rivers, lakes, mountains and forests (Section 4). Our generic cost function can also handle the evaluation of the cost of tunnels and bridges between two points in a consistent way.

EXCERPT #A59FJQ p. 0

EXCERPT #ZF8QHZ p. 0

EXCERPT #Z6237V p. 1

EXCERPT #4B4VZ5 p. 1
  Anisotropic shortest path We address the computation of the weighted anisotropic shortest path problem on a continuous domain, i.e. the creation of a path that minimizes the line integral of the cost function.

EXCERPT #WCXWJN p. 1
  We present an algorithm that reduces the complex problem to an optimization over an implicit finite graph (Section 5). Our method restricts the search to paths formed by the concatenation of straight-line segments between grid aligned points from a uniform discretization of the continuous region. To overcome the limit-on-direction problem, we introduce k -neighborhood connectivity masks so as to generate realistic smooth paths.

EXCERPT #L6BQ5H p. 1
  We show that our anisotropic shortest path algorithm can generate tunnels and bridges in a consistent way by simply generalizing the optimization process over a more complex finite graph involving a huge number of arcs. Therefore, we propose an accelerated technique based on a stochastic sampling to speed up computations, at the expense of slightly less accurate shortest path.

EXCERPT #8NXQ8B p. 1
  Procedural generation We present a compact procedural model for representing roads, tunnels and bridges with a few parameters describing their geometrical characteristics. Our method automatically generates the smooth trajectory of the road from the piecewise segment paths, excavates the terrain around the path of the roads and generates the road mesh as well as bridges and tunnels with the appropriate size and characteristics (Section 6).

DOCUMENT #XDEFZS
Procedural Generation of Roads

SECTION #54KPZ4 8. Conclusion

EXCERPT #FL2QG6 p. 9
  We have proposed a complete framework for generating realistic roads in complex scenes. Our approach relies on a discrete anisotropic shortest path algorithm applied to a graph whose nodes are obtained by a uniform sampling of the scene and whose arcs are implicitly defined using generic segment path masks. The trajectory of roads can be easily controlled by adjusting the parameters of the transfer functions that weight the relative influence of the characteristics of the terrain.

EXCERPT #GHL7RU p. 9
  This work is the first step towards a solution to the much more complex and general problem of modeling a complete hierarchical road network connecting cities. We are currently investigating this research field.

### 91. Assistant tool calls

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "G3TBNG",
  "micro_abstract": "Generates near-optimal racing trajectories quickly by alternating between a minimum-time speed profile and a convex path update that reduces curvature."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "B6P8L4",
  "micro_abstract": "Models trail systems as self-organization: walkers reinforce attractive routes while unused traces fade, producing dendritic ant trails and low-detour pedestrian networks."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "V4TQYB",
  "micro_abstract": "Lets designers generate and edit large street networks through tensor fields, combining procedural speed with brush-like global and local control over street patterns."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "UYLTYJ",
  "micro_abstract": "Shows how pedestrian trails emerge through feedback between destination-seeking walkers, existing paths, and vegetation recovery, yielding a compromise between directness and shared infrastructure."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "GY93FG",
  "micro_abstract": "Extends the active-walker model to steep terrain, explaining zigzag mountain trails through slope avoidance, directional persistence, and mutual reinforcement by ascending and descending walkers."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "LXV9AT",
  "micro_abstract": "A field-oriented guide to durable trail design, emphasizing curvilinear alignment, natural drainage, sustainable grades, control points, and close reading of landform and soils."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "XDEFZS",
  "micro_abstract": "Automatically routes and constructs roads with an anisotropic shortest-path method that weighs slope and obstacles while treating surface segments, bridges, and tunnels consistently."
}
```

### 92. Tool result: update_document_metadata

Updated metadata for #G3TBNG: micro_abstract

### 93. Tool result: update_document_metadata

Updated metadata for #B6P8L4: micro_abstract

### 94. Tool result: update_document_metadata

Updated metadata for #V4TQYB: micro_abstract

### 95. Tool result: update_document_metadata

Updated metadata for #UYLTYJ: micro_abstract

### 96. Tool result: update_document_metadata

Updated metadata for #GY93FG: micro_abstract

### 97. Tool result: update_document_metadata

Updated metadata for #LXV9AT: micro_abstract

### 98. Tool result: update_document_metadata

Updated metadata for #XDEFZS: micro_abstract

### 99. Assistant tool calls

#### Tool call: `get_document`

```json
{
  "id": "RBS5K6"
}
```

#### Tool call: `get_document`

```json
{
  "id": "C4AY2M"
}
```

#### Tool call: `get_document`

```json
{
  "id": "WZMZGY"
}
```

#### Tool call: `get_document`

```json
{
  "id": "92XRH7"
}
```

#### Tool call: `get_document`

```json
{
  "id": "8SERGP"
}
```

#### Tool call: `get_document`

```json
{
  "id": "CWC7H9"
}
```

#### Tool call: `get_document`

```json
{
  "id": "MVUJ8Z"
}
```

#### Tool call: `get_document`

```json
{
  "id": "5MGCZ5"
}
```

#### Tool call: `get_document`

```json
{
  "id": "XDESU9"
}
```

#### Tool call: `get_document`

```json
{
  "id": "869NHK"
}
```

#### Tool call: `get_document`

```json
{
  "id": "A2QB8L"
}
```

#### Tool call: `get_document`

```json
{
  "id": "PBM2TC"
}
```

### 100. Tool result: get_document

DOCUMENT #RBS5K6
Title: A Layered Particle-Based Fluid Model for Real-Time Rendering of Water

Outline:
  - 1 #5NFAXU A Layered Particle-Based Fluid Model for Real-Time Rendering of Water
    - 1.1 #KGMBXL Abstract
    - 1.2 #9QMYPL 1. Introduction
    - 1.3 #JZMDNB 2. Previous Work
    - 1.4 #VR4JRQ 3. Overview
    - 1.5 #34V9L7 4. Adaptive Curvature Flow
    - 1.6 #Z68DF9 5. Real-Time Foam
      - 1.6.1 #T4PBCD 5.1. Foam Formation
      - 1.6.2 #P6BSN6 5.2. Layer Creation
      - 1.6.3 #FL4KNF 5.3. Layer Compositing
    - 1.7 #T8YYAV 6. Results
    - 1.8 #JEPXQL 7. Conclusions and Future Work
    - 1.9 #YZ6NYP References

### 101. Tool result: get_document

DOCUMENT #C4AY2M
Title: A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

Outline:
  - 1 #QZPELE A survey of ocean simulation and rendering techniques in computer graphics
    - 1.1 #47WJV5 Abstract
    - 1.2 #67ZZEA 1. Introduction
    - 1.3 #JPY4VD 2. Ocean dynamics simulation in deep water
      - 1.3.1 #B9SCHY 2.1. Spatial domain approaches
        - 1.3.1.1 #3VTQEF 2.1.1. Early works
        - 1.3.1.2 #W9ZUCV 2.1.2. GPU implementations
        - 1.3.1.3 #32XXKC 2.1.3. Adaptive schemes
      - 1.3.2 #96ENPE 2.2. Fourier domain approaches
        - 1.3.2.1 #Z39SP2 2.2.1. General methods
        - 1.3.2.2 #2XBNYQ 2.2.2. Level-Of-Detail and GPU implementations
      - 1.3.3 #5KSC3E 2.3. Hybrid approaches
      - 1.3.4 #VEG3CE 2.4. Discussion
    - 1.4 #XKG89F 3. Ocean dynamics simulation in shallow water
      - 1.4.1 #7C4MCW 3.1. Eulerian approaches
      - 1.4.2 #WB9J3L 3.2. Lagrangian approaches
      - 1.4.3 #ZEVP5C 3.3. Hybrid approaches
      - 1.4.4 #7ZY9G2 3.4. Discussion
    - 1.5 #8TWR84 4. Realistic ocean surface rendering and lighting
      - 1.5.1 #UKRC7P 4.1. Foam and spray
        - 1.5.1.1 #KCB376 4.1.1. Empirical models
        - 1.5.1.2 #7DVESV 4.1.2. Particle systems
      - 1.5.2 #TDPWBG 4.2. Light-water interactions
        - 1.5.2.1 #9KEXGS 4.2.1. First order approximation
        - 1.5.2.2 #5V9HHE 4.2.2. Multiple order approximation
      - 1.5.3 #D7BME4 4.3. Discussion
    - 1.6 #4KX5BA 5. Conclusion
    - 1.7 #23RGF3 Acknowledgements
    - 1.8 #RX2UU9 References

### 102. Tool result: get_document

DOCUMENT #WZMZGY
Title: Advected river textures

Outline:
  - 1 #JCB5RE Advected river textures
    - 1.1 #DQ7LJZ Introduction
    - 1.2 #G2SPEY Previous Work
      - 1.2.1 #7K7XWN Real-Time River Simulation
      - 1.2.2 #4FM3ZS 2D Navier–Stokes Simulation
      - 1.2.3 #KV3Q48 Hydrostatic Pressure Columns
      - 1.2.4 #PVQNK6 Bootstrapping the Hydrostatic Pressure Columns
      - 1.2.5 #CSD47K Impulse Driven NS
      - 1.2.6 #B2JVNM River Surface Advection
    - 1.3 #HMVN46 Results
    - 1.4 #AZAUNZ Conclusion
    - 1.5 #XSMAUV Future Work
    - 1.6 #4VLDYW ACKNOWLEDGEMENTS
    - 1.7 #UWVDGA References
    - 1.8 #L93ZXH Authors' biographies:

### 103. Tool result: get_document

DOCUMENT #92XRH7
Title: Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field

Outline:
  - 1 #KLTEQP Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field
    - 1.1 #CLP7LH ► To cite this version:
  - 2 #5948CH Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field
    - 2.1 #W73RWJ 1 INTRODUCTION
    - 2.2 #BWE9DD 2 PREVIOUS WORK
    - 2.3 #BWJ55J 3 OUR ALGORITHM
      - 2.3.1 #SJ444N 3.1 Overview
      - 2.3.2 #WWK8AX 3.2 Formal definition of our input data
      - 2.3.3 #EMCT8G 3.3 Particle Sampling and Distortion
        - 2.3.3.1 #WBB3XW 3.3.1 Particle Distribution
        - 2.3.3.2 #GY3LGQ 3.3.2 Grid Advection and Particle Deletion
        - 2.3.3.3 #867R3P 3.3.3 Estimating the Grid Distortion
        - 2.3.3.4 #G6FS45 3.3.4 Dealing with Boundaries
      - 2.3.4 #4UR6QN 3.4 Blending and Continuity
        - 2.3.4.1 #NQC7ZJ 3.4.1 Vertex Weights
      - 2.3.5 #W6ZWF7 3.5 Reconstruction and Rendering
        - 2.3.5.1 #N8GY69 3.5.1 Direct reconstruction
        - 2.3.5.2 #ZRKC9H 3.5.2 Indirect reconstruction
        - 2.3.5.3 #9GCRR9 3.5.3 Discussion
    - 2.4 #MUN6QE 4 RESULTS AND COMPARISON
      - 2.4.1 #PTG5NW 4.1 Results
      - 2.4.2 #6B4N32 4.2 Performance and Timings
      - 2.4.3 #K4JT29 4.3 Evaluation and comparison
        - 2.4.3.1 #EFP86R 4.3.1 Evaluating the Quality of the Animated Texture
        - 2.4.3.2 #C949RA 4.3.2 Comparison with Naïve Implementation
        - 2.4.3.3 #8TM3YZ 4.3.3 Comparison with Eulerian Texture Advection
        - 2.4.3.4 #BUWH3G 4.3.4 Comparison with Sprite-Based Texture Advection
        - 2.4.3.5 #2D9CVV 4.3.5 Comparison with Flow-Guided Texture Synthesis
      - 2.4.4 #3HGSTC 4.4 Discussion
    - 2.5 #EAFVW8 5 CONCLUSION AND FUTURE WORK
    - 2.6 #DXCAUW Acknowledgements
    - 2.7 #5FXBCE APPENDIX
    - 2.8 #LBXTFN DETAILED PROOF OF EQ. 4
    - 2.9 #Q7PTWQ REFERENCES

### 104. Tool result: get_document

DOCUMENT #8SERGP
Title: Real-time Breaking Waves for Shallow Water Simulations

Outline:
  - 1 #FA7BE4 Real-time Breaking Waves for Shallow Water Simulations
    - 1.1 #XUY95Y Abstract
    - 1.2 #J39ZBT 1 Introduction
    - 1.3 #LSRGTK 2 Related Work
    - 1.4 #AWDWVP 3 Shallow Water Simulations
    - 1.5 #PHN7AY 4 Wave Simulation
    - 1.6 #JL4FVP 5 Wave Patch Generation:
    - 1.7 #8ES8PA 6 Rendering the Waves
    - 1.8 #B8YMKE 7 Two-Way Rigid Body Coupling
    - 1.9 #CC4RWZ 8 Results
    - 1.10 #QQ7TWA 9 Conclusions
    - 1.11 #SPNKU9 10 Acknowledgements
    - 1.12 #CKPSGF References

### 105. Tool result: get_document

DOCUMENT #CWC7H9
Title: Real-time Rendering of Enhanced Shallow Water Fluid Simulations

Outline:
  - 1 #3XLN3C Real-time Rendering of Enhanced Shallow Water Fluid Simulations
    - 1.1 #SDDXFP Abstract
    - 1.2 #D9SXF3 1. Introduction
      - 1.2.1 #RNG4NC 1.1. Related Work
        - 1.2.1.1 #ESVL3G 119 2. Fluid simulation
        - 1.2.1.2 #HDCYLG 149 3. Additional surface detail
        - 1.2.1.3 #CQWBFA 157 3.1. Lower scale detail
        - 1.2.1.4 #XEPFKX 179 3.2. Surface Foam
    - 1.3 #5GWRQA 4. Photon-based Caustics
      - 1.3.1 #F8ATT5 272 5. Screen-space Refraction and reflection
    - 1.4 #GKHL8Q 6. Results and Discussion
    - 1.5 #XHMJUD 7. Conclusions
    - 1.6 #WA3PCR Acknowledgements

### 106. Tool result: get_document

DOCUMENT #MVUJ8Z
Title: Real-time Rendering of River Networks

Outline:
  - 1 #BTQCB6 Real-time Rendering of River Networks
  - 2 #8N3BQZ References

### 107. Tool result: get_document

DOCUMENT #5MGCZ5
Title: Real-time River Representation by Dynamic Control of Data on Waves

Outline:
  - 1 #AGKCS5 水面波モデルの動的制御による河川のリアルタイム表現
  - 2 #RNRNU8 Real-time River Representation by Dynamic Control of Data on Waves
    - 2.1 #5WKN5L 1. ま え が き
    - 2.2 #L93Z8G 2. 河 川 の 分 類
    - 2.3 #U848H3 3. 河川の自動領域分割
    - 2.4 #7TBW6W 4. 水面波の生成
      - 2.4.1 #7L3GHL 4.1 水面波の物理モデル
      - 2.4.2 #2GQ78Y 4.2 川岸での反射表現
      - 2.4.3 #PN4DGU 4.3 風による波の変化
    - 2.5 #M8MFLM 5. シミュレーション結果
    - 2.6 #VTDT2R 6. む す び
    - 2.7 #8J7SVY 〔文 献〕

### 108. Tool result: get_document

DOCUMENT #XDESU9
Title: Scalable real‐time animation of rivers

Outline:
  - 1 #Y6CNDB Scalable Real-Time Animation of Rivers
    - 1.1 #DHLFEL ► To cite this version:
  - 2 #B9LYTR Scalable real-time animation of rivers
    - 2.1 #RQUAEM Abstract
    - 2.2 #UJRUGW 1. Introduction
    - 2.3 #JW4T3Z 2. Previous work
      - 2.3.1 #CVHDLT 2.1. Fluid velocity
      - 2.3.2 #HEUBG3 2.2. Fluid surface
    - 2.4 #XF2N2Y 3. Overview
      - 2.4.1 #LFKVYW Algorithm 1 Scalable real-time animation of rivers
    - 2.5 #S3P9T2 4. Computing flow velocities
      - 2.5.1 #89NKTG 4.1. Finding the volumetric flow rate from the hydro geometry
      - 2.5.2 #R6ERAY 4.2. Interpolation of stream function
      - 2.5.3 #XB2KH8 4.3. Handling obstacles
      - 2.5.4 #TPMQZV 4.4. Fast distance calculation
    - 2.6 #NRD5JU 5. Adaptive texture advection
      - 2.6.1 #7RRTRY 5.1. Dynamic particle distribution
        - 2.6.1.1 #C52JGF Algorithm 2 Dynamic particle distribution
      - 2.6.2 #KWALBE 5.2. Sprite-based texturing
        - 2.6.2.1 #AL6Q7V Algorithm 3 Fragment shader for fluid meshes
    - 2.7 #LQXUW2 6. Implementation and results
    - 2.8 #TJAYJS 7. Discussion and limitations
    - 2.9 #RD97PY 8. Conclusion and future work
    - 2.10 #R6KZ4N References

### 109. Tool result: get_document

DOCUMENT #869NHK
Title: Very Fast Real-Time Ocean Wave Foam Rendering Using Halftoning

Outline:
  - 1 #WADEM9 Very Fast Real-Time Ocean Wave Foam Rendering Using Halftoning
  - 2 #5R6DEX Very Fast Real-Time Ocean Wave Foam Rendering Using Halftoning
    - 2.1 #2BJMND ABSTRACT
    - 2.2 #L9YLTY Introduction
    - 2.3 #UQWEYD Overview of Our Approach
      - 2.3.1 #Z6PB8R The Saturation Function
      - 2.3.2 #4HFS63 The Halftone Mask
      - 2.3.3 #J3EGSN Applying the Mask
    - 2.4 #LP9TTY Results
    - 2.5 #7FYCN5 Conclusion and Further Work
    - 2.6 #SRXZMM References
    - 2.7 #DJAVLH BIBLIOGRAPHY

### 110. Tool result: get_document

DOCUMENT #A2QB8L
Title: Water Flow in Portal 2

Outline:
  - 1 #S2CBRT Water Flow in PORTAL 2
    - 1.1 #56V9XD Outline
    - 1.2 #5HJ8GY Goals
    - 1.3 #X7C5PM Gameplay
    - 1.4 #BUH4MD Technical Constraints
    - 1.5 #NNERGL Algorithm Overview
    - 1.6 #47S8TY Flow Texture Mapped onto Surface
      - 1.6.1 #FDJN2K Normal Map Mapped onto Surface
      - 1.6.2 #CDJ53N Artists Author Flow Maps
      - 1.6.3 #XRLSJY Houdini – Importing Level Geometry
      - 1.6.4 #GHBDYU Houdini – Procedural Masks
      - 1.6.5 #3CBG64 Houdini – Applying Masks
      - 1.6.6 #F5HH3F Houdini – Water Normal Maps
      - 1.6.7 #S3MB37 Left 4 Dead 2
    - 1.7 #CVUS6R Related Work
    - 1.8 #Q4QCPT Flow Visualization
      - 1.8.1 #Y2F5FW Flow Visualization Textures
      - 1.8.2 #Y3TJVN Flow Visualization Experiment
        - 1.8.2.1 #UHYW88 Max &amp; Becker's Observation
        - 1.8.2.2 #EN347R Smoothly Interpolating Layers
        - 1.8.2.3 #Q4QFM6 Smoothly Repeating Flow
    - 1.9 #J52A5Y A Great Start
    - 1.10 #ZTF9YF Portal 2 Test Map
      - 1.10.1 #3KG3EN Portal 2 Test Map (Programmer Art)
    - 1.11 #FSZCV9 Flow Vectors on Water Surface
      - 1.11.1 #MSJZHP Single Layer Normal Distortion
      - 1.11.2 #4R3LNF Double Layer Normal Distortion
      - 1.11.3 #TM3D3G Two Major Problems
      - 1.11.4 #5D5MEZ Repetition Visualization Single Layer
        - 1.11.4.1 #GNJ65S Double Layer
        - 1.11.4.2 #EV6QMX Double Layer With Offset
        - 1.11.4.3 #3U8Q7Z Repetition Solved by Offset
      - 1.11.5 #K34TNN Pulsing Solved by Noise
      - 1.11.6 #BZ44HW Pulsing Solved by Noise
    - 1.12 #XAMC76 Water Speed Affects Normals
    - 1.13 #SGLQV7 Performance
    - 1.14 #BJ29ZU Water Flow in Portal 2
    - 1.15 #HQNR33 Debris Flow Example
      - 1.15.1 #WFV4HX Debris Flow Example
      - 1.15.2 #7BZP4H Debris Normal (Same as before)
        - 1.15.2.1 #V5M6GL Flowing Debris Using Same Algorithm
        - 1.15.2.2 #QG7BY5 Flowing Normals
        - 1.15.2.3 #GJTPE2 Flowing Debris
        - 1.15.2.4 #M6MJHN Flowing Debris Using Offset
      - 1.15.3 #4G2LNJ Debris Flow
    - 1.16 #HA87Z6 Future Work
    - 1.17 #5ZZUA3 Summary

### 111. Tool result: get_document

DOCUMENT #PBM2TC
Title: Water surface wavelets

Outline:
  - 1 #RNVWWR Water Surface Wavelets
    - 1.1 #JPDLVU ACM Reference Format:
    - 1.2 #ZTWDW3 1 INTRODUCTION
    - 1.3 #MGX8HM 2 RELATED WORK
      - 1.3.1 #2W6Q6T 2.1 Spectrum-based approaches
      - 1.3.2 #SJKC5Z 2.2 Numerical solutions to Partial Differential Equations
      - 1.3.3 #C6S3T5 2.3 Hybrid approaches
      - 1.3.4 #B4G3KW 2.4 Art-directing waves
    - 1.4 #5EX6YK 3 THEORY
      - 1.4.1 #9RASZL 3.1 Motivation
      - 1.4.2 #ARD5T6 3.2 Derivation
      - 1.4.3 #UL9HZ6 3.3 Discussion
    - 1.5 #2KAQMF 4 DISCRETIZATION
      - 1.5.1 #6AJDFD 4.1 Discretizing \mathcal{A}
      - 1.5.2 #JGKFAU 4.2 Discretizing Advection
      - 1.5.3 #KQNQXW 4.3 Height field evaluation
    - 1.6 #MU7P6S 5 ALGORITHM SUMMARY
      - 1.6.1 #AJK8ET Algorithm 1 Pseudocode for the algorithms used in our paper
    - 1.7 #MEQNZV 6 EXTENSIONS
      - 1.7.1 #B6SYLX 6.1 Dissipation
      - 1.7.2 #5W242X 6.2 Pre-computing wave motions
      - 1.7.3 #UTTFQ9 6.3 Solid-Fluid Coupling
    - 1.8 #8LZWQ3 7 ARTISTIC CONTROL
      - 1.8.1 #CXPF2K 7.1 Selecting the basis function \psi(k)
      - 1.8.2 #AV6VHK 7.2 Manually overriding \mathcal{A}
    - 1.9 #AL43YK 8 RESULTS
    - 1.10 #W3R46F 9 DISCUSSION
    - 1.11 #ERWM2J ACKNOWLEDGMENTS
    - 1.12 #95PXLR REFERENCES
    - 1.13 #QXS3UP A AMPLITUDE DYNAMICS
    - 1.14 #FFTTEG B \mathcal{A} IS LOWER FREQUENCY THAN \eta
    - 1.15 #ZHSTA4 C CONTINUUM LIMIT OF WATER WAVE PACKETS

### 112. Assistant tool calls

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### 113. Tool result: read

DOCUMENT #RBS5K6
A Layered Particle-Based Fluid Model for Real-Time Rendering of Water

SECTION #KGMBXL Abstract

EXCERPT #G3TYUA p. 0
  We present a physically based real-time water simulation and rendering method that brings volumetric foam to the real-time domain, significantly increasing the realism of dynamic fluids. We do this by combining a particle-based fluid model that is capable of accounting for the formation of foam with a layered rendering approach that is able to account for the volumetric properties of water and foam. Foam formation is simulated through Weber number thresholding. For rendering, we approximate the resulting water and foam volumes by storing their respective boundary surfaces in depth maps. This allows us to calculate the attenuation of light rays that pass through these volumes very efficiently. We also introduce an adaptive curvature flow filter that produces consistent fluid surfaces from particles independent of the viewing distance.

EXCERPT #RMMRAK p. 0
  Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, shading, shadowing, and texture

DOCUMENT #RBS5K6
A Layered Particle-Based Fluid Model for Real-Time Rendering of Water

SECTION #9QMYPL 1. Introduction

EXCERPT #K9T2QM p. 0
  Dynamic fluids are a desirable element of many real-time applications like games. So far, the mathematical complexity of realistically simulating and rendering the behavior and interaction of fluids with the environment has hindered their widespread use. One promising approach would be to render the results of smoothed particle hydrodynamics (SPH) simulations using splatting, but the locally high curvature of spherical splatting primitives results in an unrealistic jelly-like appearance.

EXCERPT #36XEP5 p. 0
  Only recently, van der Laan et al. [vdLGS09] proposed curvature-based screen space filtering for rendering the result of SPH simulations. The approach alleviates sudden changes in curvature between the particles and creates a continuous and smooth surface. While this method is a significant step towards realistic fluid rendering in real time, there is room for improvement. First, the screen-space curvature flow formulation is highly dependent on viewer distance. While fluids farther away from the viewer are overly smoothed, fluids near the viewer almost completely retain

EXCERPT #HU5QE8 p. 0
  the undesirable spherical particle structure. Second, there exists as yet no realistic real-time method to create foam, which is an important visual element in most situations where real-time fluids are used (see Figure 1).

EXCERPT #YECHYE p. 0
  Figure 1: Two side-by-side renderings of a fluid scene. The left image shows a scene rendered with simple noise-based foam, exhibiting a noisy, pixelated appearance. The right image shows the same scene rendered with the new method, showing a much smoother and more realistic fluid surface with visible foam.

EXCERPT #RDCRHL p. 0
  Figure 1: A scene rendered with simple noise-based foam [vdLGS09] (left) and with our new method (right);

EXCERPT #FJR986 p. 0
  This paper presents a real-time fluid simulation and rendering system that overcomes these drawbacks:

EXCERPT #P56SJR p. 0
  • We introduce an adaptive curvature flow filtering algorithm for SPH rendering which accounts for perspective. • We introduce a physically based foam rendering method using Weber number thresholding and a volumetric layer-based rendering system (see Figure 2). Foam can appear

EXCERPT #PLYUNF p. 0
  † e-mail: florian.bagar@aon.at

EXCERPT #KXN9VR p. 0
  ‡ e-mail: scherzer | wimmer@cg.tuwien.ac.at

EXCERPT #ZNZAUL p. 0

EXCERPT #HCE9KC p. 1

EXCERPT #99AJLP p. 1
  Figure 2: A cross-section of a layered water model. The diagram shows a 3D view from the left with a Z-axis arrow. The scene is divided into three main regions: 'environment' on the left, 'water' in the center, and 'background scene' on the right. The water region is composed of three layers: a 'front water layer' (blue), a 'foam layer' (pink), and a 'back water layer' (blue). Above the water, horizontal arrows indicate thicknesses: T_wf for the front water layer, T_f for the foam layer, and T_wb for the back water layer. Below the water, an arrow indicates 'foam depth' T_ff. On the left, an arrow indicates 'filtered water depth' and another indicates 'water depth'. A legend on the right shows a blue circle for '... water particles' and a pink circle for '... foam particles'. The foam layer is depicted with a grid of pink circles, while the water layers are blue.

EXCERPT #UA9AJJ p. 1
  Figure 2: A cross-section of our layered water model: The volumetric appearance of the result is achieved by not only accounting for the water thickness T_{wb} at each pixel as previous approaches [vdLGS09], but also for the foam thickness T_f and the thickness of water in front of the foam T_{wf} . We also partition foam into two differently colored layers ( T_{ff} ) to achieve more interesting foam.

EXCERPT #K2GW6P p. 1
  as the top-most layer or between two water layers, as in a waterfall.

EXCERPT #F933RU p. 1
  • Our method is almost as fast as previous approaches, while providing higher image quality. • In addition, the algorithm is simple to implement and integrate into existing rendering engines.

DOCUMENT #RBS5K6
A Layered Particle-Based Fluid Model for Real-Time Rendering of Water

SECTION #JEPXQL 7. Conclusions and Future Work

EXCERPT #YJNSYU p. 5
  We presented a new method for rendering particle-based fluids with foam in real time. The first contribution is an adaptive curvature flow smoothing method that avoids over- or under-smoothing as present in previous methods. Our second contribution is a fast physically guided foam rendering algorithm based on Weber number thresholding and a layered compositing algorithm. Our approach provides more realistic fluid rendering at comparable cost to previous methods, and is simple to implement and integrate into existing engines. In future work, we plan to use the volumetric information available in the layers to generate soft shadows. We will also investigate whether situations that require more than 3 layers are likely to appear.

EXCERPT #YXQTQY p. 5
  Figure 7: Corridor scene without/with foam (26-50 iterations). The image shows two side-by-side renderings of a corridor scene. The left image shows the scene without foam, and the right image shows the scene with foam. The foam is visible as a white, bubbly substance on the water surface, particularly around the obstacles in the corridor.

EXCERPT #3HXGZD p. 5
  Figure 7: Corridor scene without/with foam (26–50 iterations).

EXCERPT #VWP9L5 p. 5

EXCERPT #AJYR66 p. 6

EXCERPT #HM3AJG p. 6
  Figure 8: Four screenshots of fluid simulation test scenes. Top-left: A large industrial facility with a massive blue water geyser erupting from a central point. Top-right: A close-up of water flowing through a complex arrangement of bamboo pipes and joints. Bottom-left: A stone bridge with a waterfall cascading over its edge into a pool below. Bottom-right: A stone bridge with a waterfall, showing a different angle or perhaps a different simulation state.

EXCERPT #3BQJ5E p. 6
  Figure 8: Our three test scenes: at the top-left: Corridor (27–52 iterations) ; right: Bamboo (22–40 iterations); and at the bottom: Waterfall (left: 15–20 iterations; right: 20–44 iterations).

EXCERPT #U2YF5F p. 6
  Figure 9: Two side-by-side images of a waterfall. The left image is a photograph of a real waterfall, and the right image is a computer-generated simulation of the same scene. Both images have a red rectangle drawn on the lower part of the waterfall, indicating the area where foam occurs below the water surface.

EXCERPT #5YDZWZ p. 6
  Figure 9: Comparison between a photograph of a real waterfall (left) and our new method (right). The rectangle marks an area where foam occurs below the water surface.

### 114. Tool result: read

DOCUMENT #C4AY2M
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

SECTION #47WJV5 Abstract

EXCERPT #4S5XNT p. 0
  This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface.

EXCERPT #T5QRXV p. 0
  Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Animation I.3.8 [Computer Graphics]: Applications—

DOCUMENT #C4AY2M
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

SECTION #67ZZEA 1. Introduction

EXCERPT #V84UBB p. 0
  The main goal of computer graphics is to reproduce in the most true-to-life possible way the perceived reality with all the complexity of natural phenomena surrounding us. The ocean's complexity is mainly due to a highly dynamic behavior. Ranging from a quiet sea to an agitated ocean, from small turbulent waves to enormous shorebreaks, the dynamic motion of the ocean is influenced by multiple phenomena occurring at small and large scales. For several centuries, scientists have tried to understand and explain these mechanisms. In oceanographic research, physicists define the behavior of the ocean surface depending on its location: in deep ocean water areas (far from the coast), intermediate areas or shallow water areas (close to the shore). This classification characterizes wave motions with different parameters. In deep waters, the free surface defined by the interface between air and water is generally subjected to a large oscillatory behavior, whereas in shallow waters waves break near the shore. Representing the visual complexity of these phenomena is a

EXCERPT #WRJ7FS p. 0
  challenge, and the last 30 years have seen computer graphics evolve in order to address this issue.

EXCERPT #28FSUG p. 0
  Different models can be used to represent ocean dynamics: parametric description, spectral description as well as models from Computational Fluid Dynamics (CFD) and more specifically Navier-Stokes Equations (NSE). The first category aims at computing the path of water particles and describes the free surface with parametric equations based on real observations, obtained from buoys or satellite measurements [Bie52]. The second category approximates the state of the sea by using waves spectrum [PM64, HBB + 73, BGRV85] and computes waves distribution according to their amplitudes and frequencies. Finally, NSE can represent dynamics of all types of fluid, including the dynamical behavior of the ocean.

EXCERPT #2GY8VQ p. 0
  Ocean simulation methods in the computer graphics domain can therefore be classified into two main categories: parametric/spectral methods that use oceanographic models, and physically-based methods relying on NSE. Parametric/spectral models work best in deep waters where they accurately represent the periodical motion of the sea. But since they do not take into account the interactions with the bottom of the sea in shallow waters, only physically-based methods deriving approximate solutions from NSE can reproduce the complexity of ocean dynamics near the shore.

EXCERPT #J5MU2H p. 0

EXCERPT #WSK9HS p. 0

EXCERPT #J4UK6U p. 1

EXCERPT #DKBW4D p. 1

EXCERPT #TKLN6T p. 1
  Another important characteristics of oceans for computer graphics is their complex optical properties. For example, the color of ocean waters, varying from green to deep blue, is related to the concentration of phytoplankton particles. Several other phenomena, such as foam, sprays, water properties (turbidity, bubbles, ...) and light-water exchanges must also be simulated at the rendering stage. Addressing the simulation of these phenomena is a precondition to obtain realistic ocean scenes.

EXCERPT #8WAX4A p. 1
  This paper presents a survey of research works in ocean simulation and rendering in computer graphics. This includes different methods specifically designed for ocean scenes, but also more general water simulation techniques that can be applied to ocean simulation. Papers presenting specific methods for fluid simulation, intended for example for rivers [TG01, YNBH09] or fountains [WCHJ06] are not covered here; interested readers can also refer to [Igl04] where a more general survey of water simulation techniques is presented.

EXCERPT #VE8U7F p. 1
  In sections 2 and 3, we will focus on the methods specifically intended to model and animate the detailed surface of the ocean. We will use the classification presented in the previous paragraph: parametric/spectral methods describing the surface using models from oceanography, and NSE-based methods that simulate the dynamic behaviour of ocean waves. Section 4 is dedicated to realistic ocean rendering, particularly the representation of foam and sprays and the simulation of different light-water interactions. Finally, we will conclude by presenting possible perspectives for these techniques.

DOCUMENT #C4AY2M
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

SECTION #4KX5BA 5. Conclusion

EXCERPT #WHPWE4 p. 12
  In this survey we have presented available methods in computer graphics for modeling and rendering oceanic scenes. The great amount of different works is inherent to the extreme diversity of the phenomena involved.

EXCERPT #CZNWCP p. 12
  The first two sections of our survey focused on computer graphics models able to simulate the dynamical behavior of the ocean. We have seen that those methods are divided into two categories: on the one hand, methods usually dedicated to deep-water simulation, on the other hand fluid-based approaches trying to represent breaking waves near the shore. In the last section, we have seen different methods able to represent several phenomena involved in ocean rendering, namely foam, sprays and light-water interactions, that make for visual realism.

EXCERPT #TQKH86 p. 12
  The next decade could see new methods emerging in an attempt to bridge the gap between deep-sea simulations and breaking waves representations; it would be necessary to put together different types of simulations on different scales. Scalable methods are also required for modeling and rendering stages in order to obtain real-time rates, which could include dynamic sampling of the simulation domain (as proposed by Yu et al [YNBH09] for rivers) and adaptive rendering models taking the visual impact of the considered phenomena into account.

### 115. Tool result: read

DOCUMENT #WZMZGY
Advected river textures

SECTION #DQ7LJZ Introduction

EXCERPT #EWXZK3 p. 0
  Real-time fluid simulation is a challenging problem in which “no single method (exists) that can capture all the subtle effects of water” 1 . Our work specifically focuses on real-time river rendering which is problematic for several reasons: the arbitrary 3D terrain geometry of the riverbed must be taken into account, rivers often include situations with both shallow and deep water, even slow moving rivers have highly detailed dynamic geometries, and rivers are generally very large, stretching many kilometers. Rendering large scale river flows for real-time applications is therefore difficult because of the complexity involved in generating a fluid surface that is both detailed enough to be visually realistic and efficient enough to be interactive.

EXCERPT #W7RDDR p. 0
  Through experimentation, we have come to believe that in order to realistically simulate and render a river it requires either a full 3D free-surface solver, or a hybrid technique that couples a lower resolution fluid solver to a higher detail fluid surface construction method. Current techniques do not satisfy all these requirements. Existing real-time fluid techniques are either too computationally expensive or do not exhibit large-scale visual properties required for a river. Given these constraints, the goal

EXCERPT #8KBMFE p. 0
  of our method is to approximate as much detail as possible while remaining efficient enough for interactive applications. We have also adopted the additional requirement that the method should be suitable for coupling with a rigid-body physics engine allowing 3D objects in the scene to interact with the river's surface. Specifically, we achieve the following: detailed fluid surface construction that responds appropriately to the underlying 3D terrain, simulation of the surface detail of real rivers, above real-time frame rates on commodity hardware, and an algorithm designed with rigid-body coupling in mind. To realize these goals we incorporate a 2D Navier–Stokes solver for its stability, efficiency, and accuracy, that is informed by 3D information gleaned from a series of Hydrostatic Pressure (HSP) columns. We do not use HSP columns alone since it is not a suitable approach for large-scale river representations as it cannot capture detailed effects 2 . We then couple the results of our pseudo-3D Navier–Stokes–HSP fluid solver with a texture advection method in order to derive highly detailed river surfaces. Example renderings running at 60–120 frames per second (85 on average) can be found in Figure 1.

DOCUMENT #WZMZGY
Advected river textures

SECTION #HMVN46 Results

EXCERPT #G3SJ82 p. 7
  Our real-time method for simulating and rendering rivers is visually more convincing than existing methods and runs at far higher frame rates. Minute details in the river flow can be seen as a result of complex interactions between fluid and terrain and the fluid with itself. These complex interactions are a direct result of combining HSP columns with a 2D Navier-Stokes solver.

EXCERPT #J6H8Z3 p. 7
  The texture advection step produces highly detailed fluid surfaces in which the water interacts with the underlying terrain in ways typically reserved for the fully 3D fluid solvers. Water can be seen speeding up over shallow sections and slowing down over deep sections, as well as becoming turbulent in areas with large underwater obstacles, getting caught in nooks and eddies and flows around bends. This can be partially seen in Figures 1 and 7 clearly seen in the provided video (available online at www.interscience.wiley.com/journal/cav ). Figure 6 shows a comparison between the simulation running with the HSP columns turned on and off. In the case with HSP columns turned off the simulation is purely using the 2D Navier–Stokes for simulation results, and any terrain to fluid interactions are only at the shoreline and at the very surface of the fluid.

EXCERPT #PR6JT8 p. 7
  Figure 6: Comparison of hydrostatic pressure columns. The top row shows two side-by-side views of a river flow on a textured terrain. The left view shows the flow with hydrostatic pressure columns disabled, appearing smoother. The right view shows the flow with hydrostatic pressure columns enabled, showing more detailed, turbulent features. The bottom view shows the underlying terrain, which is a green, textured surface with a central dark area.

EXCERPT #7B4NNB p. 7
  Figure 6. Comparison with the hydrostatic pressure columns disabled (left) and enabled (right). Underlying terrain shown below.

EXCERPT #T9DYCS p. 7

EXCERPT #DXWCLE p. 7

EXCERPT #CCC7Y8 p. 7

EXCERPT #4A6NTD p. 7

EXCERPT #7GTWYB p. 8

EXCERPT #DALCYK p. 8

EXCERPT #44J2WG p. 8
  A 3D rendered image of a river flowing through a green, hilly landscape. The river is dark blue and shows some eddies and bends. The terrain is covered in green vegetation.

EXCERPT #RJMN8A p. 8
  Figure 7. Real-time rendering of long river section.

EXCERPT #PRVSL6 p. 8
  Level of Detail provides notable performance improvements as can be seen in Table 1. Even the modest LOD optimizations we have implemented make a significant difference to the frame rate and to the number of polygons rasterized per second. All screenshots and timings were produced on an off-the-shelf dual-core Athlon XP 3800+ computer with an nVidia 8600GT graphics card and 4GB RAM. However, the code has not been parallelized or GPU optimized, meaning that only one of the two cores on the CPU has been directly used. Most of example river beds used in this paper have been imported from DEM files of real rivers.

EXCERPT #9579Z9 p. 8
  Level of detail FPS Poly's per second Fully disabled 63 61 million Texture advection only 74 71 million Navier–Stokes only 111 107 million Fully enabled 120 115 million

EXCERPT #ZWVYKF p. 8
  Table 1. Comparison of the simulation running with different types of LOD enabled

DOCUMENT #WZMZGY
Advected river textures

SECTION #AZAUNZ Conclusion

EXCERPT #T9Y2PR p. 8
  We have developed an efficient approach to rendering large-scale fluid flows over arbitrary terrains with a relatively high level of realism. By combining an impulse driven 2D Navier–Stokes simulation with multi-tier hydrostatic pressure columns we have created a low computational-cost fluid solver that provides sufficient 3D information to simulate a river in real-time. We then employ procedural wave generation to produce an animated texture which is advected through the fluid simulation. This produces a highly detailed fluid surface representation that exhibits many of the visual elements that are characteristic of rivers. Our technique is applicable to real-time and interactive simulation scenarios and has been designed with rigid-body physics objects in mind. We feel that this work is therefore a major step forward in the area of real-time river rendering for interactive applications.

### 116. Tool result: read

DOCUMENT #92XRH7
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field

SECTION #W73RWJ 1 INTRODUCTION

EXCERPT #APD3VL p. 1
  ANIMATED fluids are frequently used in Computer Graphics applications, whether in virtual worlds, special effects or video games. As it is difficult to model the complete behavior of a fluid, animators and designers resort to texture mapping for finer surface details, whether small displacements, variations of the normals, or foam and debris being transported. But applying a texture on a flowing fluid, such as a river, creates conflicting requirements: on one hand, we want the texture to follow the flow exactly, so that the fluid movements stay realistic; yet on the other hand, we want the texture to keep its original properties 1 . As the fluid movements introduce large and cumulative distortions, shearing and stretching the original texture, solving both requirements is a difficult task.

EXCERPT #S3MHMB p. 1
  In this paper, we present a new, Lagrangian, technique for the advection of textures. Our technique takes as input a flowing fluid, whose velocity field is known, and a texture (either procedural or image). We produce as output an animated texture whose features follow exactly the velocity field, while keeping several key properties of the input texture, including its local appearance (see Fig. 1).

EXCERPT #GJ7THM p. 1
  Our algorithm works as follows: we start by placing sample particles along the flow. These particles are advected by the flow. A grid is attached to each particle,

EXCERPT #DZCPD6 p. 1
  and this grid is advected and deformed by the flow. Each grid is mapped to a fixed area of the input texture. To maintain texture properties, particles are eliminated when the distortion of their grid becomes too large. We maintain a constant particle density over the flow, killing or generating new particles when needed. In a final step, we reconstruct the texture by blending together these textured grids. Due to its Lagrangian nature, the complexity of our algorithm only depends on the pixels that are actually generated. Thus it works on very large scenes, potentially unbounded, in real-time.

EXCERPT #APACT8 p. 1
  Obviously, our algorithm does not apply to all possible input textures. It requires that we can blend together different areas of the input texture and yet create a satisfying result. We rely on a “smart blending” approach for procedural textures, but we expect our algorithm to perform poorly on images with highly structured content; however, we found that it works well with a large range of input textures (see Fig. 4, 5, 6 and 11, as well as the accompanying video), including noise textures, foam, ripples, lava... Interestingly, these textures correspond to the kind of features we most want to apply on realistic animated fluids.

EXCERPT #KSH8JS p. 1
  To measure the quality of animated textures, we suggest two criteria: the Fourier spectrum and the optical flow; both are computed on the output of our algorithm. Our experiments show that the optical flow of the animated texture matches exactly the input velocity field, while keeping the Fourier spectrum of the input texture.

EXCERPT #QD3YEA p. 1
  Our paper is organized as follows: in the next section, we review previous work on detail advection methods for animated fluids. We then present our algorithm (Section 3). In Section 4, we present our results and compare them to existing work. Finally, in Section 5, we conclude and present avenues for future work.

EXCERPT #FQ4EJZ p. 1
  • Université de Grenoble and CNRS, Laboratoire Jean Kuntzmann, BP 53, 38041 Grenoble Cedex 9, France • INRIA Grenoble Rhône-Alpes, Montbonnot, 38334 Saint Ismier Cedex, France

EXCERPT #GFHJPX p. 1
  1. Note that in the case of scientific visualization or for some dedicated effects, stretching can be desirable in order to convey information on the flow field, even huge stretching in the case of Line Integral Convolution. Here we address the opposite case of mostly reality-inspired imagery where the pattern mimics a fast regeneration process (ripples, foam, small-scale cloud convection) or the transportation of unstretchable details (bubbles, gravel).

EXCERPT #73BM5L p. 2

EXCERPT #ET2KLU p. 2

EXCERPT #QCMSDZ p. 2
  Figure 1: Comparison of texture advection algorithms. (a) Velocity field: A vector field with arrows of varying colors (blue to red) representing speed. (b) Input texture: A grayscale Perlin noise texture. (c) Our algorithm: The texture distorted by the velocity field, showing smooth, swirling patterns. (d) Naïve algorithm: The texture distorted by the velocity field, showing significant artifacts and streaking.

EXCERPT #F8R4YP p. 2
  Fig. 1. Our algorithm takes as input a velocity field (a) and a texture, here a Perlin noise texture (b), and produces a texture that follows the velocity field while retaining the local properties of the input texture (c). Simply advecting the original texture with the flow distorts the texture, introducing artefacts (d). See also the accompanying video. In all our figures depicting a velocity field, the colors of the arrows represent speed, based on hue (from blue (slow) to red (fast)).

DOCUMENT #92XRH7
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field

SECTION #SJ444N 3.1 Overview

EXCERPT #LQQ3KU p. 2
  Our algorithm is designed as a complement for a fluid simulation. We take as input the animated velocity field of a running fluid, computed separately. We want to add details to this fluid, using a procedural or image texture (see Fig. 2 and the accompanying video).

EXCERPT #UV7THN p. 2
  The simplest algorithm, mapping a texture to the fluid and letting it be deformed by the flow, is not acceptable: with time, the flow heavily distorts the texture, resulting in visible artifacts, even with a noise texture (see Fig. 1).

EXCERPT #J7E6R3 p. 2
  We generate a set of deformable textured grids that are advected with the flow. We start with a random Poisson disk distribution of particles and create regular grids centered on these particles. Each grid is mapped to a random area of the input texture. At each time step we:

EXCERPT #FWYVWN p. 3

EXCERPT #N9TCAW p. 3

EXCERPT #KDWYAU p. 3
  Figure 2: Overview of the algorithm. The diagram shows the flow from input data to the final output. On the left, 'Input velocity field' is shown as a vector field. Below it, a detailed view of the 'Initial regular grid' shows a 'Blending kernel' (a circular region of radius (2+β)d/2) and a 'Poisson disk' distribution of particles. A 'Deformed grid' is shown as a distorted version of the regular grid. On the right, 'Input texture' is shown as a grayscale image. Below it, 'Textured grids' are shown as the input texture mapped onto the deformed grids. The final 'Output: animated texture' is shown as a grayscale image with a complex, swirling pattern. Arrows indicate the flow of data and the process of advection and blending.

EXCERPT #WM8A25 p. 3
  Fig. 2. Overview of our algorithm. We attach deformable grids to a set of particles which keep the Poisson-disk distribution. Each grid is mapped to a fixed area of the input texture. The particles and the nodes of the grids are both advected with the input flow. At rendering, we blend the textured grids and achieve an animated texture.

EXCERPT #5NUUD9 p. 3
  • Advect the grid vertices with the flow; set the position of each particle to the centroid of its advected grid. • Maintain a uniform distribution of particles by killing and creating particles if necessary. We also kill particles whose grid is too distorted. We create regular grids for the new particles, using random areas of the input texture. • Compute spatial and temporal blending weights for the grids. The goal is to avoid seams and popping in the animated texture when particles are killed and created. Grids are still advected and blended after their particle’s death while they fade out. • Render the animated texture either by directly drawing and blending the textured grids, or by using an indirection structure to recover the grids covering a given pixel.

EXCERPT #JFX5K6 p. 3
  Fig. 2 provides the overview of our algorithm. In the next section, we define precisely what is our input data. The remainder of this section details each step of the algorithm: placing the particles and advecting the grid vertices (Section 3.3), blending between neighboring grids (Section 3.4) and rendering the advected texture (Section 3.5).

DOCUMENT #92XRH7
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field

SECTION #EAFVW8 5 CONCLUSION AND FUTURE WORK

EXCERPT #L3SRXU p. 10
  We have presented an algorithm for the generation of animated textures suitable for texturing moving fluids. Our algorithm takes as input a texture and the velocity field of a moving fluid, and generates an animated texture that accurately follows the velocity field, while preserving the properties of the original texture. Our method is well suited for noise textures, as well as procedural textures based on noise, and it also works on a large variety of input textures, and a large variety of moving fluids. As our algorithm accurately follows the velocity field of the moving fluid, we believe it will have many applications in Computer Graphics, including special effects for motion pictures, simulators, video games and virtual worlds. The ultra-light cost of our algorithm makes it well suited for interactive applications.

EXCERPT #LRPKYA p. 10
  Our algorithm could be applied directly to 3D velocity fields and 3D input textures, except for the rendering part. As future work we would like to experiment with volumetric rendering (in particular, Gigavoxel [25] approach shares the virtual texture principle). We would also like to extend our method to use a Poisson disk sampling in screen space as in [9], to get a view dependent LOD mechanism. One of our long term goal is to integrate detailed lively water and clouds in real-time landscape browsers such as GoogleEarth or games.

EXCERPT #GFSWTB p. 11

EXCERPT #PEX9MU p. 11

EXCERPT #FVGYD2 p. 11
  In the scope of texture synthesis techniques, we could try to replace the random selection of domains in the reference texture for new grids with a smarter method, in order to conserve larger features, or structures. Also, it would be interesting to study how to decompose some example pattern images into F and a_j , as a better conditioning for computations. Finally, we think that our approach could be adapted to parameterization-free texturing in the spirit of [20], [26].

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DOCUMENT #8SERGP
Real-time Breaking Waves for Shallow Water Simulations

SECTION #XUY95Y Abstract

EXCERPT #KHRCTA p. 0
  We present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D simulations, however, are still too expensive for real-time applications, especially when large bodies of water need to be simulated. The extension we propose overcomes this problem and makes it possible to simulate scenes such as waves near a beach, and surf riding characters in real-time. In a first step, steep wave fronts in the height field are detected and marked by line segments. These segments then spawn sheets of fluid represented by connected particles. When the sheets impinge on the water surface, they are absorbed and result in the creation of particles representing drops and foam. To enable interesting applications, we furthermore present a two-way coupling of rigid bodies with the fluid simulation. The capabilities and efficiency of the method will be demonstrated with several scenes, which run in real-time on today's commodity hardware.

DOCUMENT #8SERGP
Real-time Breaking Waves for Shallow Water Simulations

SECTION #J39ZBT 1 Introduction

EXCERPT #347WNY p. 0
  The field of fluid simulations has seen significant progress in the past years, particularly with respect to visual accuracy and application to various scenarios, such as interactions with different materials, phase changes and multi phase behavior. However, most of the advancements are not available for interactive environments, such as games. The major barrier is the extensive amount of computations necessary for solving a full 3D fluid motion, and tracing the free surface for rendering.

EXCERPT #AX5MHW p. 0
  An effective way to increase the performance of the simulation of large bodies of liquids is the reduction of the problem from three to two dimensions. Instead of using 3D grid cells, the liquid is represented by a two dimensional height field. For calm situations, e.g., with smooth waves, this representation can still capture the main visual properties of the free surface fluid. Other situations, like overturn-

EXCERPT #Q726HQ p. 0
  ing of waves at the shore line can, however, not be captured with such a reduced model. We propose a new technique to enhance efficient height field liquid simulation with particle based sheets, in order to create the effect of breaking waves. As a breaking wave is a highly turbulent process that is still not fully understood, we do not aim to fully simulate this phenomenon in real-time, but to capture its most important visual features.

EXCERPT #2S99TP p. 0
  Our approach consists of the following steps: the detection of potentially overturning wave regions, the generation of a fluid sheet to represent the wave, its advection and, finally, the coalescence with the 2D water surface. We represent the breaking wave with connected particles, which allows for the efficient and seamless creation of a surface mesh for rendering. In order to allow further interaction of the fluid with the environment, we apply two-way coupling of the shallow water simulation with rigid bodies. The capabilities of our method will be demonstrated with several test cases, from simple setups of single waves to more realistic environments such as breaking waves at a submerged shelf, or waves generated by rigid body interaction.

DOCUMENT #8SERGP
Real-time Breaking Waves for Shallow Water Simulations

SECTION #QQ7TWA 9 Conclusions

EXCERPT #XFKY8Q p. 6
  We have presented a new method to perform real-time simulations of open water scenes with breaking waves. It is based on detecting and tracking the wave front with line segments. The breaking wave itself is represented by a patch of connected particles. Our model for coupling a rigid body simulation with the shallow water simulation moreover makes it possible to create interesting interactive applications, and can handle cases such as submerged bodies. Overall, the algorithm performs with high frame rates, and without causing noticeable slowdowns during the course of the simulation. It furthermore allows the efficient and seamless creation of a textured surface mesh. These properties of the algorithm make it especially interesting and suitable to be used in computer games. Although it is aimed for real-time applications, the algorithm is also interesting for high quality off-line animations. It could, e.g., allow the efficient simulation of large open water shore scenes, while giving animators real-time feedback during their work.

EXCERPT #SG2FMW p. 7
  Figure 9: Three sequential frames showing a scripted character moving along the wave front, giving the impression of surf riding. The character is a small, stylized figure with a yellow body and a red hat, positioned on the crest of a blue wave. The background shows a bright, hazy sky with soft clouds.

EXCERPT #R8EHX4 p. 7
  Figure 9. A scripted character is moved along the wave front, giving the impression of surf riding.

EXCERPT #VNWSER p. 7
  In the future we would like to extend our algorithm by, e.g., detecting collisions between different wave patches, and performing a full smoothed particle hydrodynamics simulation of the splash and foam particles. This would allow the correct handling of more chaotic or quickly changing scenes. The plausibility of the simulations could also be increased by a model for transporting fluid volumes from the shallow water simulation with the breaking wave and particles. Furthermore, it would be interesting to combine our technique with an adaptive algorithm to create detailed triangulations of the fluid surface and the drops. This would be especially interesting for the off-line simulations mentioned above.

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DOCUMENT #CWC7H9
Real-time Rendering of Enhanced Shallow Water Fluid Simulations

SECTION #SDDXFP Abstract

EXCERPT #BVUXWL p. 0
  The visualization of simulated fluids is critical to understand their motion, with certain light effects restricted or with added computational complexity in the implementation if real-time simulation is required. We propose some techniques that improve the rendering quality of an enhanced shallow waters simulation. To improve the overall appeal of the fluid representation, lower scale details are added to the fluid, coupling external non-physical simulations, and advecting generated surface foam. We simulate caustics by raytracing photons in light and screen-space, and apply refraction and reflections also in screen-space, through a number of render passes. Finally, it is shown how a reasonably sized fluid simulation is executed and rendered at interactive framerates with consumer-level hardware.

EXCERPT #7CK2EH p. 0
  Keywords: real-time reflections and refractions, real-time caustics, fluid rendering

DOCUMENT #CWC7H9
Real-time Rendering of Enhanced Shallow Water Fluid Simulations

SECTION #D9SXF3 1. Introduction

EXCERPT #JBUG5B p. 0
  Photorealistic rendering is still quite demanding for interactive applications due to its computational complexity. Otherwise, given enough time, offline renderers can easily generate this kind of imagery, usually using some algorithm of the ray-tracing family.

EXCERPT #NGMSBP p. 0
  In the real-time field, however, GPUs are used which implement rasterization algorithms. These algorithms rely on high coherency for the operations executed, which impose some constraints to simulate light as a raytracer could do, by simulating each separate light beam. For this reason, photorealistic rendering is achieved at interactive framerates by simplifying the algorithms used or even using tricks that are perceptually feasible.

EXCERPT #HPJUQX p. 0
  This simulation of light behaviour is required if a realistic fluid visualization is pursued. Liquids, in their vast majority, exhibit reflection and refraction effects, which in turn may also result in caustics. Assuming a visualization over the fluid, for great volumes of water, as open sea scenes, the major visual effects one could expect may be the refraction of the underlying terrain with projected caustics, as well as reflected scenery from above the fluid.

EXCERPT #DHJP5S p. 0
  With present fluid simulations being performed in GPUs at interactive framerates, we also need realistic visualizations which reproduce these effects of the light. In our case, we start from a heightfield fluid simulation enhanced with particles for the simulation of splashes in breaking wave conditions, like the ones proposed in [1] or [2], which are also fully coupled with dynamic objects. From there, we aim to provide these expected, light-based effects, namely refractions, reflections and caustics.

EXCERPT #E22W57 p. 0
  As the fluid simulation mesh may have lower resolution than that expected for high quality results, it is also improved with other techniques as lower scale details and surface foam advection which effectively increase the general appeal of the rendered scenes. The key contributions we propose are

EXCERPT #LKDSDT p. 0
  • An extension of the technique from [3] to screen-space, following an initial photon search in light-space, as well as some other modifications for the simulation of caustics. • A screen-space technique to simulate refractions and reflections, based in raycasting through depth-maps. • Texture-based techniques for additional surface effects using FFT ocean simulation or Perlin noise, as well as the advection of surface foam generated at the splash particles reintroduction.

EXCERPT #JLETJJ p. 0
  The result of these contributions is exemplified in Figure 1, and how they are interlaced as an overall algorithm can be seen in Figure 2.

SECTION #RNG4NC 1.1. Related Work

EXCERPT #38BMQJ p. 0
  There are two common approaches to simulate fluids: eulerian and laplacian. The first simulate the fluid inside a grid. In the second, the fluid is implicitly represented by a particle system. For a full 3D fluid simulation we can find many references of both approaches but for brevity reasons we refer the reader to [4], [5] and references therein for greater fluid overviews.

EXCERPT #5WQTQA p. 0
  In the specific case of eulerian fluid simulation, the fluid is usually represented as a scalar field and its visualization is done by raycasting the volume or by using mesh-extracting techniques like marching cubes for further use. Nevertheless, 3D full simulation can be still quite costly, so other solutions as

EXCERPT #CJ3HAP p. 0
  Email addresses: jojeda@lsi.upc.edu (Jesús Ojeda), toni.susin@upc.edu (Antonio Susín)

EXCERPT #6EK5JA p. 0

EXCERPT #97SX87 p. 0

EXCERPT #SAQ96P p. 1
  A 3D rendering of a boat on a body of water, showing complex caustic patterns on the water's surface caused by light reflecting off the boat and the underlying terrain.

EXCERPT #97CZDF p. 1
  Figure 1: Caustics on the underlying terrain can be seen through the refractive surface of the fluid.

EXCERPT #9LH42Y p. 1
  A block diagram of the rendering pipeline. At the top, 'Scene' (orange) is connected to 'Heightfield Fluid' (green) and 'Particles' (green) via 'Dynamic object coupling'. These three inputs feed into a large blue box labeled 'Fluid Render'. Inside this box, 'Heightfield Fluid' feeds into 'Lower scale detail effects' and 'Foam advection'. 'Particles' feeds into 'SS Raycasted Refraction & Reflection' and 'Particle Refraction'. 'Scene' feeds into 'SS photon-based Caustics'. 'Lower scale detail effects' feeds into 'SS Raycasted Refraction & Reflection'. 'SS photon-based Caustics' and 'SS Raycasted Refraction & Reflection' both feed into 'Composition'. 'Composition' and 'Particle Refraction' both feed into the 'Framebuffer' (pink) at the bottom.

EXCERPT #D9K9AY p. 1
  Figure 2: Pipeline of the different parts involved in the rendering of enhanced shallow water simulation with particles, providing our screen space photon-based caustics, screen-space raycasted refraction and reflection, as well as other surface effects as lower scale details and foam advection.

EXCERPT #9U7R42 p. 1
  heightfield representations are more commonly used in the industry of real-time applications. Such simulations can come from procedural methods like the FFT ocean simulation [6], wave trains [7] or even physical frameworks as the Shallow Water equations [8, 2, 1]. Their result, can be easily represented as a triangle mesh, where vertex heights are provided by the own simulation.

EXCERPT #UWQ7FS p. 1
  As these grid-based approaches have a fixed resolution, in order to increase the perceived level of detail, other techniques have been applied as the advection of additional textures to simulate flow [9], coupled with normal mapping as in [2].

EXCERPT #W5T3TE p. 1
  To finally visualize the fluid, several light-induced effects have to be considered. One of these effects are caustics, which are a very distinguishable effect from any refractive or reflective surface. Starting from Kajiya's work [10], caustics have been traditionally implemented with global illumination techniques like pathtracing, the metropolis light transport method [11] or photon mapping [12]. These techniques require a high count of rays or photons to achieve soft caustics, which relegate them to off-line rendering, although there are already GPU implementations of some of them like, e.g., [13, 14].

EXCERPT #DNQAHN p. 1
  In the real-time domain, [15] was the first to explore caustics using synthetic texture maps; although inaccurate, they were visually compelling. Nevertheless, to achieve physically realistic results, the more recent techniques are inspired in pathtracing methods and can be generally classified in two groups. In the first group, techniques like, e.g., [16, 17, 3, 18], render from light and create caustic maps, similar to photon maps, but used like shadow maps; reprojected in camera space in order to lit the visible pixels that receive caustics. In the second group, the caustics are traced back from the receiver object to the light through limited areas on the refractive surface as in [19, 20], which usually require the receiver to be planar as a simplification.

EXCERPT #A4PNQF p. 1
  Similarly, for the simulation of refractive or reflective materials, the ground truth may be reached with the usual pathtracing techniques but in the real-time domain trick techniques, like [21] which apply a random offset to the refracted vector, are commonly used. [16] on the other hand relies on environment maps as distance impostors to achieve approximate refraction. However, for a more physically accurate approach, the more complete techniques involve tracing rays through depth maps. In this sense, [22] simulated refraction using front and back depth maps, while later [23] improved on the previous technique by repeating the search in between depth maps to simulate total internal refraction. [24] also worked upon [22], improving it with depth corrections, impostors and caustics.

EXCERPT #BTG7PH p. 1
  In contrast, we provide a full system for caustics, reflections and refractions as well as other effects to complete the fluid rendering. For the caustics, we improve upon [3], adding a second raycast phase in screen space (from the camera) to the first one used in light space. Furthermore, we simplify their approach by not generating a caustics map, but splatting the photons on the receiving geometry. In the reflection and refraction case, we specialize the refraction approach of [22, 23] to our fluid scenes: we render the geometry over and below the fluid separately and apply the same raycast algorithm to both buffers,

EXCERPT #A4GHVE p. 1

EXCERPT #UTVTC6 p. 2
  118 combining the results using Fresnel terms.

SECTION #ESVL3G 119 2. Fluid simulation

EXCERPT #CM7Y23 p. 2
  In our case, we use the fluid solver from [1], the simulation algorithm is based on the the Lattice Boltzmann Method (LBM) for Shallow Waters. The fluid is simulated in a grid and the interactions between the fluid molecules (described as distribution functions f_i ) are modeled as collisions. Using the D2Q9 model, the LBM with the popular BGK collision operator [25] can be defined with the following equation:

EXCERPT #AEXADC p. 2
  f_i(\mathbf{x} + \mathbf{e}_i \Delta t, t + \Delta t) = f_i(\mathbf{x}, t) - \omega(f_i - f_i^{eq}) + \mathcal{F}_i, \quad (1)

EXCERPT #F9H9U9 p. 2
  where \omega is the relaxation parameter related to the viscosity of the fluid, \mathcal{F}_i are external forces and f_i^{eq} is the equilibrium distribution function defined as

EXCERPT #R6UDZT p. 2
  f_i^{eq}(h, \mathbf{u}) = \begin{cases} h(1 - \frac{5}{3}gh - \frac{5}{3}\mathbf{u}^2), & i = 0, \\ \lambda_i h \left( \frac{g\mathbf{h}}{6} + \frac{\mathbf{e}_i \cdot \mathbf{u}}{3} + \frac{(\mathbf{e}_i \cdot \mathbf{u})^2}{2} - \frac{\mathbf{u}^2}{6} \right), & i \neq 0, \end{cases} \quad (2)

EXCERPT #V5K24C p. 2
  120 where \lambda_i = 1 for i = 1..4 and \lambda_i = 1/4 for i = 5..8 . g is 121 the gravity and h and \mathbf{u} are the fluid properties: height level 122 from the underlying terrain and velocity, respectively. They are 123 calculated as

EXCERPT #LTDLNA p. 2
  h(\mathbf{x}, t) = \sum_i f_i, \quad (3)

EXCERPT #E2D6KR p. 2
  \mathbf{u}(\mathbf{x}, t) = \frac{1}{h} \sum_i \mathbf{e}_i f_i. \quad (4)

EXCERPT #63GN56 p. 2
  124 This basic model is enhanced by applying breaking wave 125 conditions, an additional particle system and two-way object 126 coupling similarly to [2]. Except the coupling with external ob- 127 jects, simulated with the Bullet Physics library, the whole simu- 128 lation is executed in CUDA and achieves interactive timesteps. 129 We refer the reader to [1] for a full review on the simulated fluid 130 system, the breaking wave example shown in Figure 3.

EXCERPT #YV6WWR p. 2
  131 As the fluid is provided as a heightfield, its basic visual- 132 ization can be a triangle mesh representing the whole domain, 133 being the vertices equally displaced in the xz plane and their 134 y coordinate the value of the heightfield at that point. We use 135 this representation, and apply some techniques that enable more 136 complex visual effects as caustics and refraction, which aren't 137 restricted to this Shallow Waters simulation and may be applied 138 to other refractive/reflective surfaces. These techniques are ex- 139 plained in the next sections.

EXCERPT #MRZNT4 p. 2
  140 For the particles, we render them as points, expanded to 141 quadrilaterals and use depth and normal replacement, similarly 142 to [26]. For refraction, methods like [21, 27] can be used. In 143 our case we use the first one, where an arbitrary offset is ap- 144 plied to the refracted vector from the particle surface normal 145 and used to look up at the framebuffer; although the results of 146 this arbitrary offset on the refracted vectors are not physically 147 correct, they are perceptually feasible and simpler to implement 148 than the latter one, for example.

EXCERPT #NDKY6V p. 2
  Figure 4: Two side-by-side 3D renderings of a fluid surface. The left image (a) shows a smooth, blue fluid surface with a small white boat-like object floating on it. The right image (b) shows the same scene but with a highly textured, noisy blue surface, representing the addition of lower-scale details using fractal noise.

EXCERPT #BWVYS5 p. 2
  (a) FFT ocean simulation. (b) Noise, 4 octaves of a fractal sum.

EXCERPT #8J4XHN p. 2
  Figure 4: Adding lower scale details to the fluid surface by normal mapping. Refraction and reflection are deactivated.

SECTION #HDCYLG 149 3. Additional surface detail

EXCERPT #ZF4HNM p. 2
  150 The heightfield simulation has a fixed size resolution which 151 imposes a limit on the detail scale that can be achieved. We can 152 add other simulations that improve the details by changing the 153 surface normals locally. Furthermore, other advected properties 154 as, e.g., surface foam, can also be simulated and applied to the 155 final visualization. This section will introduce how these effects 156 are accomplished.

SECTION #CQWBFA 157 3.1. Lower scale detail

EXCERPT #NXBTLT p. 2
  158 From the heightfield of the fluid surface we can extract ap- 159 propriate normals although they are restricted to the simulation 160 resolution. We can increase the detail of the fluid just using nor- 161 mal mapping. For example, [2] applied a normal map texture 162 generated from the FFT ocean simulation by [6] and advected 163 it as in [9].

EXCERPT #LTQ73Y p. 2
  164 The FFT ocean simulation from [6] is based on the com- 165 putation of the Fourier amplitudes of a wave field. The final 166 heightfield is obtained from the inverse FFT to those ampli- 167 tudes. In our case, we compute the FFT each frame and obtain 168 a normal map from its heightfield which is then applied to the 169 fluid surface, as can be seen in Figure 4a.

EXCERPT #3SCTP5 p. 2
  170 An alternative to the FFT approach is the use of noise tex- 171 tures with the same goal at mind. We can use gradient noise, 172 being Perlin noise [28] the more popular, to obtain heightfields 173 and compute normal maps from them to apply to the fluid sur- 174 face. With 3D noise, we can create the illusion of animation 175 moving through one of the dimensions. However, noise tex- 176 tures have some inherent problems: it is not clear how to create 177 a good water-like function and if tiling is required, the pattern 178 repetitions are quite obvious, as shown in Figure 4b.

SECTION #XEPFKX 179 3.2. Surface Foam

EXCERPT #E47KSP p. 2
  180 In the real life situation where splashes are generated, like 181 in breaking waves, it is most probable that foam is generated 182 when these splashes hit the fluid bulk again.

EXCERPT #3X8RZ9 p. 2
  183 In contrast to [2], where diffuse disks are generated and ad- 184 vected with the fluid when particles fall into the surface fluid 185 again, we simplify the idea. Using a floating-point single com- 186 ponent texture mapped to the surface fluid, we detect where a particle has fallen and initialize that texel to a certain maximum time-to-live (TTL) for the foam. This texture is then advected using the fluid's velocity field, tracing back as in [29]. Each frame, the values of the texture are decreased \Delta t until they become 0. These values are then multiplied with the desired foam color and mapped to the fluid mesh, resulting in the blended foam.

EXCERPT #CCCMN9 p. 2

EXCERPT #EFHT6H p. 3
  Figure 3: A sequence of four images showing a breaking wave example. The wave is rendered with a textured surface and a grid of photons, illustrating the fluid simulation and photon-based caustics.

EXCERPT #GPZ7X7 p. 3
  Figure 3: Breaking wave example from [1].

EXCERPT #6YDDZV p. 3
  Figure 5: Two images showing foam generation. The left image shows a close-up of the foam on a wave, and the right image shows a wider view of the wave with foam. The foam is generated at particle-surface hit points and advected in successive frames using the fluid's velocity.

EXCERPT #YFEJEG p. 3
  Figure 5: Foam is generated at particle-surface hit points and advected in successive frames using the fluid's velocity.

EXCERPT #PWC4XJ p. 3
  Using a texture for the foam introduces a constraint, however: its resolution should be dictated by the size of the particles as, it could happen that more than one texel should be initialized, depending on the particle to texel size ratio or, conversely, that the texels are too big for the particle size.

EXCERPT #GRWR54 p. 3
  Overall, as seen in Figure 5, the results are convincing and the computations are faster due to the limited requirements, which make it ideal in real-time applications.

DOCUMENT #CWC7H9
Real-time Rendering of Enhanced Shallow Water Fluid Simulations

SECTION #XHMJUD 7. Conclusions

EXCERPT #PBZNNB p. 6
  In this paper we have presented a full pipeline of different algorithms for the rendering of heightfield-based fluid simulations coupled with particles, although the different parts can be applied to other situations as well.

EXCERPT #SJKG3H p. 6
  The complex light-related effects like caustics, refractions and reflections have been addressed using raycasting techniques which ensure a more realistic simulation and the constraint of the algorithms to be in screen-space keeps the quantity of memory used low enough.

EXCERPT #R75U5V p. 6
  Additionally we have applied foam and lower-scale detail by applying textures to the fluid mesh; techniques which are very low demanding in comparison to the previous ones and really help to enhance the final result.

EXCERPT #BZ92A5 p. 6

EXCERPT #5WQA9Z p. 7
  Figure 9: A dolphin underwater. The figure consists of three vertically stacked panels. The top panel shows a wide view of a dolphin swimming in a shallow, rippled body of water. The middle panel is a closer view of the dolphin's back and tail, showing the caustics (light patterns) projected onto its body and the water surface. The bottom panel is a close-up of the dolphin's head and tail, also showing the caustics projected onto its body and the water surface.

EXCERPT #VRWV3E p. 7
  Figure 9: A dolphin underwater. Caustics are generated and projected on the dolphin and the terrain, visible from the surface.

### 119. Tool result: read

DOCUMENT #MVUJ8Z
Real-time Rendering of River Networks

SECTION #BTQCB6 Real-time Rendering of River Networks

EXCERPT #ES58WB p. 0
  Quintijn Hendrickx 1

EXCERPT #DS2GBE p. 0
  Ruben Smelik 2

EXCERPT #GR3M84 p. 0
  Rafael Bidarra 1

EXCERPT #FSE8AH p. 0
  1 Computer Graphics & CAD/CAM Group, Delft University of Technology, The Netherlands

EXCERPT #9K2ZLQ p. 0
  2 Modelling, Simulation & Gaming Department, TNO Defence, Security and Safety, The Netherlands

EXCERPT #DN3EV8 p. 0
  Figure 1 consists of three panels. Panel (a) is a diagram of a blue river curve. A point (u, v) = (d, L+t) is marked on the curve. The distance from the point to the curve is labeled d . The width of the river is labeled d < \text{width} / 2 and d > \text{width} / 2 . Panel (b) shows a black and white checkerboard texture mapped onto a curved surface. Panel (c) shows a final rendered image of water flowing through a river, with a blue sky and green grass visible in the background. Figure 1: (a) Projection onto a river curve, (b) texture mapping on Bézier curves, (c) final result: water flowing through a river.

EXCERPT #8SJAPG p. 0
  Figure 1: (a) Projection onto a river curve, (b) texture mapping on Bézier curves, (c) final result: water flowing through a river

EXCERPT #4LPXG4 p. 0
  Realistic rendering of water bodies such as rivers and oceans has proven to be one of the most difficult challenges in computer graphics. This challenge can be split into two main problems: simulating the movement of water and simulating the optical properties of water. This poster focuses on the problem of simulating water movement in complex river networks with various kinds of junctions.

EXCERPT #BLMDAJ p. 0
  Different solutions have already been proposed that vary widely in level of realism versus applicability in real-time systems. Recent work includes several different kinds of particle systems, such as a screen-space particle system [Yu et al. 2009] and an optimized three dimensional particle system [Kipfer and Westermann 2006]. Particle systems are an intuitive approach for simulating water flow but often require large amounts of memory and computation power.

EXCERPT #QGESFA p. 0
  This poster presents an efficient technique for real-time rendering of complex river networks without using any kind of particle system. Instead, Bézier curves and streaming normal maps are used to simulate the flow of water through rivers. The curves represent the geometric features (path and width) of a river. Multiple quadratic Bézier curve segments are linked together to create more complex river curves and junctions.

EXCERPT #MSQQ8G p. 0
  A commonly used method to visualize Bézier curves is to sample along the curve at a fixed rate, and then tessellate these samples into a geometric structure. However, to achieve smooth results, many samples are needed, resulting in a high vertex count. Because this is often not desirable in real-time rendering, we render the Bézier curves with bounding quads using only four vertices per curve. An implicitly defined distance field is used to project each pixel in the quad onto the nearest point on the curve. Using only quadratic order Bézier curves allows us to define the distance field as a function of the Bézier control points, which does not require any iterative algorithms. As a result this function is, due to its parallel nature, particularly suited for being evaluated on the GPU. Because of the low vertex count, no LOD techniques are necessary for large scale river networks, and rendering performance depends mostly on the total surface of visible water in screen-space.

EXCERPT #QGGCCR p. 0
  The distance d to the corresponding projected pixel and the arc length L along the curve are calculated as shown in Figure 1a. The distance from the pixel to the curve is used to discard pixels that are not within the boundaries of the river. This results in an accurate

EXCERPT #M78ELM p. 0
  and smooth curve rendered with only a very small number of vertices. Calculating the arc length along the Bézier curve allows us to map a texture onto the river surface. Adding a time-dependent offset t to this mapping will smoothly stream the texture along the curve.

EXCERPT #KNWKGF p. 0
  Traditional tessellation methods for Bézier curves are typically unsuitable for junctions of curves. The produced geometry for each curve segment would overlap and not allow for complex blending between curves. Our method is able to visualize complex junctions by grouping overlapping segments into a single larger bounding quad. Each pixel in this quad will be projected onto all of the river segments. If a pixel maps onto multiple curves the final result will be interpolated based on the distance to these curves. Figure 1b shows the result of mapping a texture on a series of linked Bézier curves with a simple junction.

EXCERPT #77YYHN p. 0
  This technique has been implemented as an extension to the open source osgOcean nodekit [osgOcean], which is part of OpenSceneGraph . See Figure 1c for a still of the achieved effect, and the demo clip at http://graphics.tudelft.nl/~ruben/rivernetworks.wmv for a better impression. Currently there is no smooth transition between the rivers and the ocean water of osgOcean , but this is an important goal for future work.

EXCERPT #AV243P p. 0
  In conclusion, the use of Bézier curves to model and render river networks has proven to be an efficient method to produce convincing results of flowing water in complex environments.

### 120. Tool result: read

DOCUMENT #5MGCZ5
Real-time River Representation by Dynamic Control of Data on Waves

SECTION #AGKCS5 水面波モデルの動的制御による河川のリアルタイム表現

DOCUMENT #5MGCZ5
Real-time River Representation by Dynamic Control of Data on Waves

SECTION #RNRNU8 Real-time River Representation by Dynamic Control of Data on Waves

EXCERPT #4EWFDT p. 0
  正会員 向井信彦 † , 加藤康寛 † , 正会員 小杉 信 †

EXCERPT #GPYN6Q p. 0
  Nobuhiko Mukai † , Yasuhiro Kato † and Makoto Kosugi †

EXCERPT #H2E2UR p. 0
  Abstract We describe a method of using computer graphics to represent the flow of a river in real-time. As rivers are usually narrow and long, the water surface can be seen in detail only in the near view, but it cannot be seen as clearly from a distance. Therefore, the level of water wave model should be dynamically changed on the basis of the distance from the viewpoint. In the near view, the water wave and the reflection at the riverbank can be seen, but this is impossible from the far view. However, the changes in direction of the wave caused by wind can be seen even in the far view. We also propose a method of generating patterns of waves caused by wind. We applied our method to simulations of a landscape and clarified the behavior of a river in real-time.

EXCERPT #PWH5RK p. 0
  キーワード: コンピュータグラフィックス, リアルタイム処理, LOD (Level Of Detail), 河川

SECTION #5WKN5L 1. ま え が き

EXCERPT #D33KFX p. 0
  近年, コンピュータグラフィックス (CG) を用いて様々なものが可視化されるようになってきた。従来, 木や雲などの自然物は CG で表現するには適さないとされてきたが, 近年では自然物に関する研究もかなり進んでいる。自然物の中でも特に表現が難しいとされているものに水の表現がある。固体のように輪郭がはっきりした物質であるにも関わらず, 気体のように自由に形を変える点が CG での表現を困難にしている理由の一つでもある。水の表現にはかなりの計算量を必要とするため, 米国 Chesapeake 湾のシミュレーションに SGI 社の Power Challenge というスーパーコンピュータをアレイ状にして使用した報告例がある 1) 。日本においても海洋開発の事前検証として 3 次元 NS(Navier-Stokes) 方程式を用いた手法 2) や, 3 次元多層モデルを用いた手法 3) でシミュレーションを行っている。ただし, これらの手法は流体の挙動シミュレーションが目的であり, 可視化を目的としたものではない。

EXCERPT #HU8TQ7 p. 0
  一方, CG を用いて流体を可視化する手法の研究も行われており, 水面のモデルを作りながら粒子により水飛沫を表現する手法 4) , 粒子の生成と水面形状を生成するレベルセット法をうまく組合せることにより, 水中を物

EXCERPT #FQAYDC p. 0
  体が移動する状況を表現する手法 5) などがある。しかしながら, これらはいずれも粒子法 6)7) を用いて小容量の流体を可視化するもので, 川のように大規模な流体を可視化するものではない。

EXCERPT #HZSPT4 p. 0
  川のような大規模な流体を可視化するためには, 大量の粒子を扱う必要があり, 高速な処理が行えない。そこで, 粒子数を減らす代わりに粒子を包含する面を生成することと, GPU の高速処理能力を活かすことで川の表現を行っている研究 8) もある。また, 視点からの距離に応じて対象領域のメッシュ精度を制御する LOD 手法を用いて高速化を図る研究 9) もある。しかしながら, これらの研究でも, 風により変化する波や川岸での反射表現はできていない。そこで本稿では, 川幅に対して流れ方向に長いという川の特徴を考慮して, 視点からの距離に応じて対象領域を自動分割し, 従来の LOD 法とは異なる手法, つまり各領域における波の形状モデルを変更するという手法で, 川の流れをリアルタイムに表現する方法について述べる 10) 。

SECTION #L93Z8G 2. 河 川 の 分 類

EXCERPT #6A4T79 p. 0
  河川は上流と下流に大別され, 上流の流れは滝の水飛沫や溪流における急な流れがあるため乱流とも呼ばれる。これに対して, 下流の表面はほぼ一様であり穏やかな流れをしていることから層流とも呼ばれる。上流では広範囲に渡って川の流れを観察することが少ない反面, 水飛沫等の複雑な流れが存在するため, 粒子法による表現が適している。一方, 下流における川の流れは一般に穏やかであるが, 穏やかな流れの中にも波による水面のゆら

EXCERPT #AN9MDD p. 0
  2008 年 3 月, 映像情報メディア学会研究会にて発表

EXCERPT #62WD2L p. 0
  2008 年 7 月 15 日受付, 2008 年 9 月 19 日最終受付, 2008 年 10 月 1 日採録

EXCERPT #D7SY2F p. 0
  † 武蔵工業大学 大学院 工学研究科

EXCERPT #U72UVS p. 0
  (〒 158-8557 世田谷区玉堤 1-28-1, TEL 03-3703-3111)

EXCERPT #H6XS8Y p. 0
  † Graduate School of Engineering, Musashi Institute of Technology (1-28-1, Tamazutsumi, Setagaya, Tokyo 158-8557, Japan)

EXCERPT #AFZ2UT p. 0

EXCERPT #TBLXFZ p. 0

EXCERPT #JV9WLF p. 1
  めきや川岸における波の反射,あるいは風による波の方向変化が観測される。また,川幅に対して流れ方向に長く,視点からの距離に応じて観察される波の質は異なる。そこで本研究では,下流における川の流れを対象とし,以下の項目を盛り込んで河川のリアルタイム表示を試みる。

EXCERPT #C6VN4T p. 1
  1) 視点からの距離に応じて河川の自動領域分割 2) 水面波の物理モデル 3) 川岸における波の反射表現 4) 風による波の変化

SECTION #U848H3 3. 河川の自動領域分割

EXCERPT #8EXLLM p. 1
  視点からの距離に応じて河川を領域分割し,領域毎に川のモデルを切換える。木を例に取ると,視覚対象は視点からの距離に応じて次の3領域に分割できる 11) 。

EXCERPT #EPTHTG p. 1
  近距離景 樹木の葉や幹,あるいは枝が識別可能で,対象物を視野角 1^\circ で捉えられる距離。 中距離景 樹木の識別は可能だが,葉や幹などの識別は困難で,対象物を視野角 0.05^\circ で捉えられる距離。 遠距離景 樹木の識別も困難で,物体同士の遠近は物体の重なりで判断する距離。

EXCERPT #UFR3PK p. 1
  上記領域区分は,識別対象物の絶対的な大きさに依存せずに距離景を定義する手法であるため,河川にも適用可能であると考える。河川の場合,識別対象物体は波であるから波長を基に距離景を定義する。図1で示すように,視点の位置を Q ,視点 Q の水面からの高さを h ,視点 Q からの鉛直線と水面との交点を O ,視線と水面との交点を P ,線分 OP の長さを d ,水面波の波長を L とすると,次式(1)が成立する。ここで, d が正であることを考慮すれば,視点直下の点 O からの距離 d と視野角 \theta の関係は次式(2)で計算できる。式(2)において, \theta = 1.0^\circ とすれば近距離景と中距離景との境界点までの距離が,また, \theta = 0.05^\circ とすれば中距離景と遠距離景との境界点までの距離が求められる。

EXCERPT #YKWW5Q p. 1
  \begin{aligned}\tan \theta &= \tan(\beta - \alpha) = \frac{\tan \beta - \tan \alpha}{1 + \tan \beta \tan \alpha} \\ &= \frac{\frac{h}{d-L} - \frac{h}{d}}{1 + \frac{h}{d-L} \cdot \frac{h}{d}} = \frac{hL}{d(d-L) + h^2}\end{aligned}\quad (1)

EXCERPT #Z4P4ZV p. 1
  Figure 1: A geometric diagram showing the relationship between the distance from the viewpoint (Q) to the water surface (O), the height of the viewpoint (h), the distance from O to the point of observation (P) (d), and the viewing angle (theta). The diagram also shows the wave length (L) and the angles alpha and beta.

EXCERPT #P7JDA2 p. 1
  図1 視点からの距離と視野角の関係 Relation between length from viewpoint and view angle.

EXCERPT #UFLH6V p. 1
  d = \frac{L \tan \theta + \sqrt{L^2 \tan^2 \theta - 4 \tan \theta (h^2 \tan \theta - hL)}}{2 \tan \theta} \quad (2)

SECTION #7TBW6W 4. 水面波の生成

SECTION #7L3GHL 4.1 水面波の物理モデル

EXCERPT #HBX6M7 p. 1
  本稿では,下流における比較的穏やかな水面波を対象とするため,波は規則波と仮定し,微小振幅波の理論 12) を適用する。つまり,水深に比べて波高が充分小さいとき,流速 C ,波長 L ,および周期 T の関係は次式(3)となり,式(3)を用いて流速 C を計算することができる。ただし, g は重力加速度である。

EXCERPT #3NNLEC p. 1
  C = \frac{gT}{2\pi}, \quad L = \frac{gT^2}{2\pi}, \quad C = \frac{L}{T} \quad (3)

EXCERPT #A3H78W p. 1
  一般に規則的な水面波は余弦波として近似されることも多いが,波は重力や表面張力などの影響により,余弦波に比べると,山が急で谷がなだらかな特性を持つ。このため,図2に示すように余弦波よりもストークス波を用いた方が近似性能はよい 12) 。ストークス波は余弦波の合成として次式(4)で表現されるため,計算時間は多少かかるが本研究では,近距離景の水面波をストークス波で近似し,波の高さを計算する。

EXCERPT #3R5YFD p. 1
  \begin{aligned}z &= A \cos\left\{\frac{2\pi}{L}(x - Ct)\right\} + \frac{\pi A^2}{L} \cos\left\{\frac{4\pi}{L}(x - Ct)\right\} \\ &\quad + \frac{3\pi^2 A^3}{2L^2} \cos\left\{\frac{6\pi}{L}(x - Ct)\right\} \\ A &= \frac{H}{2} \left(1 - \frac{3\pi^3 H^2}{8L^2}\right)\end{aligned}\quad (4)

EXCERPT #ETMUEY p. 1
  ここで, x は水面波の進行方向における位置, t は時刻, z は川底からの水面波の高さ, H は波高(波の振幅)であり, C と L は上記のとおり,流速と波長である。

SECTION #2GQ78Y 4.2 川岸での反射表現

EXCERPT #G5RKF5 p. 1
  水面波は川岸で反射し,入力波と反射波が重なり合うため,複雑な波を生成する。川岸での反射は自由端反射であるから,図3に示すように,水面波と同位相で反対方向に進む仮想波を考え,水面波と仮想波を合成することにより,川岸での反射波を表現することができる。

EXCERPT #775ASQ p. 1
  Figure 2: A graph comparing a cosine wave (余弦波) and a Stokes wave (ストークス波). The Stokes wave is shown as a more complex, asymmetric wave compared to the simple cosine wave.

EXCERPT #867L75 p. 1
  図2 余弦波とストークス波の比較 Comparison between cosin wave and stokes wave.

EXCERPT #JSVLQD p. 1

EXCERPT #5RLVCP p. 1

EXCERPT #J4FNF5 p. 2
  Figure 3: Reflection at the riverbank. A diagram showing a riverbank (川岸) and the reflection of a water wave. The vertical axis is Z, and the horizontal axis is X. A solid line represents the water surface wave (水面波), a dashed line represents the reflected wave (仮想波), and a dotted line represents the synthesized wave (合成波(反射波)). Arrows indicate the direction of wave propagation (水面波の進行方向) and the riverbank (川岸).

EXCERPT #2H7Z58 p. 2
  図3 川岸での反射 Reflection at the riverbank.

EXCERPT #FXB5K4 p. 2
  Figure 4: Relation between water wave and wind direction. A diagram showing a coordinate system with X and Y axes. A point (x0, y0) is marked. A line m passes through the origin O. The angle between the X-axis and the line m is theta. The wind direction (風向き) is indicated by an arrow. The wave propagation direction (水面波の進行方向) is also indicated.

EXCERPT #KZZWPK p. 2
  図4 水面波と風向きの関係 Relation between water wave and wind direction.

SECTION #PN4DGU 4.3 風による波の変化

EXCERPT #KMNNY2 p. 2
  水面波の進行方向は風により時々刻々と変化するため、厳密には風のモデルを検討して水面波に適用する必要がある。しかしながら、風の物理モデルは確立されていないため、本研究では風により生成される波としての風波を近似的に考える。風波もストークス波による近似が最適と思われるが、風の影響は遠距離でも観察されること、また本研究では、リアルタイム表現を目的としていることから、風波はストークス波ではなく、余弦波としてモデル化する。図4に示すように、 x 軸の正方向に水面波が進行し、 x 軸と \theta の傾きを持つ方向から風が吹いていると仮定する。 H を波高、 L を波長、 C を流速、 x を水面波の進行方向における位置、 t を時刻とすると、水面波は次式(5)で近似的に表現できる。

EXCERPT #F4ZD6E p. 2
  z = \frac{H}{2} \cos\left\{\frac{2\pi}{L}(x - Ct)\right\} \quad (5)

EXCERPT #CJYTFT p. 2
  図4において、風向きに直交し原点 o を通過する直線 m は次式(6)となるから、任意の点 (x_0, y_0) の直線 m からの距離 e は次式(7)となる。したがって、直線 m からの距離 e を風波の位相と考え、風向きが水面波の進行方向と逆向きであることを考慮すれば、風波は次式(8)となる。

EXCERPT #7PAX76 p. 2
  x \cos \theta + y \sin \theta = 0 \quad (6)

EXCERPT #P4W89D p. 2
  e = |x_0 \cos \theta + y_0 \sin \theta| \quad (7)

EXCERPT #WQEFDB p. 2
  z(x, y, t) = \frac{H}{2} \cos\left\{\frac{2\pi}{L}(x - Ct + e)\right\} \\ = \frac{H}{2} \cos\left\{\frac{2\pi}{L}(x - Ct + |x \cos \theta + y \sin \theta|)\right\} \quad (8)

EXCERPT #ZJ7R3B p. 2
  最後に、風向きは時々刻々と変化するため、変化前の風向きに対する位相 e と変化後の風向きに対する位相 e' を考へて、変化前後における風波の式を線形補間することにより、任意の時刻における風波を表現することができ

EXCERPT #N3AEZV p. 2
  表1 分割された領域と適用モデルの関係 Relation between divided area and applied model.

EXCERPT #EYM9N6 p. 2
  領域 近距離景 中距離景 遠距離景 水面波モデル ストークス波 余弦波 余弦波 波の流速計算 あり あり なし 波の高さ計算 あり なし なし 川岸の反射波 あり なし なし 風の影響 あり あり あり

EXCERPT #YTY3BJ p. 2
  表2 シミュレーションで使した PC 性能 Performance of the PC used on the simulation.

EXCERPT #GPKEB9 p. 2
  CPU Intel Core2 Duo 2.13GHz Memory 2GB Graphics Card NVIDIA GeForce 7300 LE OS Microsoft Windows XP Professional Language Microsoft Visual C++ 6.0 Graphics Library OpenGL 1.5

EXCERPT #ASNEB8 p. 2
  る。また、風力の大きさを波高 H に反映させることにより、波の振幅を変更することも可能である。なお、近距離景の場合、式(4)に対して上記位相 e を考慮することで、風により変化する波の表現が可能となる。

SECTION #M8MFLM 5. シミュレーション結果

EXCERPT #6PE2J2 p. 2
  上記手法を適用して、河川のリアルタイム表現を試みた。分割された各領域と適用したモデルの関係を表1に示す。近距離景は最も詳細なモデル、遠距離景は最も粗なモデル、中距離景は中間のモデルとなるが、流速の変化に基づく川の流れ変化は視認性が良いため、中距離景は遠距離景に流速計算を加えたモデルとする。ただし、風の影響は遠方でも視認できるため、全モデルに適用する。また、中および遠距離景では波の高さを計算せず、余弦波で描れる法線ベクトルを擬似的に与えるバンパマッピング法を用いる。風の影響も同様で、水面波の変化を法線ベクトルに反映する。さらに、可視化前の法線ベクトルに 1/f ノイズを加えて自然な流れを表現する。表2に本シミュレーションで使したPCの性能を示す。なお、本手法では波の波形計算後、風の影響やノイズの付加を考慮しており、高速化のためのテーブルが必要がある。また、CPUとGPUとの負荷分散を考慮して、波の形状計算までをCPU、レンダリング以降をGPUで行っている。

EXCERPT #VP3CSQ p. 2
  図5に本手法による川の表現結果を示す。近距離景は最も詳細なモデルであるため、波の変化が明確に表現されている。一方、中距離景では波の高さを求めているため、水面は平面となるが、流速計算はしているため、波の模様は表現できている。これに対して、遠距離景では単なるバンパマッピング法による表現であるため、波の視認性は悪い。しかしながら、視点からの距離に応じて自動分割された各領域にモデルを適用すると、全体としての川はほぼ違和感なく表現されている。図5による静止画だけでは判別困難であるが、風向の変化に対して全領域で自然な水面波の変化が観察できる。

EXCERPT #UYAESX p. 2
  最後に、本手法をCGで作成した景観に適用した例を

EXCERPT #JN895D p. 2

EXCERPT #R74W9J p. 2

EXCERPT #PZGZA5 p. 3
  Figure 5: Area division and river presentation. (a) Far distance view, (b) Middle distance view, (c) Near distance view. (d) Overall view of the river with flow direction and wind direction indicated.

EXCERPT #RECMVN p. 3
  図5 領域分割と川の表現

EXCERPT #4C68AM p. 3
  Area division and river presentation.

EXCERPT #RVTCXT p. 3
  Figure 6: River representation in landscape. A perspective view of a river flowing through a landscape with buildings and trees.

EXCERPT #7BBZBP p. 3
  図6 景観における川の表現

EXCERPT #3WX2M5 p. 3
  River representation in landscape.

EXCERPT #26QLGQ p. 3
  図6に示す。近距離景では水面波の様子だけでなく、川岸での反射も表現できている。図6で使用したポリゴン数は、近距離景1,840、中距離景8,820、遠距離景9,340であり、川以外の表示物として92,000ポリゴンを使用している。表示時間を測定したところ、総合計112,000ポリゴンの表示物に対して、表示速度は37fpsであった。なお本結果では、遠距離ほどポリゴン数が多くなっている。これは、領域分割を行った結果、遠距離ほど川の領域が長くなったためである。しかしながら、視点からの距離に応じてメッシュの精度を制御するLOD手法 9) の適用によりさらなる高速化は可能である。ただし、メッシュサイズを大きくし過ぎると、波の形状を再現できない可能性があり、LOD手法の適用には注意が必要である。また、ポリゴン数を変えて性能測定した結果、モデル切換えによる性能向上は1Kポリゴンの川で約8%、12Kポリゴンの川で約96%（ほぼ倍の性能）となった。

SECTION #VTDT2R 6. む す び

EXCERPT #NZWBLN p. 3
  本研究では、横幅が短く流れ方向に長いという川の特徴を活かして、視点からの距離に応じて視覚対象領域を自動で分割し、分割された各領域に対して水面波のモデルを切換えることにより、視点からの画質を保ちながら高速な可視化を試みた。シミュレーションの結果、近距離景はストークス波という詳細なモデルを用い、流速や

EXCERPT #8K5WQG p. 3
  高さ計算と共に、川岸での反射も考慮しているため、かなり詳細な表現が可能となっている。これに対して、中距離景や遠距離景では徐々にモデルのレベルを下げることでより高速化を試みた。各領域を単独で観察すると画質の違いは認識できるものの、これらの領域を結合し、風の影響を全領域に及ぼすことで、領域の境界はほとんど認識できなくなった。なお本方式では、視点からの距離に応じて各領域の境界を自動的に決定しているため、視点の変化とともに、各領域のポリゴン数は動的に変化し、結果としてリアルタイム表現が可能となっている。今後、メッシュの精度を制御するLOD手法を用いたさらなる高速化と、水面への映り込みや水面に浮かぶ物体の屈折をリアルタイムに表現する手法の検討を行う予定である。

SECTION #8J7SVY 〔文 献〕

EXCERPT #K2HLHE p. 3
  1) G. H. Wheelless, C. M. Lascara, A. Valle-Levinson, D. P. Brutzman, W. Sherman, W. L. Hibbard, and B. E. Paul, "Virtual Chesapeake Bay: Interacting with a Coupled Physical/Biological Model", IEEE Computer Graphics and Applications, 16 , 4, pp. 52-57 (1996) 2) 野澤和男, 豊岡大志, "大阪湾における超大型海洋構造物周りの海水流動シミュレーションと海水交換評価法", 関西造船協会論文集, 235 , pp.183-190 (2001) 3) 野澤和男, 豊岡大志, 竹岡一樹, "閉鎖性内湾における海水流動シミュレーションの応用と考察", 関西造船協会論文集, 240 , pp.189-195 (2003) 4) J. F. O'Brien, J. K. Hodgins, "Dynamic Simulation of Splashing Fluids", Computer Animation 95, pp. 198-205 (1995) 5) N. Foster and R. Fedkiw, "Practical Animation of Liquids", Proc. of SIGGRAPH 2001, pp.23-30 (2001) 6) 越塚誠一, "粒子法による流れの数値解析", ながれ 21 , pp. 230-239 (2002) 7) S. Premoze, T. Tasdizen, J. Bigler, A. Lefohn and R. T. Whitaker, "Particle-Based Simulation of Fluids", Computer Graphics Forum, 22 , 3, pp. 401-410 (2003) 8) P. Kipfer and R. Westermann, "Realistic and Interactive Simulation of Rivers", Graphics Interface 2006, pp.41-48 (2006) 9) D. Hinsinger, F. Neyret and M. P. Cani, "Interactive Animation of Ocean Waves", Proc. of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation, pp.161-166 (2002) 10) 加藤康寛, 向井信彦, 小杉信, "河川の downstream における水面波のリアルタイム表現", 映像情報誌, 32 , 18 , pp.41-44 (2008) 11) 樋口忠彦, "景観の構造-ランドスケープとしての日本の空間", 技報堂 (1975) 12) 堀川清司, "海岸工学", 東京大学出版会 (1991)

EXCERPT #77HBTD p. 3
  Portrait of Masahito Maki (向井 信彦).

EXCERPT #X6XRDX p. 3
  向井 信彦 1985年、大阪大学大学院基礎工学研究科博士前期課程了。同年三菱電機(株)入社。1997年、 Cornell大学大学院コンピュータサイエンス学科修士課程了。2001年、大阪大学大学院基礎工学研究科博士後期課程了(工学博士)。2002年、武蔵工業大学工学部助教授。2007年、同大学知識工学部教授。CG、VR等の研究に従事。正会員。

EXCERPT #FM68RG p. 3
  Portrait of Masahito Maki (加藤 康寛).

EXCERPT #CTGXQN p. 3
  加藤 康寛 2006年、武蔵工業大学工学部卒業。2008年、同大学大学院工学研究科博士前期課程了。同年、(株)プレミアムエージェンシー入社。コンピュータグラフィックスに関する開発立案に従事。

EXCERPT #2SQ7HK p. 3
  Portrait of Masahito Maki (小杉 信).

EXCERPT #9G6MEJ p. 3
  小杉 信 1970年、東京工業大学大学院修士課程了。同年日本電信電話公社(現NTT)入社。1980年、東京工業大学より博士号取得(工学博士)。同年西ドイツ郵電省研究所客員研究員。1994年、武蔵工業大学工学部教授。2007年、同大学知識工学部教授。画像処理、CG等の研究に従事。正会員。

EXCERPT #2EKNMJ p. 3

EXCERPT #Q4JHN5 p. 3

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DOCUMENT #XDESU9
Scalable real‐time animation of rivers

SECTION #RQUAEM Abstract

EXCERPT #3UZ7TP p. 1
  Many recent games and applications target the interactive exploration of realistic large scale worlds. These worlds consist mostly of static terrain models, as the simulation of animated fluids in these virtual worlds is computationally expensive. Adding flowing fluids, such as rivers, to these virtual worlds would greatly enhance their realism, but causes specific issues: as the user is usually observing the world at close range, small scale details such as waves and ripples are important. However, the large scale of the world makes classical methods impractical for simulating these effects. In this paper, we present an algorithm for the interactive simulation of realistic flowing fluids in large virtual worlds. Our method relies on two key contributions: the local computation of the velocity field of a steady flow given boundary conditions, and the advection of small scale details on a fluid, following the velocity field, and uniformly sampled in screen space.

DOCUMENT #XDESU9
Scalable real‐time animation of rivers

SECTION #UJRUGW 1. Introduction

EXCERPT #U7FSJS p. 1
  Many applications today are giving the user the ability to explore a virtual world of very large scale, possibly even unbounded. For practical reasons many of them (such as Google Earth) consist mostly of static terrain and geometry. The simulation of flowing fluids, such as rivers and lava flows would greatly improve the realism of these virtual worlds, but would also introduce scalability issues: in a typical situation, the observer is looking at the virtual world at close range, and thus paying attention to small scale details such as waves and ripples. Combined with the large scale of the world itself, this makes computational fluid dynamics solutions impractical, especially for interactive exploration. Most game engines, such as Crysis', use a constant flow, which has visible flaws, namely that the flow is going through obstacles.

EXCERPT #T5W26P p. 1
  In this paper, we present a method for the interactive simulation of running fluids in large virtual worlds. Our method creates the small scale details required for realism, such as waves, and makes them follow the velocity of the fluid. Our method is output-dependent: we perform our computations only in the visible portions of the flows at adapted resolution, making our algorithm well suited for large scale worlds.

EXCERPT #7G593S p. 1
  Specifically, our contributions are twofold: first, a method for computing locally the velocity of a steady flow, given the boundary conditions, such as river banks and obstacles. Second, a method for advecting small scale details on a fluid, following the velocity field. Our small scale details are advected in world space, but we maintain uniform sampling in screen space, ensuring that our algorithm only performs computations on the visible parts of the flow.

EXCERPT #9LRJMX p. 1
  Our paper is organized as follows: in the next section, we review recent contributions on simulating fluids in virtual worlds. In Section 3, we present an overview of the overall algorithm. We then present the specific contributions: in Section 4, our method for local computation of the velocity of a steady flow, and in Section 5, our method for the advection of small details in world space, with constant sampling density in screen space. In Section 6, we present the results of our algorithm; we discuss these results and the limitations of our method in Section 7. Finally, we conclude in Section 8 and present directions for future work.

EXCERPT #Q5F5CU p. 1

EXCERPT #5TWRSP p. 2

DOCUMENT #XDESU9
Scalable real‐time animation of rivers

SECTION #RD97PY 8. Conclusion and future work

EXCERPT #SKJ4EL p. 9
  We have presented a high performance framework to render animated rivers on very large terrains, allowing close views as well as large views. Our method fits well with real-time navigation of a large-scale virtual environment (Google Earth, simulators, games — although there is only limited interaction with the water), and is also controllable by designers.

EXCERPT #Z2H8AQ p. 9
  For this, we proposed a stream-function based procedural velocity scheme conforming efficiently to complex rivers, and an efficient dynamic particle sampling scheme ensuring at the same time the adaptation to the viewing condition, the respect of the simulated flow, and an homogeneous distribution in screen space.

EXCERPT #MAKNPF p. 9
  In future work, we want to link together the different parameters, depending on the required balance between accuracy and performance. We have only adapted the particles sampling to the viewing distance. We could also adapt them to the stretching of the flow to better represent regions of high variation.

EXCERPT #39J8XK p. 9
  Acknowledgments Qizhi Yu was supported by a Marie Curie PhD grant through the VISITOR project. This work was also supported in part by the French National Research Agency, reference ANR-05-MDMSA-004 “Natsim” and by the GRAVIT consortium, reference “GVTR”.

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DOCUMENT #869NHK
Very Fast Real-Time Ocean Wave Foam Rendering Using Halftoning

SECTION #2BJMND ABSTRACT

EXCERPT #KFWVK3 p. 1
  We introduce an efficient method for emulating sea foam dissipation suitable for use in real-time interactive environments such as video games. By using a pre-computed dither array with controlled spectral characteristics adopted from halftone research as a control mechanism in the pixel shader, we can animate the appearance of foam bubbles popping in a random manner while allowing them to clump naturally.

DOCUMENT #869NHK
Very Fast Real-Time Ocean Wave Foam Rendering Using Halftoning

SECTION #L9YLTY Introduction

EXCERPT #XM3XNV p. 1
  Real-time animation and rendering of ocean waves is often seen in video games, and adding foam to the waves lends an added level of realism. We describe a fast and effective method for rendering ocean wave foam by augmenting traditional texture based foam saturation methods with techniques from halftoning.

EXCERPT #48AQ6V p. 1
  Takahashi et al. [6] and Thürey et al. [7] represent foam as a particle system. Although this is visually pleasing, it is computationally intensive. In large scale environments such as the ocean it is more practical to use faster texture based methods. Many methods of rendering foam rely on applying a texture of foam to the water surface. These methods apply a texture using a foam saturation , or density value to represent transparency of the texture which is applied to a mesh representing the water's surface (see, for example, Jensen and Goliás [2], Jeschke, Birkholz and Schmann [3], and Kryachko [4]). Li, Jin, Yin, and Shen [5] similarly apply a foam color according to its density.

EXCERPT #EP8V8T p. 1
  Real ocean foam consists of bubbles clumped together by surface tension on the surface of the water. Foam does not simply fade or become transparent as the bubbles dissipate. Traditional methods of foam generation ignore the active nature of foam density where bubbles pop over time. Since surface bubbles are either present or not in an area of water, this binary nature lends itself to the use of halftoning, a process used to reproduce images using patterns of black dots. Our use of halftoning with a saturation function that changes over time causes

EXCERPT #28KLNZ p. 1
  bubbles to appear to pop.

EXCERPT #E6RQE5 p. 1
  The remainder of this note is divided into five sections. First we give a high-level overview of our approach. Then we review in more depth our choice of foam saturation function, our use of a halftoning mask generated using methods from the halftoning literature, and how we apply that mask in a pixel shader. Finally we conclude with a discussion of our results.

DOCUMENT #869NHK
Very Fast Real-Time Ocean Wave Foam Rendering Using Halftoning

SECTION #7FYCN5 Conclusion and Further Work

EXCERPT #89YMZ6 p. 6
  Not only does our halftoning technique achieve our goal of simulating foam dissipation in a real-time environment, but it also can be applied with little additional cost to traditional texture based methods that obtain foam saturation at the water's surface. The saturation function used must vary over time for the bubble popping effect to occur using the halftoning method.

EXCERPT #TTAQFA p. 6
  Our method currently produces pixelation at close range to the camera. One method for remedying this would be a second pass of a pixel shader to smooth the edges of the generated texture, which we leave as future work.

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DOCUMENT #A2QB8L
Water Flow in Portal 2

SECTION #5HJ8GY Goals

EXCERPT #LQFG2D p. 5
  • Visual – Solve repeating texture artifacts – Flow around obstacles – Vary water speed and bump strength • Technical – Work with existing reflective surfaces – Min hardware ps2.0b (6-year-old hardware) & Xbox 360 • Gameplay...

EXCERPT #STME6L p. 5

EXCERPT #GSJAYC p. 6

EXCERPT #4WDREW p. 6
  A stylized logo featuring a red and blue swirling design, resembling a stylized 'G' or a planet with rings, set against a light blue background with a subtle glow.

DOCUMENT #A2QB8L
Water Flow in Portal 2

SECTION #BUH4MD Technical Constraints

EXCERPT #AD9WTG p. 7
  • Already at perf limits on the Xbox 360 & low-end PC • Already at memory limits on the Xbox 360 • Our water shader had limited instructions left for our low end hardware ps2.0b

EXCERPT #N8K4VQ p. 7

EXCERPT #DDK9GV p. 8

EXCERPT #ENJN4T p. 8
  The logo for SIGGRAPH 2010, featuring a stylized 'G' in red and blue with a white ring, set against a light blue background. SIGGRAPH 2010 logo featuring a stylized red and blue 'G' with a white ring.

DOCUMENT #A2QB8L
Water Flow in Portal 2

SECTION #NNERGL Algorithm Overview

EXCERPT #6ELMAT p. 8
  • Pixel shader flow, not geometric flow • Continue to use a normal map for water ripples • Artists author a flow map (a texture containing 2D flow vectors) • Use this flow map in a pixel shader to distort the normal map in the direction of flow

EXCERPT #977FCV p. 8
  A square texture showing a blue and purple wavy pattern, representing a normal map for water ripples. A square texture showing a blue and purple wavy pattern, representing a normal map for water ripples.

EXCERPT #5K4MFQ p. 8
  A square texture showing a green and yellow pattern with red and orange accents, representing a flow map containing 2D flow vectors. A square texture showing a green and yellow pattern with red and orange accents, representing a flow map containing 2D flow vectors.

EXCERPT #ERLNNN p. 8

EXCERPT #B8BNWW p. 9

DOCUMENT #A2QB8L
Water Flow in Portal 2

SECTION #5ZZUA3 Summary

EXCERPT #XVFV3N p. 52
  • Use an artist-authored flow map • Flow the normals in two layers and combine • Use noise to reduce pulsing artifact • Offset each phase of animation to reduce repetition • Flowing debris uses an offset distortion range that favors less distortion than the normal flow

EXCERPT #VVUN64 p. 52

EXCERPT #WX3Y6Y p. 53

EXCERPT #25NJGB p. 53
  The logo for SIGGRAPH 2010, featuring a stylized 'G' composed of red and blue rings, with a blue glow effect at the bottom. SIGGRAPH 2010 logo featuring a stylized 'G' with red and blue rings.

EXCERPT #Q98JC3 p. 53
  Thank You!

EXCERPT #E5X22F p. 53
  Water textures created by Alireza Razmpoosh

EXCERPT #WV2F3J p. 53
  Alex Vlachos, Valve

EXCERPT #3L4DBH p. 53
  alex@valvesoftware.com

EXCERPT #95YXB6 p. 53

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DOCUMENT #PBM2TC
Water surface wavelets

SECTION #ZTWDW3 1 INTRODUCTION

EXCERPT #KZQGW5 p. 1
  This paper concerns the efficient and physically plausible animation and art-direction of water surface waves at large scales. Current solutions to this problem invoke numerical solutions to partial differential equations (like the shallow water equations or dispersive wave equations), or analytical solutions based on Fourier transforms. Numerical solutions excel at handling water interactions with moving obstacles, but they become expensive to compute when scaling to very large simulation domains with small (high frequency) wave details. Conversely, Fourier summation techniques excel at simulating very large domains with high-frequency details, but they cannot easily incorporate complex environmental interactions like moving boundaries and spatially-varying wind.

EXCERPT #RFLQDX p. 1
  Our work proposes a novel transformation to speed up the computation of water surface waves. Instead of discretizing the wave height and momentum at each point on a grid (like previous finite-difference methods), or discretizing wave amplitudes as a function of frequency and direction (like previous Fourier-based methods), we introduce a wavelet transformation that discretizes the wave amplitudes as a function of space, frequency, and direction combined . The variables resulting from this discretization change much more slowly over space than the original water wave height function, so we can represent the same amount of information with fewer variables. The new lower-frequency simulation is also less sensitive to traditional frequency-based limitations like the CFL condition and the Nyquist limit, which convert the maximum spatial frequency into limitations on time step size and visual detail. As a consequence, our discretization permits both high-resolution wave details (like Fourier-based methods) as well as local wave interactions with moving obstacles.

EXCERPT #784244 p. 1
  We derive new equations for propagating these local frequency dependent amplitudes through space; these equations result in simple 2D advection and diffusion operations that can be parallelized easily on graphics hardware, giving us interactive frame rates. We also present basic extensions to our simulator, like pre-computed wave paths and two-way solid fluid coupling. Finally, we found that this new representation provides a convenient artistic interface for hand-tuning the motion of complicated ocean simulations, and we show a prototype wave-painting interface for initializing simulations or overriding the physics with scripted motions.

EXCERPT #XMSZWB p. 1
  The contributions of our paper are:

EXCERPT #GJXVEJ p. 1
  • Eulerian Wavelet Transformation: A new theoretical model for water wave transport based on the theory of slowly modulated waves. • Low-frequency simulation variables: Our discretization relies on functions that vary more slowly over space than the

EXCERPT #EMZ6QE p. 1
  water height itself, so we can represent them on lower resolution grids. This change of variables allows more efficient computation and larger computational domains (Figure 1).

EXCERPT #BSWBFW p. 1
  • Novel artistic control: In addition to determining the amplitude function using the physical equations of motion, we also experiment with overwriting these wave amplitudes for artistic effect. We show how our method can be used to pre-compute wave scenes faster and more easily than previous work, and we present an interactive painting interface for designing spatially-varying ocean waves.

DOCUMENT #PBM2TC
Water surface wavelets

SECTION #MU7P6S 5 ALGORITHM SUMMARY

EXCERPT #ES924P p. 6
  This section gives an overview of the steps necessary to implement our algorithm. Our project webpage 1 also provides example code for a straightforward (CPU-only) implementation of the algorithm as well as an executable file which demonstrates our GPU-optimized implementation.

EXCERPT #764D8D p. 6
  The main goal of our algorithm is to update the amplitudes \mathcal{A} (Equation 10) and use them to visualize the water height \eta (Equation 7). We note that almost all of the physics simulation happens in the computation of the amplitudes, and that \mathcal{A} is never directly visualized. On the other hand, the computation of \eta is relatively light (thanks to the pre-computed profile buffer), and its visualization is almost entirely responsible for the apparent detail in the wave simulation. To take advantage of this disparity, we compute \mathcal{A} on coarse grids, and we compute \eta on a viewer-dependent adaptively-refined detailed mesh. Specifically, our GPU-optimized version uses hardware tessellation [Nießner et al. 2016] to compute an adaptive triangle mesh with vertex positions determined by \eta , and it computes the surface normals in a pixel shader using the analytic spatial derivatives of \eta .

EXCERPT #SK58YU p. 6
  We divide our algorithm into a function TimeStep that does some pre-computation work once every time step, and a function WaterHeight that needs to be computed on-demand for each node of the finely-sampled grid and each pixel. TimeStep mainly solves the evolution equation 18 by splitting it into two parts: AdvectionStep , which computes the semi-Lagrangian advection in

EXCERPT #P72ZRG p. 6
  1 http://visualcomputing.is.t.u.ac.at/publications/2018/WSW/

EXCERPT #GSVV5M p. 6

EXCERPT #WTDHFJ p. 7

EXCERPT #UE327M p. 7
  Section 4.2, and WavevectorDiffusion, which computes the amplitude spreading. It finishes with the function PrecomputeProfileBuffers which precomputes the one dimensional water wave profile buffers \bar{\Psi}_c(p, t) which are used for water height evaluation (Section 4.3). The WaterHeight function numerically evaluates Equation 20 with a weighted sum of 1D wave profiles at different angles, as in Section 4.3. Please see Algorithm 1 for pseudocode.

SECTION #AJK8ET Algorithm 1 Pseudocode for the algorithms used in our paper

EXCERPT #NGXPFF p. 7
  1: function TIMESTEP( t ) 2: AdvectionStep( t ) 3: WavevectorDiffusion( t ) 4: \bar{\Psi} \leftarrow PrecomputeProfileBuffers( t ) 5: end function 6: function WATERHEIGHT( \mathbf{x}, t ) 7: \eta \leftarrow 0 8: for b \leftarrow 1, \Theta_\eta do 9: \theta_b \leftarrow \frac{2\pi}{\Theta_\eta} b 10: \hat{\mathbf{k}} \leftarrow (\cos \theta_b, \sin \theta_b) 11: \mathbf{p} \leftarrow \hat{\mathbf{k}} \cdot \mathbf{x} + \text{rand}(b) 12: for c \leftarrow 1, K_\eta do 13: \eta \leftarrow \eta + \mathcal{A}(\mathbf{x}, k_c \hat{\mathbf{k}}) \cdot \bar{\Psi}_c(\mathbf{p}, t) 14: end for 15: end for 16: end function

DOCUMENT #PBM2TC
Water surface wavelets

SECTION #W3R46F 9 DISCUSSION

EXCERPT #YWWZAM p. 10
  This paper proposes a novel wavelet-based discretization for animating water waves. As it is based on linear wave theory, it can only approximate the correct behavior for waves with small amplitudes and is incapable of capturing any non-linear effects. The main dynamical equation, Equation 10 or 18, is a linear differential equation in \mathcal{A} . Our method handles non-heightfield displacement effects like Biesel and Gerstner waves, but there is no direct way for it to handle complex non-linear phenomena like breaking waves or topology changes like splashes.

EXCERPT #P4YPYX p. 10
  This approach de-couples the resolution of the visualized waves from the resolution of the simulation. Through a novel Gabor transformation, we are able to keep the simulation resolution much lower than the resolution of the heightfield which is ultimately visualized. Thus, this approach can animate very high frequency waves without the typical complications relating to excessive computation, aliasing, or simulation stability.

EXCERPT #ZB9JR8 p. 10
  Compared to Eulerian height field-based simulations, our method stores 4096^2 (spatial resolution) \times 16 (wave vector resolution) samples for our 4 km by 4 km scene. A height field storing the same number of

EXCERPT #BEDUYL p. 10
  samples would have a grid cell spacing of 25 cm, even ignoring that it needs to store 2 values per grid cell. Following the Nyquist theorem, the smallest possible wavelength would be 0.5 m. By comparison, we animate wavelengths down to 2 cm.

EXCERPT #HH8F29 p. 10
  Compared to wave packets [Jeschke and Wojtan 2017], neighboring overlapping wave packets cause massive pixel overdraw during rendering, which significantly reduces performance and there is no easy way to fix this problem. To illustrate the performance difference, a single boat wake takes from 2 up to 6 Mill wave packets, and it renders at 2 to 0.5 FPS respectively. By contrast, our method simulates and renders 1000 boat wakes at 60 FPS on the same hardware, and it naturally offers constant computational cost, i.e., it does not depend on the number of waves being simulated. However, the boat wake of wave packets is physically more accurate as phases of individual waves are explicitly controlled. As a guideline, wave packets should be used if control over wave phase (for perfectly circular ripples for example) is crucial and the number of packets is not too high. Surface wavelets are clearly the better choice for interactive water simulations even at medium scales where plausibility is more important than physical accuracy.

EXCERPT #5KRPW6 p. 10
  Our method can efficiently simulate the aggregate motion of high-frequency water waves, even with a low resolution simulation. However, as discussed in Section 3.3, low-resolution simulations give up the ability to precisely control the phase of each wave. Consequently, it is difficult to simulate phenomena that depend upon coherent phases, like the perfect circular wavefronts emitted from raindrops, without increasing the simulation resolution. Similarly, many familiar wake patterns that depend on constructive interference between coherent phases [Jeschke and Wojtan 2017; Thomson 1891] are impractical to replicate with our method. At low resolutions, our proposed jittered phases are better suited for noisy wave sources like chaotic splashes, wind, and large floating objects. We hope future research can remove this connection between wave phase coherence and simulation resolution.

EXCERPT #A62WVP p. 10
  Our current implementation uses the deep water dispersion relation. In the future, we would like to extend this work to handle a more general depth-dependent dispersion relation, which should create additional refractive effects near shallow water.

EXCERPT #MBM5XH p. 10
  Overall, we believe that our approach of simulating spatially-dependent amplitudes presents an interesting twist on water wave simulation. This new direction introduces unique challenges, like increased dimensionality and an interesting link between phase and resolution. At the same time, it makes significant progress on outstanding problems in the field of physics-based animation: it introduces novel methods for artistic control, it permits extremely large simulation domains, and it enables interactive animations with fine spatial resolutions.

### 125. Assistant tool calls

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "RBS5K6",
  "micro_abstract": "Renders particle-based water and volumetric foam in real time using perspective-aware surface smoothing, physically guided foam formation, and layered depth compositing."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "C4AY2M",
  "micro_abstract": "Surveys ocean graphics from spectral deep-water models to near-shore fluid simulation, then covers the foam, spray, and light transport needed for convincing rendering."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "WZMZGY",
  "micro_abstract": "Combines a 2D Navier–Stokes solver, hydrostatic pressure columns, and advected procedural textures to render detailed, terrain-responsive rivers at real-time frame rates."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "92XRH7",
  "micro_abstract": "Advects fluid textures with deformable particle grids, preserving both the input texture’s visual spectrum and exact motion along the velocity field without cumulative stretching."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "8SERGP",
  "micro_abstract": "Adds real-time overturning waves to shallow-water heightfields by detecting steep fronts and spawning connected particle sheets that collapse into splashes and foam."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "CWC7H9",
  "micro_abstract": "Builds a real-time rendering pipeline for shallow-water simulations, adding fine surface detail, advected foam, photon-based caustics, and screen-space reflection and refraction."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "MVUJ8Z",
  "micro_abstract": "Renders branching river networks efficiently with quadratic Bézier curves, GPU distance fields, and streaming normal maps instead of dense geometry or particle simulation."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "5MGCZ5",
  "micro_abstract": "Dynamically switches river-wave models by viewing distance, preserving nearby reflection and wave detail while retaining wind-driven motion across the full landscape."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "XDESU9",
  "micro_abstract": "Animates rivers across vast terrains by computing steady flow locally and advecting fine surface detail only where visible, at a screen-space sampling density."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "869NHK",
  "micro_abstract": "Uses a spectrally controlled halftone mask to make texture-based ocean foam dissipate as clumped bubbles that pop, rather than merely fading transparently."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "A2QB8L",
  "micro_abstract": "Explains Portal 2’s production-friendly water shader: artist-painted flow maps advect layered normal maps, while offsets and noise suppress repetition and pulsing on limited hardware."
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "PBM2TC",
  "micro_abstract": "Represents water waves as spatially varying directional amplitudes, enabling vast interactive simulations with fine detail, moving obstacles, solid coupling, and direct artistic control."
}
```

### 126. Tool result: update_document_metadata

Updated metadata for #RBS5K6: micro_abstract

### 127. Tool result: update_document_metadata

Updated metadata for #C4AY2M: micro_abstract

### 128. Tool result: update_document_metadata

Updated metadata for #WZMZGY: micro_abstract

### 129. Tool result: update_document_metadata

Updated metadata for #92XRH7: micro_abstract

### 130. Tool result: update_document_metadata

Updated metadata for #8SERGP: micro_abstract

### 131. Tool result: update_document_metadata

Updated metadata for #CWC7H9: micro_abstract

### 132. Tool result: update_document_metadata

Updated metadata for #MVUJ8Z: micro_abstract

### 133. Tool result: update_document_metadata

Updated metadata for #5MGCZ5: micro_abstract

### 134. Tool result: update_document_metadata

Updated metadata for #XDESU9: micro_abstract

### 135. Tool result: update_document_metadata

Updated metadata for #869NHK: micro_abstract

### 136. Tool result: update_document_metadata

Updated metadata for #A2QB8L: micro_abstract

### 137. Tool result: update_document_metadata

Updated metadata for #PBM2TC: micro_abstract

### 138. Assistant

Completed the remaining **33 documents** across all four folders:

- **Living Structure, Wholeness & Beauty** — 8 documents
- **Procedural Generation & Co-Creation** — 6 documents
- **Roads, Trails & Movement** — 7 documents
- **Water Simulation & Rendering** — 12 documents

Each now has a one-sentence micro abstract following the same style: concise, informative, and focused on the work’s distinctive mechanism, argument, or contribution. All five article folders are now covered.
