# Assistant conversation K68ZLE

- Canonical URL: <https://m.sheaf.less.rest/K68ZLE>
- Resource IRI: <https://m.sheaf.less.rest/K68ZLE>
- Type: assistant conversation
- Mode: chat

## Transcript

### 1. User

We just added the ability to organize the documents into folders, just a basic single level of folders. Can you look at what documents we have here and just suggest a simple folder partition of them?

### 2. Assistant tool calls

#### Tool call: `list_documents`

```json
{}
```

### 3. Tool result: list_documents

FOLDERS
(none)

Unfiled (39)
- #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
- #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
- #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
- #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
- #WZMZGY Advected river textures - 2009 | Dirk Arnold, Stephen Brooks, Tim Burrell | Computer Animation and Virtual Worlds | 11 pp. | doi:10.1002/cav.288
- #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
- #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.
- #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
- #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.
- #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
- #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
- #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
- #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
- #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
- #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
- #LXV9AT Principles of Trail Layout and Design - 2019 | California State Parks | California State Parks Trails Handbook | 64 pp.
- #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
- #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
- #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
- #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
- #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
- #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
- #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
- #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
- #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
- #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
- #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
- #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

### 4. Assistant

I’d use **five broad, single-level folders**, assigning each document by its most likely role in the thesis:

### 1. Water Simulation & Rendering
- A Layered Particle-Based Fluid Model… #RBS5K6
- Survey of Ocean Simulation and Rendering… #C4AY2M
- Advected River Textures #WZMZGY
- Lagrangian Texture Advection #92XRH7
- Real-time Breaking Waves… #8SERGP
- Real-time Rendering of Enhanced Shallow Water… #CWC7H9
- Real-time Rendering of River Networks #MVUJ8Z
- Real-time River Representation… #5MGCZ5
- Scalable Real-time Animation of Rivers #XDESU9
- Very Fast Real-Time Ocean Wave Foam Rendering… #869NHK
- Water Flow in Portal 2 #A2QB8L
- Water Surface Wavelets #PBM2TC

### 2. Terrain, Hydrology & Erosion
- FastFlow #NV2YRW
- Large Scale Terrain Generation… #96ZMGK
- Physically-based Analytical Erosion… #DWXKYQ
- Priority-Flood #MTDKDE
- Procedural Riverscapes #AK7NGE
- Terrain Generation Using Procedural Models Based on Hydrology #DMTA8Y

### 3. Roads, Trails & Movement
- Sequential Two-Step Algorithm for Vehicle Racing Trajectories #G3TBNG
- Active Walker Model… #B6P8L4
- Interactive Procedural Street Modeling #V4TQYB
- Modelling the Evolution of Human Trail Systems #UYLTYJ
- Mountain Trail Formation… #GY93FG
- Principles of Trail Layout and Design #LXV9AT
- Procedural Generation of Roads #XDEFZS

### 4. Procedural Generation & Co-Creation
- Explainable AI for Designers #4TH488
- Extracting Physics from Blended Platformer Game Levels #9NQ94D
- Procedural Content Generation through Quality Diversity #7GR3AQ
- Procedural Content Generation via Machine Learning #CQBDX4
- Runtime Evaluation of PCG… #WZ8DHP
- Towards Friendly Mixed Initiative PCG #NRBMD5

### 5. Living Structure, Wholeness & Beauty
- Beautimeter #MH5J8D
- Generative Codes #XW22YY
- Geography as a Science of the Earth’s Surface… #SKRF4C
- Harmony-Seeking Computations #PXG56P
- Living Images #MJKTBB
- Structural Beauty #3XSLTA
- Structure-Preserving Transformations #ZU8GZV
- Wholeness as a Hierarchical Graph… #BYG3BQ

This keeps the partition simple while covering all 39 documents. The main judgment call is **Procedural Riverscapes** #AK7NGE: I’d place it under terrain/hydrology rather than water rendering because its primary relevance appears to be landscape generation.

### 5. User

Yep, sounds good to me, but you can look at the procedural riverscapes paper to decide about that one.

### 6. Assistant tool calls

#### Tool call: `get_document`

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

### 7. 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

### 8. Assistant tool calls

#### Tool call: `read`

```json
{
  "blocks": [
    "VZP285",
    "FF5JSX",
    "BR5ZZK"
  ],
  "expand": true
}
```

#### Tool call: `read`

```json
{
  "blocks": [
    "CXNLWG",
    "37RBCG"
  ],
  "expand": true
}
```

### 9. 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 #FF5JSX 3. Workflow

EXCERPT #XP2QXU p. 2
  Our procedural amplification framework, supplied with a terrain as input, provides a landscape with an animated river system, consisting of riverbed geometry coupled with an animated water surface, as output.

EXCERPT #6LFVGV p. 2
  The workflow is outlined in Figure 2; it begins with a user-supplied heightfield, obtained, for example, as a scanned digital elevation model or generated by a terrain modeling system. Overlay maps for slope, drainage area, and stream power are derived as a first step.

EXCERPT #X3RVN8 p. 2
  Our work uses the Rosgen river classification [Ros94] that defines the detailed characteristics of the geometry of the riverbed ( i.e. the cross section and longitudinal profile, sinuosity, riverbed materials, entrenchment ratio) according to the local slope and flow of the river. From this combined terrain data we generate a river network graph, whose edges correspond to river segments labeled by Rosgen type (see Figure 3). This results in a parameterized river network with per-cell waterflow values for slope, volume, and velocity. From this information the shape of the riverbed can be derived and inscribed into the terrain.

EXCERPT #QH5ARN p. 2
  Next, the river network is refined, based on this flow data and the geometry of the riverbed, by appropriately placing localized animated primitives that represent cycling water patterns, such as waves, whirlpools, and cascades. Overlapping primitives are combined using blend operators into a hierarchical blend-flow tree that defines the animated surface of the water as a function f(\mathbf{p}, t) . This procedural function can be directly evaluated at any point and time without the need for simulation. Finally, the combined procedural river representation can be rendered directly at real-time rates or passed on to an off-line process to generate photo-realistic images.

EXCERPT #DQKWZR p. 2
  Figure 3: Overview of different Rosgen river types (A, B, C or D). The figure shows four panels (A, B, C, D) illustrating different river types. Each panel includes a 'Refined Trajectory E' (longitudinal profile) and a 'Cross section' (orthogonal cross-section).

EXCERPT #MSLBD6 p. 2
  Figure 3: An overview of different Rosgen river types (A, B, C or D), along with their characteristic detailed trajectory templates \tilde{E} . The classification is based on both the orthogonal cross-section and longitudinal trajectory of rivers found in nature.

EXCERPT #NVVQGV p. 2
  The initial automated placement of procedural primitives may not always match an animators intent and so our framework supports editing at various levels of abstraction: individual primitives can be inserted, removed or fine-tuned; the river graph can be edited; and, if necessary, the terrain can be locally remodeled and the river network regenerated.

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.

### 10. Tool result: read

DOCUMENT #AK7NGE
Procedural Riverscapes

SECTION #CXNLWG 2.1. Riverbed Generation

EXCERPT #QQG37G p. 1
  River modeling can be categorised based on spatial range into river network, valley, and riverbed modeling.

EXCERPT #Z739N2 p. 1
  River networks: Consideration of the interaction of rivers and terrain has a long history in computer graphics: Kelley et al. [KMN88] were the first to procedurally generate river networks, followed soon afterwards by Prusinkiewicz and Hamel [PH93] who combined L-systems with terrain erosion. Derzapf et al. [DGGK11] produce procedural river networks on a planetary scale and G  nevaux et al. [GGG*13] use a procedural approach inspired by geology and hydrology to generate terrains with embedded medium-scale rivers. Creating valleys on an existing map can be performed using hydraulic erosion algorithms [BTHB06, KBKS09], accelerated by GPU implementation [MDH07, SBBK08]. This carves valleys at coarse scales, but does not handle the finer definition of riverbeds. The few methods that address riverbed carving either rely heavily on manual editing and sketch-based interfaces [BN08, EPCV15, HGA*10] or do not address fine-scale detail [GGP*15].

EXCERPT #BASAVW p. 1
  Our approach differs in that we focus on structurally analyzing existing terrains to identify and carve river courses rather than addressing the wholesale modeling of terrains [GGG*13, GGP*15]. As a part of this structural analysis, we use Rosgen templates [Ros94] and Horton Strahler numbering [Hor45], which are common and crucial models in geomorphology. Contrary to G  nevaux et al. [GGG*13], we explicitly employ the river profiles and paths as parameters for procedurally sculpting riverbeds. Crucially, our riverbed carving is compatible with the generation of an

EXCERPT #HK9NCY p. 1
  animated river surface, which is beyond the purview of previous terrain methods.

DOCUMENT #AK7NGE
Procedural Riverscapes

SECTION #37RBCG 2.2. Water Animation

EXCERPT #2PTNVG p. 1
  When dealing with rivers, water animation is highly constrained by the profile and trajectory of the river. This observation is particularly relevant for simulation methods but also applies to procedural animation.

EXCERPT #UGXHA9 p. 1
  Simulation: Theoretically, any simulation method could be used in the context of watercourse animation. However, in typical cases, a river can extend up to several kilometers, presenting a significant challenge in the trade-off between precision, simulation time and memory overhead. Some methods bypass this by directly optimizing the simulation process [LvdP02, LH10, KW06, IGLF06, NB11]. Another possibility is to enhance detail using wavelets to represent turbulence [KTJG08] or specialized particles [HW04, CM10, TMFG07]. A third tack is to enhance particles to carry supplementary information, thereby simplifying simulation [SRF05, YHK07, JW17, JSMF*18]. In a sense, these particles are a step towards our animated riverflow primitives. The main limitation of simulation is a lack of control, particularly when it comes to predicting and controlling how particles behave at the boundary of the riverbed. Notably, several simulation methods are simply not adapted to the continuous flowing of water from a spring to a sink and only deal with flat water bodies such as lakes.

EXCERPT #BX69X5 p. 1
  Procedural methods: In contrast, procedural techniques manage to overcome these limitations and define the animation of water using phenomenological methods. This extends to the procedural representation of animated rivers. Neyret et al. [NP01], and later improvements [YNBH09, YNS11], focus on the procedural animation of quasi-stationary waves and ripples in brooks and small streams. It is worth noting that our method adopts a similar strategy, but is more general in application. Cheney [Che04] introduces Flow Tiles, which are bounded divergence-free velocity field patches that can be used to tile an animated domain, such as cloudscapes, riverscapes, and grasslands. The tiles serve a similar role to our primitives, but are limited in their placement and combination. Stomakhin et al. [SS17] control fluid-based animations by introducing Flux Animated Boundary primitives with a view to guiding physically-based particle simulations. Nugjar et al. [NC13] simulate a river with smoothed particle hydrodynamics, and then derive a Markov field, which is replayed afterwards.

EXCERPT #XNQ2WS p. 1

EXCERPT #DDCYH5 p. 2

EXCERPT #GUR7QE p. 2

EXCERPT #YKT8NV p. 2
  Figure 2: Method overview diagram. The process starts with 'Terrain T' (a 2D heightfield). This leads to 'Analysis', which produces 'Rosgen types' (A, B, C) and a 'Graph G'. These are used in 'Amplification' to create 'Primitives' (Water primitives P and Riverbed primitives R). These are then combined in 'Combination' to form a 'Layered model' (Animated water f(p, t) and Riverbed function h(p)). Finally, 'Rendering' produces 'Final images'.

EXCERPT #PGGCBN p. 2
  Figure 2: Method overview: the input is a 2D heightfield from which flow characteristics are automatically derived. A river network and riverbed geometry are constructed using Rosgen categorization (see Figure 3). Next, derived slope, water volume, and flow velocity values for each map cell in the river are fed to a procedural amplification process. The output is a river model in the form of a blend-flow tree that encodes a temporal water elevation function f(\mathbf{p}, t) , which can be rendered in real time or off-line.

EXCERPT #9AFKDJ p. 2
  Previous work has shown significant progress in the generation of either detailed water movement or hydraulically-carved terrain. However, to our knowledge, ours is the first procedural method that guarantees an animation that is coherent with the riverbed relief. This is achieved by consistently carving riverbeds into existing terrains and producing the associated water surface animation.

### 11. Assistant

**Procedural Riverscapes** #AK7NGE should remain in **Terrain, Hydrology & Erosion**.

Although it also generates real-time animated water, its workflow begins with terrain analysis, derives a hydrological river network, and carves terrain-compatible riverbeds before adding water-surface primitives (#DBZ8GU, #2BABHT). The paper explicitly distinguishes itself from general terrain generation through its structural analysis and carving of river courses (#BASAVW).

So its best primary home is **Terrain, Hydrology & Erosion**, with water animation as its secondary theme.

### 12. User

Okay, can you put all the documents in these folders like this, please?

### 13. Assistant tool calls

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "RBS5K6",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "C4AY2M",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "WZMZGY",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "92XRH7",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "8SERGP",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "CWC7H9",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "MVUJ8Z",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "5MGCZ5",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "XDESU9",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "869NHK",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "A2QB8L",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "PBM2TC",
  "folder": "Water Simulation & Rendering"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "NV2YRW",
  "folder": "Terrain, Hydrology & Erosion"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "96ZMGK",
  "folder": "Terrain, Hydrology & Erosion"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "DWXKYQ",
  "folder": "Terrain, Hydrology & Erosion"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "MTDKDE",
  "folder": "Terrain, Hydrology & Erosion"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "AK7NGE",
  "folder": "Terrain, Hydrology & Erosion"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "DMTA8Y",
  "folder": "Terrain, Hydrology & Erosion"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "G3TBNG",
  "folder": "Roads, Trails & Movement"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "B6P8L4",
  "folder": "Roads, Trails & Movement"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "V4TQYB",
  "folder": "Roads, Trails & Movement"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "UYLTYJ",
  "folder": "Roads, Trails & Movement"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "GY93FG",
  "folder": "Roads, Trails & Movement"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "LXV9AT",
  "folder": "Roads, Trails & Movement"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "XDEFZS",
  "folder": "Roads, Trails & Movement"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "4TH488",
  "folder": "Procedural Generation & Co-Creation"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "9NQ94D",
  "folder": "Procedural Generation & Co-Creation"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "7GR3AQ",
  "folder": "Procedural Generation & Co-Creation"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "CQBDX4",
  "folder": "Procedural Generation & Co-Creation"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "WZ8DHP",
  "folder": "Procedural Generation & Co-Creation"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "NRBMD5",
  "folder": "Procedural Generation & Co-Creation"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "MH5J8D",
  "folder": "Living Structure, Wholeness & Beauty"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "XW22YY",
  "folder": "Living Structure, Wholeness & Beauty"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "SKRF4C",
  "folder": "Living Structure, Wholeness & Beauty"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "PXG56P",
  "folder": "Living Structure, Wholeness & Beauty"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "MJKTBB",
  "folder": "Living Structure, Wholeness & Beauty"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "3XSLTA",
  "folder": "Living Structure, Wholeness & Beauty"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "ZU8GZV",
  "folder": "Living Structure, Wholeness & Beauty"
}
```

#### Tool call: `update_document_metadata`

```json
{
  "document_id": "BYG3BQ",
  "folder": "Living Structure, Wholeness & Beauty"
}
```

### 14. Tool result: update_document_metadata

Updated metadata for #RBS5K6: folder

### 15. Tool result: update_document_metadata

Updated metadata for #C4AY2M: folder

### 16. Tool result: update_document_metadata

Updated metadata for #WZMZGY: folder

### 17. Tool result: update_document_metadata

Updated metadata for #92XRH7: folder

### 18. Tool result: update_document_metadata

Updated metadata for #8SERGP: folder

### 19. Tool result: update_document_metadata

Updated metadata for #CWC7H9: folder

### 20. Tool result: update_document_metadata

Updated metadata for #MVUJ8Z: folder

### 21. Tool result: update_document_metadata

Updated metadata for #5MGCZ5: folder

### 22. Tool result: update_document_metadata

Updated metadata for #XDESU9: folder

### 23. Tool result: update_document_metadata

Updated metadata for #869NHK: folder

### 24. Tool result: update_document_metadata

Updated metadata for #A2QB8L: folder

### 25. Tool result: update_document_metadata

Updated metadata for #PBM2TC: folder

### 26. Tool result: update_document_metadata

Updated metadata for #NV2YRW: folder

### 27. Tool result: update_document_metadata

Updated metadata for #96ZMGK: folder

### 28. Tool result: update_document_metadata

Updated metadata for #DWXKYQ: folder

### 29. Tool result: update_document_metadata

Updated metadata for #MTDKDE: folder

### 30. Tool result: update_document_metadata

Updated metadata for #AK7NGE: folder

### 31. Tool result: update_document_metadata

Updated metadata for #DMTA8Y: folder

### 32. Tool result: update_document_metadata

Updated metadata for #G3TBNG: folder

### 33. Tool result: update_document_metadata

Updated metadata for #B6P8L4: folder

### 34. Tool result: update_document_metadata

Updated metadata for #V4TQYB: folder

### 35. Tool result: update_document_metadata

Updated metadata for #UYLTYJ: folder

### 36. Tool result: update_document_metadata

Updated metadata for #GY93FG: folder

### 37. Tool result: update_document_metadata

Updated metadata for #LXV9AT: folder

### 38. Tool result: update_document_metadata

Updated metadata for #XDEFZS: folder

### 39. Tool result: update_document_metadata

Updated metadata for #4TH488: folder

### 40. Tool result: update_document_metadata

Updated metadata for #9NQ94D: folder

### 41. Tool result: update_document_metadata

Updated metadata for #7GR3AQ: folder

### 42. Tool result: update_document_metadata

Updated metadata for #CQBDX4: folder

### 43. Tool result: update_document_metadata

Updated metadata for #WZ8DHP: folder

### 44. Tool result: update_document_metadata

Updated metadata for #NRBMD5: folder

### 45. Tool result: update_document_metadata

Updated metadata for #MH5J8D: folder

### 46. Tool result: update_document_metadata

Updated metadata for #XW22YY: folder

### 47. Tool result: update_document_metadata

Updated metadata for #SKRF4C: folder

### 48. Tool result: update_document_metadata

Updated metadata for #PXG56P: folder

### 49. Tool result: update_document_metadata

Updated metadata for #MJKTBB: folder

### 50. Tool result: update_document_metadata

Updated metadata for #3XSLTA: folder

### 51. Tool result: update_document_metadata

Updated metadata for #ZU8GZV: folder

### 52. Tool result: update_document_metadata

Updated metadata for #BYG3BQ: folder

### 53. Assistant tool calls

#### Tool call: `list_documents`

```json
{}
```

### 54. 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

### 55. Assistant

Done. All **39 documents** are organized into the five folders:

- **Living Structure, Wholeness & Beauty** — 8
- **Procedural Generation & Co-Creation** — 6
- **Roads, Trails & Movement** — 7
- **Terrain, Hydrology & Erosion** — 6
- **Water Simulation & Rendering** — 12

No documents remain unfiled. **Procedural Riverscapes** #AK7NGE is in **Terrain, Hydrology & Erosion**.
