Diogo de Andrade

AI
3papers
14citations
Novelty18%
AI Score21

3 Papers

LGJan 24, 2023Code
Generating Multidimensional Clusters With Support Lines

Nuno Fachada, Diogo de Andrade

Synthetic data is essential for assessing clustering techniques, complementing and extending real data, and allowing for more complete coverage of a given problem's space. In turn, synthetic data generators have the potential of creating vast amounts of data -- a crucial activity when real-world data is at premium -- while providing a well-understood generation procedure and an interpretable instrument for methodically investigating cluster analysis algorithms. Here, we present Clugen, a modular procedure for synthetic data generation, capable of creating multidimensional clusters supported by line segments using arbitrary distributions. Clugen is open source, comprehensively unit tested and documented, and is available for the Python, R, Julia, and MATLAB/Octave ecosystems. We demonstrate that our proposal can produce rich and varied results in various dimensions, is fit for use in the assessment of clustering algorithms, and has the potential to be a widely used framework in diverse clustering-related research tasks.

CGJun 1, 2024
Generating 3D Terrain with 2D Cellular Automata

Nuno Fachada, António R. Rodrigues, Diogo de Andrade et al.

This paper explores the use of 2D cellular automata (CA) to generate 3D terrains through a simple additive approach. Experimenting with multiple CA transition rules produced aesthetically interesting, navigable landscapes, suggesting applicability for terrain generation in games.

AIJul 30, 2021
Procedural Generation of 3D Maps with Snappable Meshes

Rafael C. e Silva, Nuno Fachada, Diogo de Andrade et al.

In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering the designer control over the look and feel of the generated maps, as well as immediate feedback on a given map's navigability. A prototype implementation of the method, developed in the Unity game engine, is discussed, and a number of case studies are analyzed. These include a multiplayer game where the method was used, together with a number of illustrative examples which highlight various parameterizations and piece selection methods. The technique can be used as a designer-centric map composition method and/or as a prototyping system in 3D level design, opening the door for quality map and level creation in a fraction of the time of a fully human-based approach.