Any one of these topics can bring a visualization project to a screeching halt, or make the results look misleading or bad.
Even better that they built a tool that works with existing libraries, rather than replacing them. Good work!
Any one of these topics can bring a visualization project to a screeching halt, or make the results look misleading or bad.
Even better that they built a tool that works with existing libraries, rather than replacing them. Good work!
Webgl will basically do all of that for you, including the out of core if you can stream the data in.
1GB to the browser for rendering... Sure, it's doable. So is eating 1KG of wings for lunch. Doable, but very far from being a good idea.
Data visualization is at a higher semantic level than rendering; ideally you don't want to deal with pixels and polygons. D3, for instance, binds graphical primitives (usually in SVG) with data representations but requires more programming to do actual data visualization (and that's why a bunch of software layers on top of D3). Bokeh deals with still higher level primitives closer to the data set level (plotting and charts).
And Datashader carves out a niche where there's too much data to have a 1:1 ratio of data element to graphical primitive on the screen. It does that by rasterizing, but then also handling the hard part of mapping backwards from image to data for selection and interactivity (I hope that's right; I got it from watching the 2016 video).
Anyone who has had to do this stuff for a living knows it is hard to do right, and that good modular tools are always welcome.
I don't see how this repeated "it's just like X" line of responses is benefiting the discussion. Datashader is not just like WebGL or basic low-level rendering, any more than D3 is just SVG or web apps are just TCP connections. Completely different levels of abstraction with lots of value add in between (and hard work, I'm sure).
Again, my issue is that they seem to put a lot of focus on this having some sort of sophisticated new rendering when it seems to be marketing of trivial techniques. People seem to like what this library does, but they didn't invent new rendering algorithms and their buzzwords and clever names just show a lack of awareness of what they are doing in the rendering department.
The term 'out of core' rendering comes from raytracing, where you really do need all the geometry available. They are applying it to trivial accumulation where it was never a problem in the first place. That's like me writing a paper on how to make a balloon air tight. That's how it has always worked, why would I take credit for something that was never a problem?
It's not about what APIs are being used to render whatever. At that level of analysis, all that anybody is every doing, is just doing memcpy and bitblt. Rather, datashader provides a framework for applying semantically meaningful, mathematical transformations on datasets as they're being accumulated, as those accumulations are converted into aesthetic/geom primitives, and as those primitives are rendered into colors. It really is "renderman for data", along with arbitrary vertex/texture shaders, driven by a dynamic rasterizer that can use whatever bins in data-space (not merely physical pixels).
BTW "Out of core" does NOT come from raytracing; in fact its history in computing is a term for anything that exceeds physical memory. We use it all the time in scientific/HPC and data science because datasets are frequently much larger than available memory.
Focus on the workflow refinements, saying g there are rendering breakthroughs here is snake oil.
https://www.semanticscholar.org/paper/Abstract-rendering%3A-...
You keep defending the project as a whole while not confronting the fact that they are touting rendering breakthroughs, while I have given a lot of explanation of why there are no rendering breakthroughs and the actual rendering, no matter where it is done and no matter how much data is used, is trivial. I'm not sure what can help you focus in on the point I'm making here, I haven't strayed from it. This isn't about the workflow or the language used or anything else. It is about false claims and buzzwords to make people think that it is solving rendering problems that have never existed like 'accuracy' and 'big data' ( in the context of these visualizations ).
The fact that their software exists is itself a breakthrough. It enabled me to do things that other equivalent tools (such as in statistical packages) could not allow. I would have been reduced to directly implementing my rendering pipelines, and I would also have had to make many of the same design decisions they made, such as doing things out of core.
You imply that accumulative rendering into a framebuffer solves large statistical integration problems. But, the framebuffer is not implemented using abstract math over the real nor integer domain. You need to consider numerical effects of adding the smallest value (one sample) into a running sum.
If you use an integer/fixed precision buffer for the running sums, you need enough bits to avoid overflow even if billions of points land in one bin. You might think to use floating point, but that has worse problems for running sums. You are effectively limited to the number of bits in the mantissa when continuously adding small increments.
So, you cannot scale up the naive approach of zeroing the framebuffer and blending/accumulating points from a stream. You need to do some hierarchical aggregation to accurately represent sub-populations and combine them in a numerically robust manner. Most likely, you would also like to precompute some of these results to support better interactive performance, much like mip-mapping is used to provide more accurate texture sampling at multiple rendering scales.