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Show HN: ChartGPU – WebGPU-powered charting library (1M points at 60fps)

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Re: Show HN: ChartGPU – WebGPU-powered charting library (1M points at 60fps)

#121

The rendering is very cool, but what i really want is this as a renderer i can plug into Vega. Vega/VGlite have amazing charting expressivity in their spec language, most other charting libs don't come close. It would be very cool to be able to take advantage of that.

There seems to be a webgl render engine suitable for vega [0]. Have you tried and if so, what was your experience?

[0] https://github.com/vega/vega-webgl-renderer

Re: Show HN: ChartGPU – WebGPU-powered charting library (1M points at 60fps)

#122

Earlier quoted context omitted.

Thanks - and great question about direction. My current thinking: Focus on performance-first primitives for the core library. The goal is "make fast charts easy" not "make every chart possible." There are already great libraries for infinite customization (D3, Observable Plot) - but they struggle at scale. That said, the ECharts-style declarative API is intentionally designed to be "batteries included" for common cas…

Most of my use cases these days are for hobby projects, which I would bucket into the "data science"/"data journalism" category. I think this is the easiest audience to develop for, since people usually don't have any strict disciplinary norms apart from clean and sensible design. I mention double y-axes because in my own past library I stupidly assumed no sensible person would want such a chart -- only to have to re…

Ha - the double y-axis story is exactly why I want to get it right. Better to build it in properly than bolt it on later.

"Data science/data journalism" is a great way to frame the target audience. Clean defaults, sensible design, fast enough that the tool disappears and you just see the data.

And yeah, graphviz keeps coming up in this thread - clearly a gap in the ecosystem. Might be a future project, but want to nail the 2D charting story first and foremost.

Thanks for the thoughtful feedback - this is exactly the kind of input that shapes the roadmap.

Re: Show HN: ChartGPU – WebGPU-powered charting library (1M points at 60fps)

#123
TimeLine maintainer here. Their demo for live-streamed data [0] in a line plot is surprisingly bad given how slick the rest of it seems. For comparison, this [1] is a comparatively smooth demo of the same goal, but running entirely on the main thread and using the classic "2d" canvas rendering mode.

[0]: https://chartgpu.github.io/ChartGPU/examples/live-streaming/...

[1]: https://crisislab-timeline.pages.dev/examples/live-with-plug...

Re: Show HN: ChartGPU – WebGPU-powered charting library (1M points at 60fps)

#124

TimeLine maintainer here. Their demo for live-streamed data [0] in a line plot is surprisingly bad given how slick the rest of it seems. For comparison, this [1] is a comparatively smooth demo of the same goal, but running entirely on the main thread and using the classic "2d" canvas rendering mode. [0]: https://chartgpu.github.io/ChartGPU/examples/live-streaming/... [1]: https://crisislab-timeline.pages.dev/examples…

The entire library seems to be AI generated [1] [2]. Not sure how much of it was actually written by a human and how much of it was AI.

[1]: https://github.com/ChartGPU/ChartGPU/blob/main/.cursor/agent...

[2]: https://github.com/ChartGPU/ChartGPU/blob/main/.claude/agent...

Re: Show HN: ChartGPU – WebGPU-powered charting library (1M points at 60fps)

#125
> I kept hitting the same wall: charting libraries that claim to be "fast" but choke past 100K data points

Haha, Highcharts is a running joke around my office because of this. Every few years the business will bring in consultants to build some interface for us, and every time we will have to explain to them that highcharts, even with it's turbo mode enabled chokes on our data streams almost immediately.

Re: Show HN: ChartGPU – WebGPU-powered charting library (1M points at 60fps)

#126
post #108

Earlier quoted context omitted.

You don't need webgpu for that. It's a standard vertex shader -> fragment shader pass with the blending mode set to addition.

That works if more overdraw = more intensity is all you care about, and may very well be good enough for many kinds of charts. But with heat map plots one usually wants a proper mapping of some intensity domain to a color map and a legend with a color gradient that tells you which color represents which value. Which requires binning, counting per bin, and determining the min and max values.

Emm.. no, you just do one render pass to a temp framebuffer with 1 red channel, then another fragment shader maps it to an RGB palette.

Re: Show HN: ChartGPU – WebGPU-powered charting library (1M points at 60fps)

#127
post #108

Earlier quoted context omitted.

You don't need webgpu for that. It's a standard vertex shader -> fragment shader pass with the blending mode set to addition.

Drawing lots of single pixels with alpha blending is probably one of the least efficient ways to use the rasterizer though. A good compute shader implementation would be substantially faster.

At 1M points it hardly makes a difference. Besides, 1 point -> 1 pixel mapping is good enough for a demo, but in practice it will produce nasty aliasing artifacts because real datasets aren't aligned with pixel coordinates. So you have to draw each point as a 2x2 square at least with precise shading, and we are back to the rasterizer pipeline. Edit: what actually needs to be computed is the integral of the points dataset over each square pixel, and that depends on the shape of each point, even if it's smaller than a pixel.

Re: Show HN: ChartGPU – WebGPU-powered charting library (1M points at 60fps)

#129

TimeLine maintainer here. Their demo for live-streamed data [0] in a line plot is surprisingly bad given how slick the rest of it seems. For comparison, this [1] is a comparatively smooth demo of the same goal, but running entirely on the main thread and using the classic "2d" canvas rendering mode. [0]: https://chartgpu.github.io/ChartGPU/examples/live-streaming/... [1]: https://crisislab-timeline.pages.dev/examples…

The entire library seems to be AI generated [1] [2]. Not sure how much of it was actually written by a human and how much of it was AI. [1]: https://github.com/ChartGPU/ChartGPU/blob/main/.cursor/agent... [2]: https://github.com/ChartGPU/ChartGPU/blob/main/.claude/agent...

Given that the author's post and comments all sound like they were run through an LLM, I'm not at all surprised.

Re: Show HN: ChartGPU – WebGPU-powered charting library (1M points at 60fps)

#130

TimeLine maintainer here. Their demo for live-streamed data [0] in a line plot is surprisingly bad given how slick the rest of it seems. For comparison, this [1] is a comparatively smooth demo of the same goal, but running entirely on the main thread and using the classic "2d" canvas rendering mode. [0]: https://chartgpu.github.io/ChartGPU/examples/live-streaming/... [1]: https://crisislab-timeline.pages.dev/examples…

The entire library seems to be AI generated [1] [2]. Not sure how much of it was actually written by a human and how much of it was AI. [1]: https://github.com/ChartGPU/ChartGPU/blob/main/.cursor/agent... [2]: https://github.com/ChartGPU/ChartGPU/blob/main/.claude/agent...

That was obvious before even looking at the repo because the OP used "the core insight" in the intro. Other telltale signs of these type of AI projects:

- new account

- spamming the project to HN, reddit etc the moment the demo half works

- single contributor repo

- Huge commits minutes apart

- repo is less than a week old (sometimes literally hours)

- half the commits start with "Enhance"

- flashly demo that hides issues immediately obvious to experts in the field

- author has slop AI project(s)

OP uses more than one branch so he's more sophisticated than most.

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