Earlier quoted context omitted.
No, it can't. WebGL is at a completely different level of the stack than Datashader. WebGL is even lower level than what most people use for 3D graphics (hence threejs and babylonjs). 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 programm…
I didn't say that webgl would do everything this can do, I said it would do the things I copied from the post I replied to. 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 ju…
Datashader: turns even the largest data into images, accurately
61–70 of 73 posts
Re: Datashader: turns even the largest data into images, accurately
#62Earlier quoted context omitted.
Why wouldn't it? There isn't anything special that needs to be done, you can stream in whatever you want and render it to the existing buffer. You can even have it anti aliased practically for free.
> Why wouldn't it? There isn't anything special that needs to be done, you can stream in whatever you want and render it to the existing buffer. 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.
Re: Datashader: turns even the largest data into images, accurately
#63Earlier quoted context omitted.
I didn't say that webgl would do everything this can do, I said it would do the things I copied from the post I replied to. 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 ju…
I'm not sure if you're objecting to the name "Datashader", but surely every library needs a name, and this one is accurate in that it allows the sort of shading that one does for 3D rendering to be applied to 2D data plotting. Or are there other buzzwords used in the docs you find objectionable?
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?
Re: Datashader: turns even the largest data into images, accurately
#64Earlier quoted context omitted.
I'm not sure if you're objecting to the name "Datashader", but surely every library needs a name, and this one is accurate in that it allows the sort of shading that one does for 3D rendering to be applied to 2D data plotting. Or are there other buzzwords used in the docs you find objectionable?
If I said I was an expert in 'big data visualization with billions of points' and had written my own 'out of core' rendering library that I dubbed 'data shader', complete with a paper where I coined the term 'Abstract Rendering' or 'AR' for short, then you found out that I was just reading points from disk and drawing them with opengl's draw points function, what would you think? The term 'out of core' rendering come…
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.
Re: Datashader: turns even the largest data into images, accurately
#65> Turns even the largest data into images, accurately The first image, the image of the USA, seems really mis-representative to me. LA and NYC should be way way way more bright in relation to everything else than the entire area east of the Mississippi. At least to my eyes that map makes it look like parts of Denver, Kansas City, Salt Lake City, Atlanta, and the San Joaquin Valley are just as dense as Manhattan. Atla…
Re: Datashader: turns even the largest data into images, accurately
#66Earlier quoted context omitted.
This paper on our original ideas of "Abstract Rendering" talks about the kinds of accuracy problems that plague the visualization of large datasets: https://www.semanticscholar.org/paper/Abstract-rendering%3A-... We renamed from Abstract Rendering to Datashader for affordances of human cognition. This is a great paper from Gordon Kindlmann and Carlos Scheidegger talk about how to gauge the accuracy of a visualization…
There are a lot of red flags in the abstract of that paper alone. > Rendering techniques are currently a major limiter since they tend to be builtaround central processing with all of the geometric data present. This is completely untrue - OpenGL and virtually all real time rendering is done using z-buffer techniques that were originally used because they don't need all the geometry present. These techniques date bac…
Actually, no. The paper may not have been explicitly clear about this, but the ENTIRE point of a "data visualization" system is to transform potentially high-dimensional datasets, with a large number of columns, into meaningful images by a series of steps. You seem to be interpreting this narrowly, and imagining that geometry is already pre-defined in the dataset, so then of course this looks like a fairly trivial 2D accumulator.
That is not the intent, nor is the common use case.
For data visualization, the question of "how do I accurately aggregate or accumulate the 25 - 1million points in this bucket" is a deep one. There is NO data visualization system that programmatically gives access to this step of the viz pipeline to a data scientist or statistician. Most "infoviz" tools gloss over this problem - they do simple Z buffering, or cheesy automatic histograms of color/intensity, etc. These are almost always "wrong" and produce unintended hallucinators.
Your first comment - about "not needing all the geometry present" - indicates that you are not understanding the nature of the problem datashader was designed to solve. There is no simple "cull" function for data science; there is no simple "Z" axis on which to sort, smush, blend, etc. At best, your data points can be projected into some kind of Euclidean space on which you can implement a fast spatial subdivision or parallel aggregation algorithm. But once that's done, you're still left holding millions of partitions of billions of points or primitives, each with dozens of attributes.... what then?
Re: Datashader: turns even the largest data into images, accurately
#67Earlier quoted context omitted.
I'm not sure if you're objecting to the name "Datashader", but surely every library needs a name, and this one is accurate in that it allows the sort of shading that one does for 3D rendering to be applied to 2D data plotting. Or are there other buzzwords used in the docs you find objectionable?
If I said I was an expert in 'big data visualization with billions of points' and had written my own 'out of core' rendering library that I dubbed 'data shader', complete with a paper where I coined the term 'Abstract Rendering' or 'AR' for short, then you found out that I was just reading points from disk and drawing them with opengl's draw points function, what would you think? The term 'out of core' rendering come…
Re: Datashader: turns even the largest data into images, accurately
#68Earlier quoted context omitted.
> Why wouldn't it? There isn't anything special that needs to be done, you can stream in whatever you want and render it to the existing buffer. 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.
Once again, there is no need for very much to be in memory at one time. This is accumulation and buffers can be reused. I'm not sure how much more I can simplify this other than to say that addition doesn't care about ordering, you can just add continually without needing access to any of the other data that has been rasterized.
Re: Datashader: turns even the largest data into images, accurately
#69Earlier quoted context omitted.
I'm not sure if you're objecting to the name "Datashader", but surely every library needs a name, and this one is accurate in that it allows the sort of shading that one does for 3D rendering to be applied to 2D data plotting. Or are there other buzzwords used in the docs you find objectionable?
If I said I was an expert in 'big data visualization with billions of points' and had written my own 'out of core' rendering library that I dubbed 'data shader', complete with a paper where I coined the term 'Abstract Rendering' or 'AR' for short, then you found out that I was just reading points from disk and drawing them with opengl's draw points function, what would you think? The term 'out of core' rendering come…
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.
Re: Datashader: turns even the largest data into images, accurately
#70Earlier quoted context omitted.
If I said I was an expert in 'big data visualization with billions of points' and had written my own 'out of core' rendering library that I dubbed 'data shader', complete with a paper where I coined the term 'Abstract Rendering' or 'AR' for short, then you found out that I was just reading points from disk and drawing them with opengl's draw points function, what would you think? The term 'out of core' rendering come…
I think you are deliberately trying to misunderstand what is being done in this project. 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 co…
Focus on the workflow refinements, saying g there are rendering breakthroughs here is snake oil.