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Deck.gl: Large-Scale WebGL-Powered Data Visualization

uber.github.io

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Re: Deck.gl: Large-Scale WebGL-Powered Data Visualization

#4
post #2

The examples are pretty, but all of them are basically just population density maps[1]. I'm not sure what additional understanding I can take away from the examples. [1] https://xkcd.com/1138/

They're examples of the technology, not examples of interesting statistical data.

Re: Deck.gl: Large-Scale WebGL-Powered Data Visualization

#5
post #2

The examples are pretty, but all of them are basically just population density maps[1]. I'm not sure what additional understanding I can take away from the examples. [1] https://xkcd.com/1138/

The examples are intentionally population density maps. (The NYC example is even titled "Every Person in New York City")

Re: Deck.gl: Large-Scale WebGL-Powered Data Visualization

#7
I can't help but roll my eyes whenever I see more WebGL visualizations from Uber. I had interviewed there maybe a year ago for the visualizations team, but didn't get an offer because I "had too much WebGL experience and not enough d3 experience." I think this is now the second or third webgl based library since released by Uber.

Re: Deck.gl: Large-Scale WebGL-Powered Data Visualization

#9
post #2

The examples are pretty, but all of them are basically just population density maps[1]. I'm not sure what additional understanding I can take away from the examples. [1] https://xkcd.com/1138/

> The examples are pretty ... I'm not sure

You got some of it, pretty is part of the point here. You can do nicer looking things with WebGL than with an HTML canvas.

High performance and interactivity is another side of what to look for here. Spend some time rotating and zooming these examples to see the kinds of interactions you don't get in other data visualizations. You can (potentially) visualize a lot more data at interactive rates with a WebGL view than you can with other techniques.

The laying/compositing tech is a third piece of what is interesting here, allowing different data slices to be rendered and included separately. This is useful as it's common to put everything in single WebGL view for ease of implementation initially, but can get complicated and may not scale as well as this layering approach.

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