I know it's generally possible to split out data viz layout algorithms from rendering engines, but still don't have a clear grip on how that works. Does anyone have any examples?
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For, say, a flame graph - would this just be a list of elements and their coordinates? Then it's up to an engine to interpret those coordinates and lay them out.
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Replying to @yoshuawuyts
You might have luck looking at vega and vegalite - it's the most complete work I've seen so far, and the video is about 30 mins long, but it communicates the ideas really well https://vega.github.io/vega-lite/
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Replying to @mrchrisadams @yoshuawuyts
That said, I'm not sure how to construct a flamegraph either, as there's a specific grammar that Vega and others use, and you might not be able to express using it. If not, you might need to drop down to a lower level like using d3 directly like so:https://github.com/spiermar/d3-flame-graph …
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Replying to @mrchrisadams
Thanks for the links! I'm coming at it from a slightly different angle tho. I'm basically wondering how to build the building blocks for rendering without relying on, say, d3. So it can be used with any rendering framework! I guess it's lower level than d3 even, haha :D
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Replying to @yoshuawuyts @mrchrisadams
In short I guess it's: "can we split the algorithm from the rendering engine?" If the answer is yes, we could apply all sorts of optimizations to make it *fast*.
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Replying to @yoshuawuyts
Okay, that's beyond my ken :) I do know that with D3 you can output things as canvas or SVG, so to an extent, so some though has gone in there to decouple structuring the data from rendering. That might help work out an approach, but beyond that… ¯\_(ツ)_/¯
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Replying to @mrchrisadams @yoshuawuyts
As a far as I'm aware, if you're looking for the theoretical underpinning then that vega-lite paper has some useful stuff, & that in turn borrows ideas from Grammar of Graphics (Tableau was effectively an implementation of the ideas in the book, IIIRC)https://www.springer.com/us/book/9780387245447 …
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