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Datashader's approach is a bit different from an accumulation buffer, though similar in principle. It's not 3D rendering, and has no need for a z ordering; inst
by jbednar 8y ago
Datashader's approach is a bit different from an accumulation buffer, though similar in principle. It's not 3D rendering, and has no need for a z ordering; instead it's essentially 2D histogramming. For points, it simply takes each point, calculates which pixel it would land in, and aggregates per pixel, without ever storing all the data points per pixel. The key benefit over something like SciPy's histogram2d functions are in how it is implemented and used -- highly optimized, and highly integrated with viz tools so that it can let you just interact with your data naturally as if you had infinite resolution. Try it and see!
- BubRoss 8y ago> For points, it simply takes each point, calculates which pixel it would land in, and aggregates per pixel, without ever storing all the data points per pixel. That is literally what opengl does. If you mean a histogram per pixel in depth, that's literally voxels in perspective space. If there are usability benefits here, that's great, but everything seems to be centered around there being new rendering techniques here, when not only are they not new, they're completely trivial, with solidified names and formalized math.