4 ms·
NN-SVG
- FrostKiwi 3y agoDirect rendering to SVG is very impressive.
- dang 3y agoRelated: NN-SVG: Generate publication-ready NN-architecture schematics - https://news.ycombinator.com/item?id=25272360 https://news.ycombinator.com/item?id=25272360 - Dec 2020 (8 comments)
- choppaface 3y agoThis is a lot more useful than plate notation.
- Two4 3y agowhat is NN? The website doesn't offer much context
- vegabook 3y agoWow the SVG rendering of AlexNet is excellent, far superior to the WebGL option. 3d in SVG -- must be some maths going on underneath.
- andai 3y agoSVG renderer is very laggy for me (maybe 5 FPS, so about 10x slower than WebGL). Edit: Also the grey filling has holes in it from some angles.
- vegabook 3y agoyeah WebGL definitely snappier. I wonder though why these 3d stacks are so awful at rendering lines/meshes. Aren't they supposed to be super-optimised for this kind of anti-aliasing work? I mean even blender can be a bit dodgy sometimes on viewport mesh rendering compared with what I'm used to with SVG, even when jacking up the viewport oversampling. Is it that SVG code just spends a huge amount more time/resource on getting line-drawing perfect, whereas the 3d stacks care a lot less?
- krebby 3y agoYes, they're essentially optimizing for separate things: https://mattdesl.svbtle.com/drawing-lines-is-hard https://mattdesl.svbtle.com/drawing-lines-is-hard SVG naturally spends a lot of time and resources tessellating paths into triangle strips, which requires mitering and sorting and other not easily parallelizable (read: slow for GPU) algorithms.
- andai 3y agoThis is great! I'm currently learning 2D graphics from scratch (making vector art software), can anyone recommend any related resources? I found this interview (one relevant bit at 29:55) very interesting. Shawn McGrath did the graphics code for the game N++ which is very vectory, so he found efficient ways to render it on a GPU. https://youtu.be/cfyWvJdsDRI?t=1795 https://youtu.be/cfyWvJdsDRI?t=1795
- have_faith 3y agoWhy does changing the opacity settings make parts of the output jump around? looks like it's non deterministically rendered based on the settings.
- amelius 3y agoIt shows not all connections, but chooses a bunch, which is different on every rendering.
- prakhar897 3y agoIs LLM Vis built on top of this?
- wolframhempel 3y agoIt's a very cool project. But, you'd hugely improve WebGL's line rendering quality by setting antialias: true in your Renderer's initialisation (https://threejs.org/docs/#api/en/renderers/WebGLRenderer.antialias https://threejs.org/docs/#api/en/renderers/WebGLRenderer.ant...)
- stn8188 3y agoThis is awesome, thank you! Wish I had it last week working on some slides for a school project :)
- eyelidlessness 3y agoThis is surprisingly accommodating for mobile. That does make one non-accommodation a little more annoying though: since the render area fills the screen, and since it handles touch events to update the rendering, it prevents swipe-to-navigate-back. Might be a nice, er, touch to ignore touch events originating on the viewport edges