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tylermw
searching PlanetScale…
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121.
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tylermw
7y ago
Except there's a whole field of statistics called Design of Experiments, which describes the mathematical basis for how to create a good experiment :-)
122.
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tylermw
7y ago
That's not a true statement. R has packages for a wide variety of fields--statistics is just the most well developed. And an important aspect of scientific computation is data visualization, an area in which R is decidedly more advance
123.
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tylermw
7y ago
There is one nice thing about R core's focus on maintaining backwards compatibility, however: code from a decade ago (more often than not) will run without a hiccup on current versions of R. Related tweets: https://twitter.c
124.
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tylermw
7y ago
Not that computationally heavy--usually takes under a minute to draw all the polygons and render the shadow map.
125.
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tylermw
7y ago
All fine and good until you're in that 1%. Then you might have a slightly different opinion on forced unpaid labor for someone else's profit, otherwise known as slavery. But seriously, I see that 1% and it solidifies why prison po
126.
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tylermw
7y ago
Author here. Rayshader is an R package for mapping and 3D data visualization, and I've been working on this feature for a while now. Here are links to previous posts I've made on HN about the package: Show HN: A raytracer to shade
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Show HN: 3D ggplots in R with rayshader
(tylermw.com)
4 points
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tylermw
7y ago
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3 comments
128.
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tylermw
7y ago
The logos are completely different (curvature, colors, extra circle). I don't think there's anything to worry about here. Patreon doesn't have a monopoly on logos that look vaguely like a P.
129.
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tylermw
7y ago
Nice. I created a package to generate similar depth of field images in R, using a depth map/image pair. Also offers customizable bokeh shape and some other nice features. Github: https://github.com/tylermorganwall/
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tylermw
7y ago
No, I'm not. I'm well aware of CUDA being used to accelerate raytracing. That cannot be accomplished by simply providing a GPU-accelerated data frame structure, as cuDF provides.
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tylermw
7y ago
The bottlenecks for raytracing are primarily in scene traversal/intersection testing--which does not benefit from a GPU-accelerated array structure.
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tylermw
7y ago
> That raytracing example you linked would run at interactive rates with cudf, I really don't see any basis for perf arguments in R's favour, and 'massive data' arguments are laughable here. I don't see how the &
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tylermw
7y ago
They are the same thing, minus the corner case of assignment within a function call: e.g. divide = function(x, y) { return(x/y) } divide(y = 2, x = 1) divide(y <- 1, x <- 2) These two calls give the same result
134.
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tylermw
8y ago
Author here, you can see the repo and browse the documentation and see more examples using the links below. Github: https://github.com/tylermorganwall/rayrender Website (browse the documentation and examples): https:&
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Show HN: Rayrender, an open source R package to craft and raytrace 3D scenes
(tylermw.com)
2 points
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tylermw
8y ago
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1 comments
136.
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tylermw
8y ago
This stems from a limitation of rgl—if rgl ever gets around to supporting a virtual frame buffer (which has been in rgl’s TODO document for a while), rayshader would support that feature.
137.
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tylermw
8y ago
The license information for R packages is specified in the DESCRIPTION file for a "standard" open source license--this project is licensed under MIT, as specified there. For the MIT license, you need an additional LICENSE file tha
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tylermw
8y ago
Except Chemex pots are cheap (+), durable (+++), and don't have a touchbar (++++++++++).
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tylermw
8y ago
To zoom, just subset the matrix to the region of interest
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tylermw
8y ago
FYI Mapzen is coming back as a Linux foundation project (just announced in the last week): https://hub.packtpub.com/mapzen-an-open-source-mapping-platf...
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tylermw
8y ago
I have not, but I'm including gltf 2.0 support in an upcoming version, so it should be possible to start exporting visualizations created with rayshader to more traditional 3D graphics workflows where you could take advantage of those
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tylermw
8y ago
Great idea! The mesh it iterates over is inherently 2D (the surface intersection test just performs a bilinear interpolation between the grid points to compare to the ray height) so Bresenham's algorithm would work here. I'll impl
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tylermw
8y ago
The maps are generated directly from elevation data--all you need is an array of elevation values and the full maps are generated from those. A good source of elevation data for the USA is the National Map [1], but a much more comprehensive
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tylermw
8y ago
A second or two for everything you see here--the raytracing and color mapping bakes the texture into the surface, so after that the user can manipulate the 3D model to how they see fit. On larger datasets (10,000 x 10,000) it takes about a
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tylermw
8y ago
Thanks! Halfway down the page on this [1] post I share an image made with lidar data of downtown Austin. Lidar data is fairly noisy (this required a bit of pre-processing to remove artifacts) but you can indeed capture an urban environment
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tylermw
8y ago
Yep, I've seen those, and I've been tempted to throw together an example with rayshader to show how easy it is to do with just a few lines of code. One of the main motivations behind developing rayshader was to democratize mapping
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tylermw
8y ago
Developer of rayshader here: If you're interested in some of the thought process and details that went into creating and developing the package, I have a series of blog posts detailing them here (in order of appearance): http:/&#
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tylermw
8y ago
Love this comment left on the post by Peter Shor (of Shor's algorithm--the algorithm that kicked off the quantum computing frenzy). I assume it's him and not an imposter. "It's not just that scientists don't want to
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tylermw
8y ago
Pedantic comments on the internet? Never... :)
150.
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tylermw
8y ago
Author here! This is part of a series where I describe the development of an R package I've been developing for mapping and visualization: Show HN: A raytracer to shade, plot, and 3D print topographic maps in R, part 4 http:/&#x
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