Re: [ClojureScript] [ANN] thi.ng collection update (CLJ/CLJS)
Hi Kovas, so far the mesh types (GMesh & BasicMesh) were mainly used for 3d printing rather than viz purposes and have not yet support for vertex or face attributes. It is something I still need to port over from the previous version of the lib. I held off on that so far to first let the WebGL conversion parts settle (almost done) and will address this in the next month. The aim is to provide an attribute structure allowing any type of attribute along with serializers for common attribs (UVs, colors, IDs) for WebGL and provide hooks to interpolate attribs (e.g. for subdivisions). Ultimately this might even become available for other types too, i.e. directly on the cuboid, aabb, lines etc. As for the current state: I've created a gist showing how this can be achieved currently, in principle: https://gist.github.com/postspectacular/894fc58d75005069a546 Thanks for the feedback, as always highly appreciated! K. Hi Karsten, Technical usage question. I want to associate a color to each face of a cuboid, tesselate the cuboid, and end up with an array of vertices and an array of matching colors. My problem is associating the colors of the cuboid faces to their tessellated versions. AFAICT tessellation simply produces new faces and does not have facilities for propagating annotations from the old face to the new faces. Furthermore, because the faces are stored in an unordered set, it is not possible to somehow match the new faces to the old ones based on ordering, at least in this simple case. I tried to work around this by supplying the face set as an empty vector to the mesh constructor. Unfortunately this doesn't work because the creation of the new mesh simply calls the default constructor function, so the new faces end up getting poured into a set anyway. If instead, it called (empty) on the faces of the supplied mesh, this workaround could work. However it is brittle, requiring to one know ahead of time how many new faces will be generated for each input face. Is there a better way to do this? Thanks! On Wed, Feb 25, 2015 at 6:13 PM, Karsten Schmidt wrote: > That's a good point, Bruce! To be honest, I don't know anymore, but it > makes complete sense to change it. Consider it done! :) > > As for your mapping question, yes, of course! I've done a few of them. > E.g. the first pic on the website [1] was a project for The ODI in > 2013 and is a map of different council/borough stats of London (here > knife crime). The shape files were first retrieved & processed with > the thi.ng/trio lib directly from the UK statistics office's SPARQL > endpoint [2], then projected to Mercator, converted to 2d polygons, > smoothed them and then extruded as 3D walled meshes and exported as > STL files using geom. To create that rendered image, another function > then combined all borough meshes into a complete render scene for > Luxrender (using the luxor lib). Since this all was for a 60sec > animation, I also wrote the tweeny lib for that project to allow me to > define the timeline for the various camera, mesh, light & shader > changes. The whole bundle was then sent to EC2 and rendered on 340+ > CPUs... basically, spawned a private render farm. > > Alternatively with < 30 lines of code you could query any UK > constituency (or use similar endpoints for other countries), do those > initial shape transformations and send the resulting STL mesh file > straight to a 3D printer... For online use, of course the SVG or WebGL > modules would be more interesting, but these really would just deal > with that last transformation/visualization step, i.e. turning a > thi.ng.geom.Polygon2 into an SVG node or tesselate it and > stuff it into WebGL buffer to display... > > For more flexible mapping, it'd be great to port some/all of the > projections from [3] in its own clj lib for easier (and non-JS > related) access... > > [1] http://thi.ng/img/04.jpg > [2] http://statistics.data.gov.uk/doc/statistical-geography > [3] https://github.com/d3/d3-geo-projection/ > > Hth! > > On 25 February 2015 at 22:34, Bruce Durling wrote: > > Karsten, > > > > Is there a reason why you went with a README.md and then an index.org > > rather than a plain README.org? > > > > (love all the rest of it and loved your use of it at The Barbican. I > > need to get my head around it all. I'm wondering if I can use it for > > some of the geographic and other charting things I do a lot of). > > > > cheers, > > Bruce > > > > On Wed, Feb 25, 2015 at 5:06 AM, Karsten Schmidt > wrote: > >> Hi guys, > >> > >> thi.ng is a collection of over a dozen largely x-platform Clojure & > >> Clojurescript libs for computational/generative design & data > >> visualization tasks. > >> > >> I just wanted to give a little heads up that this project has recently > >> seen a number of releases and, as a whole, by now is generally quite > >> stable and usable (*is used*) for realworld projects (although most > >> libs remain in constant parallel development
Re: [ClojureScript] [ANN] thi.ng collection update (CLJ/CLJS)
On Thu, Mar 12, 2015 at 8:18 PM, kovas boguta wrote: > > I want to associate a color to each face of a cuboid, tesselate the > cuboid, and end up with an array of vertices and an array of matching > colors. > To clarify, I want to turn the cuboid into a mesh, and then do the tessellation of the mesh. Tessellating the cuboid directly gives me the faces in an obvious predictable order. However I want the mesh b/c theres other computations I want to perform with it. -- You received this message because you are subscribed to the Google Groups "Clojure" group. To post to this group, send email to clojure@googlegroups.com Note that posts from new members are moderated - please be patient with your first post. To unsubscribe from this group, send email to clojure+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/clojure?hl=en --- You received this message because you are subscribed to the Google Groups "Clojure" group. To unsubscribe from this group and stop receiving emails from it, send an email to clojure+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.
Re: [ClojureScript] [ANN] thi.ng collection update (CLJ/CLJS)
Hi Karsten, Technical usage question. I want to associate a color to each face of a cuboid, tesselate the cuboid, and end up with an array of vertices and an array of matching colors. My problem is associating the colors of the cuboid faces to their tessellated versions. AFAICT tessellation simply produces new faces and does not have facilities for propagating annotations from the old face to the new faces. Furthermore, because the faces are stored in an unordered set, it is not possible to somehow match the new faces to the old ones based on ordering, at least in this simple case. I tried to work around this by supplying the face set as an empty vector to the mesh constructor. Unfortunately this doesn't work because the creation of the new mesh simply calls the default constructor function, so the new faces end up getting poured into a set anyway. If instead, it called (empty) on the faces of the supplied mesh, this workaround could work. However it is brittle, requiring to one know ahead of time how many new faces will be generated for each input face. Is there a better way to do this? Thanks! On Wed, Feb 25, 2015 at 6:13 PM, Karsten Schmidt wrote: > That's a good point, Bruce! To be honest, I don't know anymore, but it > makes complete sense to change it. Consider it done! :) > > As for your mapping question, yes, of course! I've done a few of them. > E.g. the first pic on the website [1] was a project for The ODI in > 2013 and is a map of different council/borough stats of London (here > knife crime). The shape files were first retrieved & processed with > the thi.ng/trio lib directly from the UK statistics office's SPARQL > endpoint [2], then projected to Mercator, converted to 2d polygons, > smoothed them and then extruded as 3D walled meshes and exported as > STL files using geom. To create that rendered image, another function > then combined all borough meshes into a complete render scene for > Luxrender (using the luxor lib). Since this all was for a 60sec > animation, I also wrote the tweeny lib for that project to allow me to > define the timeline for the various camera, mesh, light & shader > changes. The whole bundle was then sent to EC2 and rendered on 340+ > CPUs... basically, spawned a private render farm. > > Alternatively with < 30 lines of code you could query any UK > constituency (or use similar endpoints for other countries), do those > initial shape transformations and send the resulting STL mesh file > straight to a 3D printer... For online use, of course the SVG or WebGL > modules would be more interesting, but these really would just deal > with that last transformation/visualization step, i.e. turning a > thi.ng.geom.Polygon2 into an SVG node or tesselate it and > stuff it into WebGL buffer to display... > > For more flexible mapping, it'd be great to port some/all of the > projections from [3] in its own clj lib for easier (and non-JS > related) access... > > [1] http://thi.ng/img/04.jpg > [2] http://statistics.data.gov.uk/doc/statistical-geography > [3] https://github.com/d3/d3-geo-projection/ > > Hth! > > On 25 February 2015 at 22:34, Bruce Durling wrote: > > Karsten, > > > > Is there a reason why you went with a README.md and then an index.org > > rather than a plain README.org? > > > > (love all the rest of it and loved your use of it at The Barbican. I > > need to get my head around it all. I'm wondering if I can use it for > > some of the geographic and other charting things I do a lot of). > > > > cheers, > > Bruce > > > > On Wed, Feb 25, 2015 at 5:06 AM, Karsten Schmidt > wrote: > >> Hi guys, > >> > >> thi.ng is a collection of over a dozen largely x-platform Clojure & > >> Clojurescript libs for computational/generative design & data > >> visualization tasks. > >> > >> I just wanted to give a little heads up that this project has recently > >> seen a number of releases and, as a whole, by now is generally quite > >> stable and usable (*is used*) for realworld projects (although most > >> libs remain in constant parallel development to make them more feature > >> complete). I've collated a number of images of projects and links to > >> the most important libs here: > >> > >> http://thi.ng/ > >> > >> Most notably of those: > >> > >> http://thi.ng/geom > >> By far the largest sub-project and backbone for most others: A 2D/3D > >> geometry package w/ comprehensive vector algebra, swizzling, > >> intersections, matrix types & helpers, quaternions, pure shape > >> primitives with ~50 protocols for polymorphic enquiry & manipulation, > >> meshes (incl. I/O), mesh subdivisions, CSG mesh ops, Verlet physics > >> engine (only particles, springs, behaviors)... Most of this lib is > >> pure geometry w/ no rendering specifics, although there're separate > >> modules for SVG rendering w/ shader support & decorators [1], WebGL > >> wrapper and converters from shapes/meshes to VBOs and various shader > >> presets/utils. > >> > >> http://thi.ng/shadergraph
Re: [ClojureScript] [ANN] thi.ng collection update (CLJ/CLJS)
This draft anim was created for The ODI and shows 2 years (summer 2011-2013) worth of London knife crime (based on open data ambulance & A&E reports): http://media.thi.ng/2013/odi/20131029-heatmap-draft-1280x960.mp4 On 26 February 2015 at 00:42, Dylan Butman wrote: > I totally thought that map was a photo of 3d printed shapes, but it makes > sense that you're using luxrender now. Is there a video of the animation > online somewhere? > > On Wed Feb 25 2015 at 6:13:25 PM Karsten Schmidt wrote: >> >> That's a good point, Bruce! To be honest, I don't know anymore, but it >> makes complete sense to change it. Consider it done! :) >> >> As for your mapping question, yes, of course! I've done a few of them. >> E.g. the first pic on the website [1] was a project for The ODI in >> 2013 and is a map of different council/borough stats of London (here >> knife crime). The shape files were first retrieved & processed with >> the thi.ng/trio lib directly from the UK statistics office's SPARQL >> endpoint [2], then projected to Mercator, converted to 2d polygons, >> smoothed them and then extruded as 3D walled meshes and exported as >> STL files using geom. To create that rendered image, another function >> then combined all borough meshes into a complete render scene for >> Luxrender (using the luxor lib). Since this all was for a 60sec >> animation, I also wrote the tweeny lib for that project to allow me to >> define the timeline for the various camera, mesh, light & shader >> changes. The whole bundle was then sent to EC2 and rendered on 340+ >> CPUs... basically, spawned a private render farm. >> >> Alternatively with < 30 lines of code you could query any UK >> constituency (or use similar endpoints for other countries), do those >> initial shape transformations and send the resulting STL mesh file >> straight to a 3D printer... For online use, of course the SVG or WebGL >> modules would be more interesting, but these really would just deal >> with that last transformation/visualization step, i.e. turning a >> thi.ng.geom.Polygon2 into an SVG node or tesselate it and >> stuff it into WebGL buffer to display... >> >> For more flexible mapping, it'd be great to port some/all of the >> projections from [3] in its own clj lib for easier (and non-JS >> related) access... >> >> [1] http://thi.ng/img/04.jpg >> [2] http://statistics.data.gov.uk/doc/statistical-geography >> [3] https://github.com/d3/d3-geo-projection/ >> >> Hth! >> >> On 25 February 2015 at 22:34, Bruce Durling wrote: >> > Karsten, >> > >> > Is there a reason why you went with a README.md and then an index.org >> > rather than a plain README.org? >> > >> > (love all the rest of it and loved your use of it at The Barbican. I >> > need to get my head around it all. I'm wondering if I can use it for >> > some of the geographic and other charting things I do a lot of). >> > >> > cheers, >> > Bruce >> > >> > On Wed, Feb 25, 2015 at 5:06 AM, Karsten Schmidt >> > wrote: >> >> Hi guys, >> >> >> >> thi.ng is a collection of over a dozen largely x-platform Clojure & >> >> Clojurescript libs for computational/generative design & data >> >> visualization tasks. >> >> >> >> I just wanted to give a little heads up that this project has recently >> >> seen a number of releases and, as a whole, by now is generally quite >> >> stable and usable (*is used*) for realworld projects (although most >> >> libs remain in constant parallel development to make them more feature >> >> complete). I've collated a number of images of projects and links to >> >> the most important libs here: >> >> >> >> http://thi.ng/ >> >> >> >> Most notably of those: >> >> >> >> http://thi.ng/geom >> >> By far the largest sub-project and backbone for most others: A 2D/3D >> >> geometry package w/ comprehensive vector algebra, swizzling, >> >> intersections, matrix types & helpers, quaternions, pure shape >> >> primitives with ~50 protocols for polymorphic enquiry & manipulation, >> >> meshes (incl. I/O), mesh subdivisions, CSG mesh ops, Verlet physics >> >> engine (only particles, springs, behaviors)... Most of this lib is >> >> pure geometry w/ no rendering specifics, although there're separate >> >> modules for SVG rendering w/ shader support & decorators [1], WebGL >> >> wrapper and converters from shapes/meshes to VBOs and various shader >> >> presets/utils. >> >> >> >> http://thi.ng/shadergraph >> >> GLSL (WebGL) pure function library & dependency graph (based on >> >> com.stuartsierra/dependency), GLSL minification during CLJS compile >> >> time >> >> >> >> http://thi.ng/color >> >> RGB, HSV, CMYK, CSS conversions, color presets (incl. D3 category >> >> schemes) >> >> >> >> http://thi.ng/luxor >> >> Complete scene compiler DSL for http://luxrender.net, based around >> >> thi.ng/geom >> >> >> >> http://thi.ng/morphogen >> >> Declarative 3D form evolution through tree-based transformations, >> >> basically an AST generator of geometric operations to transform a >> >> single seed node into co
Re: [ClojureScript] [ANN] thi.ng collection update (CLJ/CLJS)
I totally thought that map was a photo of 3d printed shapes, but it makes sense that you're using luxrender now. Is there a video of the animation online somewhere? On Wed Feb 25 2015 at 6:13:25 PM Karsten Schmidt wrote: > That's a good point, Bruce! To be honest, I don't know anymore, but it > makes complete sense to change it. Consider it done! :) > > As for your mapping question, yes, of course! I've done a few of them. > E.g. the first pic on the website [1] was a project for The ODI in > 2013 and is a map of different council/borough stats of London (here > knife crime). The shape files were first retrieved & processed with > the thi.ng/trio lib directly from the UK statistics office's SPARQL > endpoint [2], then projected to Mercator, converted to 2d polygons, > smoothed them and then extruded as 3D walled meshes and exported as > STL files using geom. To create that rendered image, another function > then combined all borough meshes into a complete render scene for > Luxrender (using the luxor lib). Since this all was for a 60sec > animation, I also wrote the tweeny lib for that project to allow me to > define the timeline for the various camera, mesh, light & shader > changes. The whole bundle was then sent to EC2 and rendered on 340+ > CPUs... basically, spawned a private render farm. > > Alternatively with < 30 lines of code you could query any UK > constituency (or use similar endpoints for other countries), do those > initial shape transformations and send the resulting STL mesh file > straight to a 3D printer... For online use, of course the SVG or WebGL > modules would be more interesting, but these really would just deal > with that last transformation/visualization step, i.e. turning a > thi.ng.geom.Polygon2 into an SVG node or tesselate it and > stuff it into WebGL buffer to display... > > For more flexible mapping, it'd be great to port some/all of the > projections from [3] in its own clj lib for easier (and non-JS > related) access... > > [1] http://thi.ng/img/04.jpg > [2] http://statistics.data.gov.uk/doc/statistical-geography > [3] https://github.com/d3/d3-geo-projection/ > > Hth! > > On 25 February 2015 at 22:34, Bruce Durling wrote: > > Karsten, > > > > Is there a reason why you went with a README.md and then an index.org > > rather than a plain README.org? > > > > (love all the rest of it and loved your use of it at The Barbican. I > > need to get my head around it all. I'm wondering if I can use it for > > some of the geographic and other charting things I do a lot of). > > > > cheers, > > Bruce > > > > On Wed, Feb 25, 2015 at 5:06 AM, Karsten Schmidt > wrote: > >> Hi guys, > >> > >> thi.ng is a collection of over a dozen largely x-platform Clojure & > >> Clojurescript libs for computational/generative design & data > >> visualization tasks. > >> > >> I just wanted to give a little heads up that this project has recently > >> seen a number of releases and, as a whole, by now is generally quite > >> stable and usable (*is used*) for realworld projects (although most > >> libs remain in constant parallel development to make them more feature > >> complete). I've collated a number of images of projects and links to > >> the most important libs here: > >> > >> http://thi.ng/ > >> > >> Most notably of those: > >> > >> http://thi.ng/geom > >> By far the largest sub-project and backbone for most others: A 2D/3D > >> geometry package w/ comprehensive vector algebra, swizzling, > >> intersections, matrix types & helpers, quaternions, pure shape > >> primitives with ~50 protocols for polymorphic enquiry & manipulation, > >> meshes (incl. I/O), mesh subdivisions, CSG mesh ops, Verlet physics > >> engine (only particles, springs, behaviors)... Most of this lib is > >> pure geometry w/ no rendering specifics, although there're separate > >> modules for SVG rendering w/ shader support & decorators [1], WebGL > >> wrapper and converters from shapes/meshes to VBOs and various shader > >> presets/utils. > >> > >> http://thi.ng/shadergraph > >> GLSL (WebGL) pure function library & dependency graph (based on > >> com.stuartsierra/dependency), GLSL minification during CLJS compile > >> time > >> > >> http://thi.ng/color > >> RGB, HSV, CMYK, CSS conversions, color presets (incl. D3 category > schemes) > >> > >> http://thi.ng/luxor > >> Complete scene compiler DSL for http://luxrender.net, based around > thi.ng/geom > >> > >> http://thi.ng/morphogen > >> Declarative 3D form evolution through tree-based transformations, > >> basically an AST generator of geometric operations to transform a > >> single seed node into complex 3D objects > >> > >> http://thi.ng/tweeny > >> Interpolation of nested (presumably animation related) data > >> structures. Allows tweening of deeply nested maps/vectors with > >> completely flexible tween fns/targets and hence easy definition of > >> complex timelines > >> > >> http://thi.ng/validate > >> Purely functional, composable data validation & optional corrections > >
Re: [ClojureScript] [ANN] thi.ng collection update (CLJ/CLJS)
Computational design = using computational approaches to design problems, for anything from analysis, implementation to representation... CSG is indeed only for meshes since it's based on BSP partitioning and because of that also has a few edge cases (due to float precision) where it breaks down and can cause small holes to appear (but these can be fixed with Meshlab/Blender etc). Does OpenSCAD *not* use tessellated geometry for boolean ops? I always was under the impression it does too... need to double check! The other way to do it (and actually easier) is via voxels. There's a really old iso surface implementation in [1], but that needs a complete rewrite and is therefore not bundled with any current releases... Again, I wish there would be more activity in Clojureland underway in these non-web-tech related fields (we have dozens of server & dom libs, but not that much for design, modelling, architecture, fabrication). That's not trying to be defensive in any way, but a single person can only do that much and all the features & tools provided so far were purely developed on a need to have basis (obviously with a priority to be as re-usable as possible). Hth! K. On 25 February 2015 at 23:21, Jason Felice wrote: > So... what is "computational design"? > > I've been using OpenSCAD to make models for 3D printing, and I keep wishing > for a Clojure syntax and real functions and things. Is this it? > > (It doesn't seem to have constructive solid geometry for things which aren't > meshes.) > > -Jason > > On Wed, Feb 25, 2015 at 4:13 PM, Karsten Schmidt wrote: >> >> That's a good point, Bruce! To be honest, I don't know anymore, but it >> makes complete sense to change it. Consider it done! :) >> >> As for your mapping question, yes, of course! I've done a few of them. >> E.g. the first pic on the website [1] was a project for The ODI in >> 2013 and is a map of different council/borough stats of London (here >> knife crime). The shape files were first retrieved & processed with >> the thi.ng/trio lib directly from the UK statistics office's SPARQL >> endpoint [2], then projected to Mercator, converted to 2d polygons, >> smoothed them and then extruded as 3D walled meshes and exported as >> STL files using geom. To create that rendered image, another function >> then combined all borough meshes into a complete render scene for >> Luxrender (using the luxor lib). Since this all was for a 60sec >> animation, I also wrote the tweeny lib for that project to allow me to >> define the timeline for the various camera, mesh, light & shader >> changes. The whole bundle was then sent to EC2 and rendered on 340+ >> CPUs... basically, spawned a private render farm. >> >> Alternatively with < 30 lines of code you could query any UK >> constituency (or use similar endpoints for other countries), do those >> initial shape transformations and send the resulting STL mesh file >> straight to a 3D printer... For online use, of course the SVG or WebGL >> modules would be more interesting, but these really would just deal >> with that last transformation/visualization step, i.e. turning a >> thi.ng.geom.Polygon2 into an SVG node or tesselate it and >> stuff it into WebGL buffer to display... >> >> For more flexible mapping, it'd be great to port some/all of the >> projections from [3] in its own clj lib for easier (and non-JS >> related) access... >> >> [1] http://thi.ng/img/04.jpg >> [2] http://statistics.data.gov.uk/doc/statistical-geography >> [3] https://github.com/d3/d3-geo-projection/ >> >> Hth! >> >> On 25 February 2015 at 22:34, Bruce Durling wrote: >> > Karsten, >> > >> > Is there a reason why you went with a README.md and then an index.org >> > rather than a plain README.org? >> > >> > (love all the rest of it and loved your use of it at The Barbican. I >> > need to get my head around it all. I'm wondering if I can use it for >> > some of the geographic and other charting things I do a lot of). >> > >> > cheers, >> > Bruce >> > >> > On Wed, Feb 25, 2015 at 5:06 AM, Karsten Schmidt >> > wrote: >> >> Hi guys, >> >> >> >> thi.ng is a collection of over a dozen largely x-platform Clojure & >> >> Clojurescript libs for computational/generative design & data >> >> visualization tasks. >> >> >> >> I just wanted to give a little heads up that this project has recently >> >> seen a number of releases and, as a whole, by now is generally quite >> >> stable and usable (*is used*) for realworld projects (although most >> >> libs remain in constant parallel development to make them more feature >> >> complete). I've collated a number of images of projects and links to >> >> the most important libs here: >> >> >> >> http://thi.ng/ >> >> >> >> Most notably of those: >> >> >> >> http://thi.ng/geom >> >> By far the largest sub-project and backbone for most others: A 2D/3D >> >> geometry package w/ comprehensive vector algebra, swizzling, >> >> intersections, matrix types & helpers, quaternions, pure shape >> >> primitives with ~5
Re: [ClojureScript] [ANN] thi.ng collection update (CLJ/CLJS)
So... what is "computational design"? I've been using OpenSCAD to make models for 3D printing, and I keep wishing for a Clojure syntax and real functions and things. Is this it? (It doesn't seem to have constructive solid geometry for things which aren't meshes.) -Jason On Wed, Feb 25, 2015 at 4:13 PM, Karsten Schmidt wrote: > That's a good point, Bruce! To be honest, I don't know anymore, but it > makes complete sense to change it. Consider it done! :) > > As for your mapping question, yes, of course! I've done a few of them. > E.g. the first pic on the website [1] was a project for The ODI in > 2013 and is a map of different council/borough stats of London (here > knife crime). The shape files were first retrieved & processed with > the thi.ng/trio lib directly from the UK statistics office's SPARQL > endpoint [2], then projected to Mercator, converted to 2d polygons, > smoothed them and then extruded as 3D walled meshes and exported as > STL files using geom. To create that rendered image, another function > then combined all borough meshes into a complete render scene for > Luxrender (using the luxor lib). Since this all was for a 60sec > animation, I also wrote the tweeny lib for that project to allow me to > define the timeline for the various camera, mesh, light & shader > changes. The whole bundle was then sent to EC2 and rendered on 340+ > CPUs... basically, spawned a private render farm. > > Alternatively with < 30 lines of code you could query any UK > constituency (or use similar endpoints for other countries), do those > initial shape transformations and send the resulting STL mesh file > straight to a 3D printer... For online use, of course the SVG or WebGL > modules would be more interesting, but these really would just deal > with that last transformation/visualization step, i.e. turning a > thi.ng.geom.Polygon2 into an SVG node or tesselate it and > stuff it into WebGL buffer to display... > > For more flexible mapping, it'd be great to port some/all of the > projections from [3] in its own clj lib for easier (and non-JS > related) access... > > [1] http://thi.ng/img/04.jpg > [2] http://statistics.data.gov.uk/doc/statistical-geography > [3] https://github.com/d3/d3-geo-projection/ > > Hth! > > On 25 February 2015 at 22:34, Bruce Durling wrote: > > Karsten, > > > > Is there a reason why you went with a README.md and then an index.org > > rather than a plain README.org? > > > > (love all the rest of it and loved your use of it at The Barbican. I > > need to get my head around it all. I'm wondering if I can use it for > > some of the geographic and other charting things I do a lot of). > > > > cheers, > > Bruce > > > > On Wed, Feb 25, 2015 at 5:06 AM, Karsten Schmidt > wrote: > >> Hi guys, > >> > >> thi.ng is a collection of over a dozen largely x-platform Clojure & > >> Clojurescript libs for computational/generative design & data > >> visualization tasks. > >> > >> I just wanted to give a little heads up that this project has recently > >> seen a number of releases and, as a whole, by now is generally quite > >> stable and usable (*is used*) for realworld projects (although most > >> libs remain in constant parallel development to make them more feature > >> complete). I've collated a number of images of projects and links to > >> the most important libs here: > >> > >> http://thi.ng/ > >> > >> Most notably of those: > >> > >> http://thi.ng/geom > >> By far the largest sub-project and backbone for most others: A 2D/3D > >> geometry package w/ comprehensive vector algebra, swizzling, > >> intersections, matrix types & helpers, quaternions, pure shape > >> primitives with ~50 protocols for polymorphic enquiry & manipulation, > >> meshes (incl. I/O), mesh subdivisions, CSG mesh ops, Verlet physics > >> engine (only particles, springs, behaviors)... Most of this lib is > >> pure geometry w/ no rendering specifics, although there're separate > >> modules for SVG rendering w/ shader support & decorators [1], WebGL > >> wrapper and converters from shapes/meshes to VBOs and various shader > >> presets/utils. > >> > >> http://thi.ng/shadergraph > >> GLSL (WebGL) pure function library & dependency graph (based on > >> com.stuartsierra/dependency), GLSL minification during CLJS compile > >> time > >> > >> http://thi.ng/color > >> RGB, HSV, CMYK, CSS conversions, color presets (incl. D3 category > schemes) > >> > >> http://thi.ng/luxor > >> Complete scene compiler DSL for http://luxrender.net, based around > thi.ng/geom > >> > >> http://thi.ng/morphogen > >> Declarative 3D form evolution through tree-based transformations, > >> basically an AST generator of geometric operations to transform a > >> single seed node into complex 3D objects > >> > >> http://thi.ng/tweeny > >> Interpolation of nested (presumably animation related) data > >> structures. Allows tweening of deeply nested maps/vectors with > >> completely flexible tween fns/targets and hence easy definition of > >> complex timelines
Re: [ClojureScript] [ANN] thi.ng collection update (CLJ/CLJS)
That's a good point, Bruce! To be honest, I don't know anymore, but it makes complete sense to change it. Consider it done! :) As for your mapping question, yes, of course! I've done a few of them. E.g. the first pic on the website [1] was a project for The ODI in 2013 and is a map of different council/borough stats of London (here knife crime). The shape files were first retrieved & processed with the thi.ng/trio lib directly from the UK statistics office's SPARQL endpoint [2], then projected to Mercator, converted to 2d polygons, smoothed them and then extruded as 3D walled meshes and exported as STL files using geom. To create that rendered image, another function then combined all borough meshes into a complete render scene for Luxrender (using the luxor lib). Since this all was for a 60sec animation, I also wrote the tweeny lib for that project to allow me to define the timeline for the various camera, mesh, light & shader changes. The whole bundle was then sent to EC2 and rendered on 340+ CPUs... basically, spawned a private render farm. Alternatively with < 30 lines of code you could query any UK constituency (or use similar endpoints for other countries), do those initial shape transformations and send the resulting STL mesh file straight to a 3D printer... For online use, of course the SVG or WebGL modules would be more interesting, but these really would just deal with that last transformation/visualization step, i.e. turning a thi.ng.geom.Polygon2 into an SVG node or tesselate it and stuff it into WebGL buffer to display... For more flexible mapping, it'd be great to port some/all of the projections from [3] in its own clj lib for easier (and non-JS related) access... [1] http://thi.ng/img/04.jpg [2] http://statistics.data.gov.uk/doc/statistical-geography [3] https://github.com/d3/d3-geo-projection/ Hth! On 25 February 2015 at 22:34, Bruce Durling wrote: > Karsten, > > Is there a reason why you went with a README.md and then an index.org > rather than a plain README.org? > > (love all the rest of it and loved your use of it at The Barbican. I > need to get my head around it all. I'm wondering if I can use it for > some of the geographic and other charting things I do a lot of). > > cheers, > Bruce > > On Wed, Feb 25, 2015 at 5:06 AM, Karsten Schmidt wrote: >> Hi guys, >> >> thi.ng is a collection of over a dozen largely x-platform Clojure & >> Clojurescript libs for computational/generative design & data >> visualization tasks. >> >> I just wanted to give a little heads up that this project has recently >> seen a number of releases and, as a whole, by now is generally quite >> stable and usable (*is used*) for realworld projects (although most >> libs remain in constant parallel development to make them more feature >> complete). I've collated a number of images of projects and links to >> the most important libs here: >> >> http://thi.ng/ >> >> Most notably of those: >> >> http://thi.ng/geom >> By far the largest sub-project and backbone for most others: A 2D/3D >> geometry package w/ comprehensive vector algebra, swizzling, >> intersections, matrix types & helpers, quaternions, pure shape >> primitives with ~50 protocols for polymorphic enquiry & manipulation, >> meshes (incl. I/O), mesh subdivisions, CSG mesh ops, Verlet physics >> engine (only particles, springs, behaviors)... Most of this lib is >> pure geometry w/ no rendering specifics, although there're separate >> modules for SVG rendering w/ shader support & decorators [1], WebGL >> wrapper and converters from shapes/meshes to VBOs and various shader >> presets/utils. >> >> http://thi.ng/shadergraph >> GLSL (WebGL) pure function library & dependency graph (based on >> com.stuartsierra/dependency), GLSL minification during CLJS compile >> time >> >> http://thi.ng/color >> RGB, HSV, CMYK, CSS conversions, color presets (incl. D3 category schemes) >> >> http://thi.ng/luxor >> Complete scene compiler DSL for http://luxrender.net, based around >> thi.ng/geom >> >> http://thi.ng/morphogen >> Declarative 3D form evolution through tree-based transformations, >> basically an AST generator of geometric operations to transform a >> single seed node into complex 3D objects >> >> http://thi.ng/tweeny >> Interpolation of nested (presumably animation related) data >> structures. Allows tweening of deeply nested maps/vectors with >> completely flexible tween fns/targets and hence easy definition of >> complex timelines >> >> http://thi.ng/validate >> Purely functional, composable data validation & optional corrections >> for nested data. Supports both maps & vectors, wildcards, comes with >> many predefined validators, but extensible... >> >> http://thi.ng/trio >> A generic, non-RDF specific triple store API and feature rich >> SPARQL-like query engine >> (and my prime example of using the literate programming approach with >> org-mode[2][3]) >> >> Last but not least: Super special thanks are due to the following people: >> >> Rich, Alex + r
Re: [ClojureScript] [ANN] thi.ng collection update (CLJ/CLJS)
Karsten, Is there a reason why you went with a README.md and then an index.org rather than a plain README.org? (love all the rest of it and loved your use of it at The Barbican. I need to get my head around it all. I'm wondering if I can use it for some of the geographic and other charting things I do a lot of). cheers, Bruce On Wed, Feb 25, 2015 at 5:06 AM, Karsten Schmidt wrote: > Hi guys, > > thi.ng is a collection of over a dozen largely x-platform Clojure & > Clojurescript libs for computational/generative design & data > visualization tasks. > > I just wanted to give a little heads up that this project has recently > seen a number of releases and, as a whole, by now is generally quite > stable and usable (*is used*) for realworld projects (although most > libs remain in constant parallel development to make them more feature > complete). I've collated a number of images of projects and links to > the most important libs here: > > http://thi.ng/ > > Most notably of those: > > http://thi.ng/geom > By far the largest sub-project and backbone for most others: A 2D/3D > geometry package w/ comprehensive vector algebra, swizzling, > intersections, matrix types & helpers, quaternions, pure shape > primitives with ~50 protocols for polymorphic enquiry & manipulation, > meshes (incl. I/O), mesh subdivisions, CSG mesh ops, Verlet physics > engine (only particles, springs, behaviors)... Most of this lib is > pure geometry w/ no rendering specifics, although there're separate > modules for SVG rendering w/ shader support & decorators [1], WebGL > wrapper and converters from shapes/meshes to VBOs and various shader > presets/utils. > > http://thi.ng/shadergraph > GLSL (WebGL) pure function library & dependency graph (based on > com.stuartsierra/dependency), GLSL minification during CLJS compile > time > > http://thi.ng/color > RGB, HSV, CMYK, CSS conversions, color presets (incl. D3 category schemes) > > http://thi.ng/luxor > Complete scene compiler DSL for http://luxrender.net, based around thi.ng/geom > > http://thi.ng/morphogen > Declarative 3D form evolution through tree-based transformations, > basically an AST generator of geometric operations to transform a > single seed node into complex 3D objects > > http://thi.ng/tweeny > Interpolation of nested (presumably animation related) data > structures. Allows tweening of deeply nested maps/vectors with > completely flexible tween fns/targets and hence easy definition of > complex timelines > > http://thi.ng/validate > Purely functional, composable data validation & optional corrections > for nested data. Supports both maps & vectors, wildcards, comes with > many predefined validators, but extensible... > > http://thi.ng/trio > A generic, non-RDF specific triple store API and feature rich > SPARQL-like query engine > (and my prime example of using the literate programming approach with > org-mode[2][3]) > > Last but not least: Super special thanks are due to the following people: > > Rich, Alex + rest of clojure.core > David (+everyone else involved) for the immense effort on making CLJS > proper useful, > Chas, Kevin and anyone else working on CLJX... > none of this would have been possible without these amazing tools! > > Best, K. > > Ps. There're a number of other libs in this collection which are in > dire need of updating (last touched spring 2013) - these are related > to general OpenCL functionality and voxel rendering. Some of the > example images on the above site were created with these... > > [1] https://github.com/thi-ng/geom/blob/master/geom-svg/src/examples.org > [2] https://github.com/thi-ng/trio/blob/master/src/query.org > [3] http://orgmode.org/ > > -- > Karsten Schmidt > http://postspectacular.com | http://thi.ng/ > > -- > Note that posts from new members are moderated - please be patient with your > first post. > --- > You received this message because you are subscribed to the Google Groups > "ClojureScript" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to clojurescript+unsubscr...@googlegroups.com. > To post to this group, send email to clojurescr...@googlegroups.com. > Visit this group at http://groups.google.com/group/clojurescript. -- You received this message because you are subscribed to the Google Groups "Clojure" group. To post to this group, send email to clojure@googlegroups.com Note that posts from new members are moderated - please be patient with your first post. To unsubscribe from this group, send email to clojure+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/clojure?hl=en --- You received this message because you are subscribed to the Google Groups "Clojure" group. To unsubscribe from this group and stop receiving emails from it, send an email to clojure+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.