Checkpoint for histogram

It takes a lot of render time to get a usable result, and it's not that interesting. Committing so I can save the work if I want to revisit it, but abandoning the idea for now.
This commit is contained in:
Bradlee Speice 2024-12-01 18:17:36 -05:00
parent 06069fdcea
commit 79b66337e8
9 changed files with 192 additions and 153 deletions

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@ -198,8 +198,7 @@ import chaosGameWeightedSource from "!!raw-loader!./chaosGameWeighted";
<CodeBlock language={'typescript'}>{chaosGameWeightedSource}</CodeBlock>
import BrowserOnly from "@docusaurus/BrowserOnly";
import GasketWeighted from "./GasketWeighted";
import Canvas from "../src/Canvas";
<Canvas><BrowserOnly>{() => <GasketWeighted/>}</BrowserOnly></Canvas>
<Canvas><GasketWeighted/></Canvas>

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@ -24,6 +24,12 @@ import {VariationEditor, VariationProps} from "./VariationEditor";
import {CoefEditor} from "./CoefEditor";
import {Transform} from "../src/transform";
export const transforms: [number, Transform][] = [
[xform1Weight, transformPost(buildTransform(xform1Coefs, xform1Variations), xform1CoefsPost)],
[xform2Weight, transformPost(buildTransform(xform2Coefs, xform2Variations), xform2CoefsPost)],
[xform3Weight, transformPost(buildTransform(xform3Coefs, xform3Variations), xform3CoefsPost)]
];
export default function FlameFinal() {
const {width, height, setPainter} = useContext(PainterContext);
@ -43,12 +49,6 @@ export default function FlameFinal() {
const resetXformFinalCoefsPost = () => setXformFinalCoefsPost(xformFinalCoefsPostDefault);
useEffect(() => {
const transforms: [number, Transform][] = [
[xform1Weight, transformPost(buildTransform(xform1Coefs, xform1Variations), xform1CoefsPost)],
[xform2Weight, transformPost(buildTransform(xform2Coefs, xform2Variations), xform2CoefsPost)],
[xform3Weight, transformPost(buildTransform(xform3Coefs, xform3Variations), xform3CoefsPost)]
];
const finalBlend = buildBlend(xformFinalCoefs, xformFinalVariations);
const finalTransform = buildTransform(xformFinalCoefs, finalBlend);
const finalPost = transformPost(finalTransform, xformFinalCoefsPost);

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@ -142,11 +142,10 @@ The sliders below change the variation weights for each transform (the $v_{ij}$
try changing them around to see which parts of the image are controlled by
each transform.
import BrowserOnly from "@docusaurus/BrowserOnly";
import Canvas from "../src/Canvas";
import FlameBlend from "./FlameBlend";
<Canvas><BrowserOnly>{() => <FlameBlend/>}</BrowserOnly></Canvas>
<Canvas><FlameBlend/></Canvas>
## Post transforms
@ -161,10 +160,10 @@ $$
import FlamePost from "./FlamePost";
<Canvas><BrowserOnly>{() => <FlamePost/>}</BrowserOnly></Canvas>
<Canvas><FlamePost/></Canvas>
## Final transform
import FlameFinal from "./FlameFinal";
<Canvas><BrowserOnly>{() => <FlameFinal/>}</BrowserOnly></Canvas>
<Canvas><FlameFinal/></Canvas>

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@ -1,5 +1,30 @@
import {VictoryArea} from "victory";
import {VictoryChart, VictoryLine, VictoryScatter, VictoryTheme} from "victory";
import {useContext, useEffect, useState} from "react";
import {PainterContext} from "../src/Canvas";
import {chaosGameHistogram} from "./chaosGameHistogram";
import {PlotData, plotHistogram} from "./plotHistogram";
function F() {
return <VictoryArea data={}
function* plotChaosGame(width: number, height: number, setPdf: (data: PlotData) => void, setCdf: (data: PlotData) => void) {
const emptyImage = new ImageData(width, height);
for (let histogram of chaosGameHistogram(width, height)) {
const plotData = plotHistogram(histogram);
setPdf(plotData);
yield emptyImage;
}
}
export default function FlameHistogram() {
const {width, height, setPainter} = useContext(PainterContext);
const [pdfData, setPdfData] = useState<{ x: number, y: number }[]>(null);
useEffect(() => setPainter(plotChaosGame(width, height, setPdfData, null)), []);
return (
<VictoryChart theme={VictoryTheme.clean}>
<VictoryLine
data={pdfData}
interpolation='natural'
/>
</VictoryChart>
)
}

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@ -1,35 +0,0 @@
// hidden-start
import {VictoryChart} from "victory";
import {camera, histIndex} from "../src/camera";
// hidden-end
export class PlotHistogram {
public readonly pixels: Uint32Array;
public constructor(private readonly width: number, height: number) {
this.pixels = new Uint32Array(width * height);
}
public plot(x: number, y: number) {
const [pixelX, pixelY] = camera(x, y, this.width);
const pixelIndex = histIndex(pixelX, pixelY, this.width, 1);
this.pixels[pixelIndex] += 1;
}
public getHistogram() {
const data = new Map<number, number>();
this.pixels.forEach(value => {
const bucket = 32 - Math.clz32(value);
if (bucket in data) {
data[bucket] += 1;
} else {
data[bucket] = 1;
}
})
const output: {x: number, y: number}[] = [];
data.forEach((bucket, value) =>
output.push({x: Math.pow(bucket, 2), y: value}));
return output;
}
}

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@ -0,0 +1,34 @@
import {plot} from "./plotHistogram";
import {randomBiUnit} from "../src/randomBiUnit";
import {randomChoice} from "../src/randomChoice";
import {buildTransform} from "../2-transforms/buildTransform";
import {transformPost} from "../2-transforms/post";
import {transforms} from "../2-transforms/FlameFinal";
import * as params from "../src/params";
const finalTransform = buildTransform(params.xformFinalCoefs, params.xformFinalVariations);
const finalTransformPost = transformPost(finalTransform, params.xformFinalCoefsPost);
const step = 1000;
const quality = 1;
export function* chaosGameHistogram(width: number, height: number) {
let iterations = quality * width * height;
let histogram = new Uint32Array(width * height);
let [x, y] = [randomBiUnit(), randomBiUnit()];
for (let i = 0; i < iterations; i++) {
const [_, transform] = randomChoice(transforms);
[x, y] = transform(x, y);
[x, y] = finalTransformPost(x, y);
if (i > 20)
plot(x, y, width, histogram);
if (i % step === 0)
yield histogram;
}
yield histogram;
}

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@ -23,6 +23,13 @@ We'll render the reference image again, but this time, counting the times
we tried to turn on a pixel.
import CodeBlock from "@theme/CodeBlock";
import plotHistogramSource from "!!raw-loader!./PlotHistogram";
import plotHistogramSource from "!!raw-loader!./plotHistogram";
<CodeBlock language="typescript">{plotHistogramSource}</CodeBlock>
import Canvas from "../src/Canvas";
import FlameHistogram from "./FlameHistogram";
<Canvas width={400} height={400} hidden={true}>
<FlameHistogram/>
</Canvas>

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@ -0,0 +1,23 @@
// hidden-start
import {camera, histIndex} from "../src/camera";
// hidden-end
export function plot(x: number, y: number, width: number, hitCount: Uint32Array) {
const [pixelX, pixelY] = camera(x, y, width);
const pixelIndex = histIndex(pixelX, pixelY, width, 1);
hitCount[pixelIndex] += 1;
}
export type PlotData = {x: number, y: number}[];
export function plotHistogram(hitCount: Uint32Array) {
const data = new Map<number, number>();
hitCount.forEach(value => {
const bucket = 32 - Math.clz32(value);
const currentCount = data.get(bucket) ?? 0;
data.set(bucket, currentCount + 1);
})
const output: PlotData = [];
data.forEach((value, bucket) =>
output.push({x: Math.pow(2, bucket), y: value}));
return output;
}

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@ -1,23 +1,80 @@
import React, {useCallback, useEffect, useState, createContext} from "react";
import {useColorMode} from "@docusaurus/theme-common";
import BrowserOnly from "@docusaurus/BrowserOnly";
export interface PainterProps {
readonly width: number;
readonly height: number;
readonly setPainter: (painter: Iterator<ImageData>) => void;
function invertImage(sourceImage: ImageData): ImageData {
const image = new ImageData(sourceImage.width, sourceImage.height);
image.data.forEach((value, index) =>
image.data[index] = index % 4 === 3 ? value : 0xff - value)
return image;
}
type InvertibleCanvasProps = {
width: number,
height: number,
hidden?: boolean,
// NOTE: Images are provided as a single-element array
//so we can allow re-painting with the same (modified) ImageData reference.
image?: [ImageData],
}
/**
* Context provider for child elements to submit image iterator functions
* (painters) for rendering
* Draw images to a canvas, automatically inverting colors as needed.
*
* @param width Canvas width
* @param height Canvas height
* @param hidden Hide the canvas element
* @param image Image data to draw on the canvas
*/
const InvertibleCanvas: React.FC<InvertibleCanvasProps> = ({width, height, hidden, image}) => {
const [canvasCtx, setCanvasCtx] = useState<CanvasRenderingContext2D>(null);
const canvasRef = useCallback(node => {
if (node !== null) {
setCanvasCtx(node.getContext("2d"));
}
}, []);
const [paintImage, setPaintImage] = useState<[ImageData]>(null);
useEffect(() => {
if (canvasCtx && paintImage) {
canvasCtx.putImageData(paintImage[0], 0, 0);
}
}, [canvasCtx, paintImage]);
const {colorMode} = useColorMode();
useEffect(() => {
if (image) {
setPaintImage(colorMode === 'light' ? image : [invertImage(image[0])]);
}
}, [image, colorMode]);
return (
<canvas
ref={canvasRef}
width={width}
height={height}
hidden={hidden ?? false}
style={{
aspectRatio: width / height,
width: '75%'
}}
/>
)
}
type PainterProps = {
width: number;
height: number;
setPainter: (painter: Iterator<ImageData>) => void;
}
export const PainterContext = createContext<PainterProps>(null);
interface CanvasProps {
width?: number;
height?: number;
hidden?: boolean;
children?: React.ReactNode;
children?: React.ReactElement;
}
/**
@ -27,131 +84,61 @@ interface CanvasProps {
* a couple problems at once:
* - Incrementally drawing an image to the canvas
* - Interrupting drawing with new parameters
* - Dark mode
*
* Running a full render is labor-intensive, so we model it
* as an iterator that yields an image of the current system.
* Internally, that iterator is re-queued on each new image;
* so long as that image is returned quickly, we keep
* the main loop running even with CPU-heavy code.
* so long as retrieving each image happens quickly,
* we keep the main loop running even with CPU-heavy code.
* As a side benefit, this also animates the chaos game nicely.
* TODO(bspeice): This also causes React to complain about maximum update depth
* Would this be better off spawning a `useEffect` animator
* that has access to a `setState` queue?
*
* To interrupt drawing, children set the active iterator
* through the context provider. This component doesn't care
* about which iterator is in progress, it exists only
* to fetch the next image and paint it to our canvas.
*
* Finally, we make a distinction between "render" and "paint" buffers.
* The render image is provided by the iterator, and then:
* - If light mode is active, draw it to the canvas as-is
* - If dark mode is active, copy the "render" buffer to the "paint" buffer,
* invert colors, and then draw the image
*
* TODO(bspeice): Can we make this "re-queueing iterator" pattern generic?
* It would be nice to have iterators returning arbitrary objects,
* but we rely on contexts to manage the iterator, and there's
* no good way to make those generic.
*
* @param width Canvas draw width
* @param height Canvas draw height
* @param hidden Hide the canvas
* @param children Child elements
* but we rely on contexts to manage the iterator, and I can't find
* a good way to make those generic.
*/
export default function Canvas({width, height, hidden, children}: CanvasProps) {
const [canvasCtx, setCanvasCtx] = useState<CanvasRenderingContext2D>(null);
const canvasRef = useCallback(node => {
if (node !== null) {
setCanvasCtx(node.getContext("2d"));
}
}, []);
// Holder objects are used to force re-painting even if the iterator
// returns a modified image with the same reference
type ImageHolder = { image?: ImageData };
const [paintImage, setPaintImage] = useState<ImageHolder>({ image: null });
const [image, setImage] = useState<[ImageData]>(null);
const [painterHolder, setPainterHolder] = useState<[Iterator<ImageData>]>(null);
useEffect(() => {
if (paintImage.image && canvasCtx) {
canvasCtx.putImageData(paintImage.image, 0, 0);
}
}, [paintImage, canvasCtx]);
const {colorMode} = useColorMode();
const [renderImage, setRenderImage] = useState<ImageHolder>({ image: null });
useEffect(() => {
const image = renderImage.image;
if (!image) {
if (!painterHolder) {
return;
}
// If light mode is active, paint the image as-is
if (colorMode === 'light') {
setPaintImage({ image });
return;
}
// If dark mode is active, copy the image into a new buffer
// and invert colors prior to painting.
// Copy alpha values as-is.
const paintImage = new ImageData(image.width, image.height);
image.data.forEach((value, index) => {
const isAlpha = index % 4 === 3;
paintImage.data[index] = isAlpha ? value : 255 - value;
})
setPaintImage({ image: paintImage });
}, [colorMode, renderImage]);
// Image iterators (painters) are also in a holder; this allows
// re-submitting the existing iterator to draw the next frame,
// and also allows child components to over-write the iterator
// if a new set of parameters becomes available
// TODO(bspeice): Potential race condition?
// Not sure if it's possible for painters submitted by children
// to be over-ridden as a result re-submitting the
// existing iterator
type PainterHolder = { painter?: Iterator<ImageData> };
const [animHolder, setAnimHolder] = useState<PainterHolder>({ painter: null });
useEffect(() => {
const painter = animHolder.painter;
if (!painter) {
return;
}
if (!canvasCtx) {
setAnimHolder({ painter });
return;
}
const image = painter.next().value;
if (image) {
setRenderImage({ image });
setAnimHolder({ painter });
const painter = painterHolder[0];
const nextImage = painter.next().value;
if (nextImage) {
setImage([nextImage]);
setPainterHolder([painter]);
} else {
setAnimHolder({ painter: null });
setPainterHolder(null);
}
}, [animHolder, canvasCtx]);
}, [painterHolder]);
// Finally, child elements submit painters through a context provider
const [painter, setPainter] = useState<Iterator<ImageData>>(null);
useEffect(() => setAnimHolder({ painter }), [painter]);
useEffect(() => {
if (painter) {
setPainterHolder([painter]);
}
}, [painter]);
width = width ?? 500;
height = height ?? 500;
return (
<>
<center>
<canvas
ref={canvasRef}
width={width}
height={height}
hidden={hidden ?? false}
style={{
aspectRatio: width / height,
width: '80%'
}}
/>
<InvertibleCanvas width={width} height={height} hidden={hidden} image={image}/>
</center>
<PainterContext.Provider value={{width, height, setPainter}}>
{children}
<BrowserOnly>{() => children}</BrowserOnly>
</PainterContext.Provider>
</>
)