tessellation | build functional , reactive and well structured | Frontend Framework library

 by   xaviervia JavaScript Version: 1.2.0 License: Unlicense

kandi X-RAY | tessellation Summary

kandi X-RAY | tessellation Summary

tessellation is a JavaScript library typically used in User Interface, Frontend Framework, React applications. tessellation has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i tessellation' or download it from GitHub, npm.

v1.2.0 . See the live application in If you are looking for the library to build apps using this architecture, go to the tessellation library package instead. This app was tested and intended for a recent version of Chrome. It might not work somewhere else. This project is a thesis on how to build front end applications. Tessellation is a simple but not trivial application that keeps a set of points in the state and renders them as a Voronoi tessellation with a little help from d3 and React.
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            kandi-support Support

              tessellation has a low active ecosystem.
              It has 16 star(s) with 0 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 2 open issues and 5 have been closed. On average issues are closed in 10 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of tessellation is 1.2.0

            kandi-Quality Quality

              tessellation has 0 bugs and 0 code smells.

            kandi-Security Security

              tessellation has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              tessellation code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              tessellation is licensed under the Unlicense License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              tessellation releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.
              tessellation saves you 162 person hours of effort in developing the same functionality from scratch.
              It has 403 lines of code, 0 functions and 128 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed tessellation and discovered the below as its top functions. This is intended to give you an instant insight into tessellation implemented functionality, and help decide if they suit your requirements.
            • view . draw
            Get all kandi verified functions for this library.

            tessellation Key Features

            No Key Features are available at this moment for tessellation.

            tessellation Examples and Code Snippets

            No Code Snippets are available at this moment for tessellation.

            Community Discussions

            QUESTION

            dx12) Shader Constants goes wrong
            Asked 2022-Jan-20 at 13:55

            As you can see, in PIX, Pipeline says there's right values on GPU, but when I debug Pixels, it uses wrong values without gZSplits[0].

            And I Upload Values to GPU like this, and mZSplits is std::vector:

            ...

            ANSWER

            Answered 2022-Jan-20 at 13:55

            As per the packing rules for arrays in constant buffers :

            Source https://stackoverflow.com/questions/70764955

            QUESTION

            Passing colours through tessellation shaders
            Asked 2021-Nov-07 at 14:20

            I am learning tessellation now. Trying to pass the colour via tesselation shaders. Like I found here, the most consistent answer: Passing data through tessellation shaders to the fragment shader
            So far consulting also these sources, but did not find the problem in my code yet:
            https://www.khronos.org/opengl/wiki/Tessellation_Control_Shader
            https://www.khronos.org/opengl/wiki/Tessellation_Evaluation_Shader
            As failing to pass for complex shapes, I narrowed problem down to simple basic triangle. Here is the problem. Only the last, third color is taken from the triangle data passed to shaders, see the TessTriangleRainbow::points in the C++ code snippet for tessellated triangle. No matter that I do, the first ad second color is ignored:

            Note, exactly the same code and data but not tessellated looks ok:

            Vertex shader for tessellated triangle:

            ...

            ANSWER

            Answered 2021-Nov-07 at 13:38

            You are using Per-patch output. So all the color attributes in the primitive become the same (from the last vertex in the patch):

            Source https://stackoverflow.com/questions/69872712

            QUESTION

            Nearest-neighbour distances of a point pattern by year
            Asked 2021-Nov-05 at 08:48

            I wish to calculate the nearest-neighbour distances (NNDs) of a point pattern by year with spatstat but get an error, although I cannot see any difference with the example provided in the documentation. What's the right way to do it?

            ...

            ANSWER

            Answered 2021-Nov-05 at 08:48

            The error message gives you a hint:

            Source https://stackoverflow.com/questions/69850354

            QUESTION

            Delaunay triangulation from voronoi tessellation
            Asked 2021-Oct-03 at 17:38

            I would like to know how Delaunay triangulation can be done to find the connectivity of the cells formed by voronoi tessellation

            The following is the code that I'm using to generate voronoi cells.

            ...

            ANSWER

            Answered 2021-Oct-03 at 02:38

            vor.ridge_points is a Nx2 array containing all the Delaunay edges. The values are the indices into the input array points. For example, one edge goes from point number vor.ridge_points[0,0] to point number vor.ridge_points[0,1].

            Source https://stackoverflow.com/questions/69409559

            QUESTION

            Can SSBO be read/write within the same shader?
            Asked 2021-Aug-01 at 18:50

            I wrote a small tessellation program. I can write to a SSBO (checked output using RenderDoc) but reading the data back right away in the same shader (TCS) does not seem to work. If I set the tessellation levels directly, I can see that my code works:

            In the main of the Tessellation Control shader:

            ...

            ANSWER

            Answered 2021-Aug-01 at 14:13
            • I also inserted a barrier(); between the writing and reading of the SSBO data and it did not help either.

            That's not going to do something useful for your use case, what you actually need is glMemoryBarrierBuffer().

            Source https://stackoverflow.com/questions/68610806

            QUESTION

            How to truly calculate a spherical voronoi diagram using sf?
            Asked 2021-Jul-11 at 18:22

            I want to make a world map with a voronoi tessellation using the spherical nature of the world (not a projection of it), similar to this using D3.js, but with R.

            As I understand ("Goodbye flat Earth, welcome S2 spherical geometry") the sf package is now fully based on the s2 package and should perform as I needed. But I don't think that I am getting the results as expected. A reproducible example:

            ...

            ANSWER

            Answered 2021-Jul-11 at 18:22

            (This answer doesn't tell you how to do it, but does tell you what's going wrong.)

            When I ran this code I got

            Warning message: In st_voronoi.sfc(sf::st_union(points)) : st_voronoi does not correctly triangulate longitude/latitude data

            From digging into the code it looks like this is a known limitation. Looking at the C++ code for CPL_geos_voronoi, it looks like it directly calls a GEOS method for building Voronoi diagrams. It might be worth opening an sf issue to indicate that this is a feature you would value (if no-one tells the developer that particular features would be useful, they don't get prioritized ...) It doesn't surprise me that GEOS doesn't automatically do computations that account for spherical geometry. Although the S2 code base mentions Voronoi diagrams in a variety of places, it doesn't look like there is a drop-in replacement for the GEOS algorithm ... there are a variety of implementations in other languages for spherical Voronoi diagrams (e.g. Python), but someone would probably have to port them to R (or C++) ...

            If I really needed to do this I would probably try to figure out how to call the Python code from within R (exporting the data from sf format to whatever Python needs, then re-importing the results into an appropriate sf format ...)

            Printing the code for sf:::st_voronoi.sfc:

            Source https://stackoverflow.com/questions/68324079

            QUESTION

            Draw anti-aliased thick tessellated curves
            Asked 2021-Jun-26 at 09:30

            So I am able to draw curved lines using tessellation shaders , but the lines coming out are very thin and jaggy(aliased). I was confused as how can I process these new points( isoline ), from tessellation eval shader to fragment shader and make it thicker and aliased.

            I know their are multiple ways like using geometry shader and even vertex shader to calculate adjacent vertices and create polyline. But my goal isn't creating polyline, just a constant thickness and anti-aliased lines(edges). For which I think fragment shader is enough.

            Kindly advise what will be the best and fastest way to achieve this and how can I pass "isolines" data from tessellation shader to fragment shader and manipulate their. Any small code which shows transfer of data from TES to FS would be really helpful. And pardon me, since I am beginner, so many of my assumptions above might be incorrect.

            Vertex Shader: This is a simple pass through shader so I am not adding here.

            Tessellation Eval Shader:

            ...

            ANSWER

            Answered 2021-Jun-25 at 18:25

            If you want to draw a thick smooth line, you have 3 options:

            1. Draw a highly tessellated polygon with many vertices.

            2. Draw a quad over the entire viewport and discard any fragments that are not on the line (in the fragment shader).

            3. Mix options 1 and 2. Draw a rough polygon that is larger than the line and encloses the line. Discard fragments at the edges and corners to smooth out the line (in the fragment shader).

            Source https://stackoverflow.com/questions/68134348

            QUESTION

            Using SCNGeometryTessellator with a SCNGeometry that uses a custom SCNProgram?
            Asked 2021-May-06 at 05:13

            I'm trying to add a SCNGeometryTessellator to some SceneKit geometry that uses a custom SCNProgram. My geometry renders fine normally, but as soon as I add the SCNGeometryTessellator, I see this error:

            ...

            ANSWER

            Answered 2021-May-06 at 05:13

            Once you add a tessellator an SCNGeometry, your SCNProgram needs to use a post-tessellation vertex function instead of a standard vertex function. The only doc I've found that really covers this is Apple's metal tessellation programming guide

            While I'm not an expect on Metal tessellation, here's my understanding of the issue:

            Let's say your normal vertex function looks something like this:

            Source https://stackoverflow.com/questions/67412205

            QUESTION

            Point pattern classification with spatstat: what am I doing wrong?
            Asked 2021-Apr-29 at 21:40

            I’am trying to classify bivariate point patterns into groups using spatstat. The patterns are derived from the whole slide images of lymph nodes with cancer. I’ve trained a neural network to recognize cells of three types (cancer “LP”, immune cells “bcell” and all other cells). I do not wish to analyse all other cells but use them to construct a polygonal window in the shape of the lymph node. Thus, the patterns to be analysed are immune cells and cancer cells in polygonal windows. Each pattern can have several 10k cancer cells and up to 2mio immune cells. The patterns are of the type “Small World Model” as there is no possibility of points laying outside the window.

            My classification should be based on the position of the cancer cells in relation to the immune cells. E.g. most cancer cells are laying on the “islands” of immune cells but in some cases cancer cells are (seemingly) uniformly dispersed and there are only a few immune cells. In addition, the patterns are not always uniform across the node. As I’m rather new to spatial statistics I developed a simple and crude method to classify the patterns. Here in short:

            1. I calculated a kernel density of the immune cells with sigma=80 because this looked “nice” for me. Den<-density(split(cells)$"bcell",sigma=80,window= cells$window) (Should I have used e.g. sigma=bw.scott instead?)
            2. Then I created a tessellation image by dividing density range in 3 parts (here again, I experimented with the breaks to get some “good looking results”).
            ...

            ANSWER

            Answered 2021-Apr-29 at 09:21

            It seems you are trying to quantify the way in which the cancer cells are positioned relative to the immune cells. You could do this by something like

            Source https://stackoverflow.com/questions/67298342

            QUESTION

            Can you make Elasticsearch 7.x spatial queries more precise?
            Asked 2021-Apr-13 at 18:10

            Background: We have ~140 million polygons split into 5 indices (region-[1-5]) with 2 shards each. It was loaded with ES 7.10. The field containing the polygon is named 'shape' and is mapped as a geo_shape field.

            Here's an indexed example:

            ...

            ANSWER

            Answered 2021-Apr-13 at 18:10

            It turns out that the mapping for our shape field was explicitly being set with the property strategy: "recursive".

            When we created the component template mapping for the field, we set the 'ignore malformed' to true under the 'advanced settings' in Kibana. Whenever we loaded data into the index it automatically used the old tree structure. This must be a bug as you would not expect setting one of the advanced settings would set the tree type. I was able to replicate the behavior with a new mapping and index.

            Since we wanted to keep the 'ignore malformed' option, I recreated the mapping by loading the json with:

            Source https://stackoverflow.com/questions/67058545

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install tessellation

            First, open the live app in https://xaviervia.github.io/tessellation/. You are watching a very simple example of a Voronoi tessellation, a kind of cell diagram automatically generated from points spread across a plane. There are 9 points in total. If this is the first time you open the application, the distribution of dots that you see is random, and was generated by the Seed effect.
            When initialized, it immediately pushes an action with a newly generated UUID to identify the instance of the application. There is an interesting gotcha here: I initially modeled this as being part of the initialState object in the store, but you can see how that violates the purity of the store implementation. It's a common temptation to perform "one off" side effects in the creation of the initialState, but doing that means that the initial state is no longer deterministic, which in turn is likely to create problems down the line. It's a good litmus test for the store implementation that no libraries with side effects are used within it.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            Install
          • npm

            npm i tessellation

          • CLONE
          • HTTPS

            https://github.com/xaviervia/tessellation.git

          • CLI

            gh repo clone xaviervia/tessellation

          • sshUrl

            git@github.com:xaviervia/tessellation.git

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