ANN: Bokeh plotting in Lua / Torch7

Hey all,

We’ve released our iPython interface to LuaJIT/Torch, and along with it, integrated Bokeh plots (using Bokeh.js)

It was fun working with Bokeh (wish there were 3D scatter plots though).

Cheers,

S

Hi Soumith,

We all noticed this with great interest yesterday! We are actually very interested in moving towards WebGL and adding some 3d capability, but this would probably not happen until later in the year, unless we get some help. Please let us know if there are any questions we can answer, or anything we can help with that would make your project even better. Also if you would ever be interested in releasing Lua bindings as a standalone project, there is quite a collection is growing under the Bokeh GH org! Thanks for putting Bokeh to such great use!!

Bryan

···

On Thu, Jan 15, 2015 at 11:36 AM, [email protected] wrote:

Hey all,

We’ve released our iPython interface to LuaJIT/Torch, and along with it, integrated Bokeh plots (using Bokeh.js)

It was fun working with Bokeh (wish there were 3D scatter plots though).

https://github.com/facebook/iTorch

https://github.com/facebook/iTorch/blob/master/Plot.lua

Cheers,

S

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Are you thinking of writing WebGL based Bokeh from scratch, or using something nice like three.js?
We need 3D plotting in the very short-term (a month-ish), with bokeh or without, so we’re thinking of writing simple three.js interfaces, with a style similar to bokehjs (glyphs at the core, and plotting from there).

···

On Thursday, January 15, 2015 at 10:57:48 AM UTC-8, Bryan Van de ven wrote:

Hi Soumith,

We all noticed this with great interest yesterday! We are actually very interested in moving towards WebGL and adding some 3d capability, but this would probably not happen until later in the year, unless we get some help. Please let us know if there are any questions we can answer, or anything we can help with that would make your project even better. Also if you would ever be interested in releasing Lua bindings as a standalone project, there is quite a collection is growing under the Bokeh GH org! Thanks for putting Bokeh to such great use!!

Bryan

On Thu, Jan 15, 2015 at 11:36 AM, [email protected] wrote:

Hey all,

We’ve released our iPython interface to LuaJIT/Torch, and along with it, integrated Bokeh plots (using Bokeh.js)

It was fun working with Bokeh (wish there were 3D scatter plots though).

https://github.com/facebook/iTorch

https://github.com/facebook/iTorch/blob/master/Plot.lua

Cheers,

S

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I think that using three.js is a fine approach for now. Eventually we may
want more sophisticated and custom shading things to do client-side
abstract rendering or smooth flow fields and such, but that's a ways down
the road.

I'm also manually CCing Carlos S. on this thread to hear his thoughts on
the issue - we talked last night and he seemed to think that to go from
Canvas to WebGL would be pretty straightforward. I'm interested in
leveraging or incorporating his Lux work into Bokeh somehow (
http://cscheid.github.io/lux/\), but that's a bigger scope with a longer
timeline than what you guys need.

-Peter

···

On Thu, Jan 15, 2015 at 11:45 PM, <[email protected]> wrote:

Are you thinking of writing WebGL based Bokeh from scratch, or using
something nice like three.js? We need 3D plotting in the very short-term (a
month-ish), with bokeh or without, so we're thinking of writing simple
three.js interfaces, with a style similar to bokehjs (glyphs at the core,
and plotting from there).

Just to comment, all the rendering canvas rendering code is contained under src/coffee/renderers (plus setup code in canvas.coffee). There's admittedly quite a few renderers but at least all the canvas code is in one place.

Bryan

···

On Jan 16, 2015, at 8:22 AM, Peter Wang <[email protected]> wrote:

On Thu, Jan 15, 2015 at 11:45 PM, <[email protected]> wrote:
Are you thinking of writing WebGL based Bokeh from scratch, or using something nice like three.js? We need 3D plotting in the very short-term (a month-ish), with bokeh or without, so we're thinking of writing simple three.js interfaces, with a style similar to bokehjs (glyphs at the core, and plotting from there).

I think that using three.js is a fine approach for now. Eventually we may want more sophisticated and custom shading things to do client-side abstract rendering or smooth flow fields and such, but that's a ways down the road.

I'm also manually CCing Carlos S. on this thread to hear his thoughts on the issue - we talked last night and he seemed to think that to go from Canvas to WebGL would be pretty straightforward. I'm interested in leveraging or incorporating his Lux work into Bokeh somehow (http://cscheid.github.io/lux/\), but that's a bigger scope with a longer timeline than what you guys need.

-Peter

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Just to be clear, I don’t think incorporating Lux directly is the best idea. I think taking its ideas and making them work in Bokeh would be simpler and more powerful.

I have some anecdotal evidence that the general strategy of keeping GPU-program ASTs around on the host language is good. I did it for Javascript, but I know I convinced people to write at least one Java implementation and one Clojure implementation (none of them are open source, unfortunately) and them seem to work decently. It shouldn’t be hard to do this with Python and AST-inspecting decorators.

-carlos

···

On Jan 16, 2015, at 7:42 AM, Bryan Van de Ven <[email protected]> wrote:

Just to comment, all the rendering canvas rendering code is contained under src/coffee/renderers (plus setup code in canvas.coffee). There's admittedly quite a few renderers but at least all the canvas code is in one place.

Bryan

On Jan 16, 2015, at 8:22 AM, Peter Wang <[email protected]> wrote:

On Thu, Jan 15, 2015 at 11:45 PM, <[email protected]> wrote:
Are you thinking of writing WebGL based Bokeh from scratch, or using something nice like three.js? We need 3D plotting in the very short-term (a month-ish), with bokeh or without, so we're thinking of writing simple three.js interfaces, with a style similar to bokehjs (glyphs at the core, and plotting from there).

I think that using three.js is a fine approach for now. Eventually we may want more sophisticated and custom shading things to do client-side abstract rendering or smooth flow fields and such, but that's a ways down the road.

I'm also manually CCing Carlos S. on this thread to hear his thoughts on the issue - we talked last night and he seemed to think that to go from Canvas to WebGL would be pretty straightforward. I'm interested in leveraging or incorporating his Lux work into Bokeh somehow (http://cscheid.github.io/lux/\), but that's a bigger scope with a longer timeline than what you guys need.

-Peter

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