StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics
https://doi.org/10.1109/TVCG.2020.3030352
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62 lines
1.3 KiB
62 lines
1.3 KiB
"use strict"
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var shell = require("gl-now")({tickRate:2})
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var camera = require("game-shell-orbit-camera")(shell)
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var mat4 = require("gl-matrix").mat4
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var createSimplicialComplex = require("gl-simplicial-complex")
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var sc = require("simplicial-complex")
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var createAxes = require("gl-axes")
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var dt = require("../triangulate")
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camera.lookAt(
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[2.5, 2.5, 2.5],
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[0,0,0],
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[0,1,0])
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var mesh, axes
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var points = new Array(100)
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for(var i=0; i<100; ++i) {
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var p = new Array(3)
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for(var j=0; j<3; ++j) {
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p[j] = 2.0 * Math.random() - 1.0
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}
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points[i] = p
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}
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var cells = dt(points)
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shell.on("gl-init", function() {
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var gl = shell.gl
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gl.enable(gl.DEPTH_TEST)
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mesh = createSimplicialComplex(gl, {
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cells: sc.skeleton(cells, 1),
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positions: points,
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pointSize: 5,
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meshColor: [0,0,0]
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})
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axes = createAxes(shell.gl, {
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bounds: [[-1,-1,-1],[1,1,1]],
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tickSpacing: [0.1,0.1,0.1],
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gridColor:[0.5,0.5,0.5]
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})
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})
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shell.on("tick", function() {
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if(shell.press("space")) {
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updateTriangulation()
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}
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})
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shell.on("gl-render", function() {
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var cameraParameters = {
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view: camera.view(),
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projection: mat4.perspective(mat4.create(),
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Math.PI/4.0,
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shell.width/shell.height,
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0.1,
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1000.0)
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}
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mesh.draw(cameraParameters)
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axes.draw(cameraParameters)
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}) |