i'm looking the traiding charts library or provider who provide traiding charts with smooth drawing(easing) and flashing end point. ChartIQ is looks good but it is too expensive. Tradingview is good but does not have any smooth drawing. Maby someone have experience and resolving with same problem
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i have been working on a project for a while now and have been following Sebastian Lague's tutorial on procedural mesh generation, but need to use marching cubes.
My end goal is to have a destructible procedural terrain generation with noise.
I am working on Unity3D. I have recently learned what marching cubes is and have been researching it over the past few weeks. I have hit a roadblock and have no idea where to start.
I'm wondering is there any way to still use some Sebastian's code or do I have to completely restart? I am in general very confused. I have read papers on it it but don't know how to implement it at all.
I have also looked at catlikecoding tutorial on marching squares, but still to no avail. Any help would be much appreciated. Thanks!
After some investigation, I have found out that the sparkling water H2O flow UI has a very limited set of plots - just Box plots, and distributions, for data visualization in Scala.
But if I want to use a third party library (need recommendations on this, I have already checked the Scala-charts library), how would I embed the generated plots in the H2O flow UI itself?
I’ve seen a couple of examples of this over the years, but the real answer is this really isn’t supported well.
Here is a pointer to the best example I can remember:
https://github.com/h2oai/sparkling-water/blob/master/examples/flows/2016_H2O_Tour_Chicago.flow
If you really want to do this, the best guide is the source code of H2O Flow.
I'm looking for a chart library that fulfils most or not all of the requirements:
Bar charts with support for point labels, and custom labels for X/Y axis, and multiple series.
Pie charts (simple pie chart)
Is responsive to devices of different screensizes
Is free for production / commercial use
Ease of use and reasonable sized support community
Does anyone have any recommendations?
I'm working on data visualization using a Cakephp and PHP environment.
Cheers
Kevin
Well, this is quite a hefty requirement list, but you might find that ZingChart would be a viable candidate.
Includes bar, pie, and many other chart types. (http://www.zingchart.com/docs/chart-types/ )
Multiple series, custom labels for axes (custom labels for anything, really) - http://www.zingchart.com/docs/features/labels/
Responsive
Free for production use with a small watermark in the corner and flexible licensing options
Straightforward, CSS-like syntax
Plenty of demos in our gallery rand documentation, used by some Fortune 500 companies, and fully supported by our team in San Diego
You’ve probably realized by now that I am with the ZingChart team :-) We are here to answer any questions you might have.
Newbie post here, so forgive me if there's a better place for this, or if my question has been answered already.
I am trying to develop an interactive trail map for my town. I have added all of the trails into the OSM database, with good topology and tags for technical difficulty, quality etc:
http://www.openstreetmap.org/#map=16/49.0843/-117.7981
I am looking to develop the map using MapBox and Tilemill. My question is: If my main goal is to symbolize the OSM highway=cycleway features based on their difficulty tags, can I skip the whole tile creation process? If so, how would I go about symbolizing the various trails based on difficulty?
If I'm not interested in a custom basemap, is there any other advantage to using MBTiles? Here is my current working MapBox map, which is using a single MBTile:
http://www.kootenaymaps.ca/wp-content/uploads/2014/03/MapBoxEXAMPLE.html
Thanks in advance for any guidance here...
Barry
I have no experience with Tilemill but AFAIK it is designed to create webmabs on tile base only. So you might use another desktop renderer as Maperitive for example. Please also keep in mind, that there are already various approaches to create hiking maps online, for GPS and printing ;).
I'm currently developing an application with the initial goal of obtaining, in real time, a 3D model of the environment "seen" by a Kinect device. This information would be later on used for projection mapping but that's not an issue, for the moment.
There are a couple of challenges to overcome, namely the fact that the Kinect will be mounted on a mobile platform (robot) and the model generation has to be in real-time (or close to it).
After a long research on this topic, I came up with several possible (?) architectures:
1) Use the depth data obtained from Kinect, convert it into a point cloud (using PCL for this step), then a Mesh and then export it into Unity for further work.
2) Use the depth data obtained from Kinect, convert it into a point cloud (using PCL for this step), export it into Unity and then convert it into a Mesh.
3) Use KinectFusion that already the option of creating a Mesh model, and (somehow) automatically load the Mesh model created into Unity.
4) Use OpenNI+ZDK (+ wrapper) to obtain the depth map and generate the Mesh using Unity.
Quite honestly, I'm kinda lost here, my main issue is the real-time requirement along with being forced to integrate several software components makes this it tricky problem. I don't know which if any of these solutions are viable and the information/tutorials on these issues isn't exactly abundant like the one, for example, for Skeleton tracking .
Any sort of help would be greatly appreciated.
Regards,
Nuno
Sorry, I might not be providing a solution for realtime mesh creation within Unity - but the process discussion here, was interesting enough for me to reply.
In the hard science novel Memories with Maya - there is discussion of exactly such a scenario:
"“Point taken,” he said. “So… Satish showed me a demo of the Quad [Quad=Drone] acquiring real-time depth and texture maps.”
“Nothing new in that,” I said.
“Yeah, but look above us.”
I tilted my head up. The crude shape of the Quad came into view.
“The Quad is here, but you can't see it because the FishEye [Fisheye=Kinect 2] is on it aimed straight ahead.”
“So it's mapping video texture over live geometry? Cool,” I said.
“Yeah, the breakthrough is I can freeze a frame… freeze real life as it were, step out of the scene and study it.”
“All you do is block out the live world with the cross polarizers?”
“Yeah,” he said. “It's a big deal for AYREE to be able to use such data-sets.”
“The resolution has improved,” I said.
“Good observation,” he said. “So has the range sensing. The lens optics have also been upgraded.”
“I noticed that if I turn around I don't see the live feed, just the empty street,” I said.
“Yes, of course,” he replied. “The Quad is facing the other way around. It's why I'm standing in front of you. The whole street, however, is a 3D model done by a standard laser scan taken from the top of that high tower.”
Krish pointed to a building block at the far end of the street. I turned back to the live 3D view again. He walked in front of me.
“This is uber cool. Everyone looks so real.”
“Haha. You should see how cool it is when you're here in person with the Wizer on,” he said. “I'm here watching these real people pass by, only they have a mesh of themselves mapped onto them.”
“Ahhh! Yes.”
“Yeah, it's like they have living paint on them. I feel like reaching out and touching, just to feel the texture.”...
The work that you're thinking of doing in this area, and this use of a live mesh goes far beyond Projection Mapping for events- for sure!
Wishing you the best on the project, and I will be following your updates.
Some of the science behind the story is on www.dirrogate.com if the topic interests you.
Kind Regards.
I would use Kinect Fusion, as it has a sample with the ability to export to .obj, which unity supports. You can automatically save it, and import it to unity to generate a mesh automatically. Especially if you have multiple Kinects, then Microsoft even has a sample to show the basics of Kinect Fusion with multiple Kinects. Also, since Fusion is already pre-written, there is not much code you will have to write.
Here is an example of a mesh from Fusion with one camera:
I do want you to notice how many vertices there are though... This could cause performance problems later on.
Good luck!