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- Oct 27, 2022
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David Kouril authored
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David Kouril authored
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- Oct 26, 2022
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MatusT authored
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Matus Talcik authored
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- Oct 25, 2022
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MatusT authored
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Matus Talcik authored
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Matus Talcik authored
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- Oct 14, 2022
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Matus Talcik authored
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Matus Talcik authored
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- Sep 30, 2022
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Matus Talcik authored
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- Sep 26, 2022
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Matus Talcik authored
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Matus Talcik authored
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- Sep 13, 2022
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Matus Talcik authored
Overlapping data
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- Sep 12, 2022
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Matus Talcik authored
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- Sep 08, 2022
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Matus Talcik authored
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- Aug 23, 2022
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Matus Talcik authored
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Matus Talcik authored
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- Aug 22, 2022
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Matus Talcik authored
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- Aug 17, 2022
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Matus Talcik authored
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Matus Talcik authored
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Matus Talcik authored
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- Aug 16, 2022
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Matus Talcik authored
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- Aug 15, 2022
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Matus Talcik authored
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- Aug 11, 2022
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Matus Talcik authored
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Matus Talcik authored
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- Aug 02, 2022
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kiraacorsac authored
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- Jul 29, 2022
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David Kouril authored
In the end there would be two labels created for one selection ID...probably there's some issue with default value in the GPU implementation
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David Kouril authored
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David Kouril authored
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David Kouril authored
1D version: all shader changes? Milestone: working GPU version of max distance key was simplifying to 1D access and directly getting UVs from ID buffer Delete debug memory copying already a significant speedup small code clean up Use devicePixelRatio in determining final label position unify, remove code duplicity
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David Kouril authored
It looks like there's not really a way to optimize this implementation and it will just stay as a reference
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David Kouril authored
WIP: continued work on GPU version of max distance part WIP: no webgpu errors WIP: trying to get to correct results WIP: cleaning up trying to figure out stuff MaxDT: attempt using atomics speed looks pretty fine, but there seem to be still racing conditions: getting very jittery results
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David Kouril authored
I believe this anyway will be reverted because adding "fake" data points is a stupid thing to do...
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David Kouril authored
semi-transparent colored bg boxes Making labeling optional (and disabled by default) Don't show debug viewport by default on startup
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David Kouril authored
In order to be able to output it to the ID attachment in G buffer and use it for label placement WIP: interfacing selections from ChromatinViewport to LabelLayoutGener. WIP: im just confused Redo interfacing layout generator with current selections Prepared for final version, for now it doesn't work only because I'm not getting the right IDs in the ID attachment of g buffer Computing selection ID information for bins and sending to gpu write Doesn't work at this point (still getting zeroed out buffer values in shader) Guess I figured out the problem
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David Kouril authored
WIP: refactoring big ass code file Delete removed code nother small refactor WIP: figuring out coordinate conversions comment out some debug outputting
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David Kouril authored
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David Kouril authored
There's still a bug where the behaviour randomly switches for some reason
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David Kouril authored
starting DT cpu side WIP: DT step compiles Global Blit function (WIP) Ideally I'd like to unify it so that you don't have to have different versions for regular/float textures and different formats... Distance Transform seems to be somewhat working... The issues was in initial contour seed value. It also seems that there is some scaling problem Found the bug in DT Small cleanup WIP: getting label placement using maximum distance from contour seed WIP: whole labeling process somehow works but is extremely unstable plus i had to do some magic constants to get the position to match
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