hoch / spiral-spectra Goto Github PK
View Code? Open in Web Editor NEWPolymer element for spectrogram visualization.
Home Page: https://hoch.github.io/spiral-spectra
Polymer element for spectrogram visualization.
Home Page: https://hoch.github.io/spiral-spectra
Moved from: hoch/canopy#25
Make the spectrogram only draw user-defined region on user's explicit interaction.
Hello Mr. Choi, I have been a long-time fan of your work and it was your paper on WAAX that first sparked my interest in getting serious about WebAudio a few years back, I have been closely monitoring progress in the WAAX library ever since, and I am excited to see the various Spiral projects stemming from it. I have chosen WAAX/Spiral as the basis for my forthcoming OpenDAWN project and I look forward to contributing UI/DSP/Audio-Vis work stemming from OpenDAWN to this project as appropriate.
At the moment I am focused on spectrographic visualization and editing modalities which I believe are beginning to show a lot of promise in the realm of audio interaction/manipulation, and more specifically, innovations in the application of modern image processing techniques in the manipulation of audio spectra.
One of my major goals is to bring photoshop-esque abilities to the realm of spectral editing in the browser and abroad, and I would love to hear any thoughts you have on this subject,
I would like to begin by contributing anything I can to this sprial-spectra project and get aquainted with your best practices. Could you outline any improvements slated for this project and in the realm of spectral rendering?
My initial test of this visualization yielded fairly slow rendering (on my slow machine), what would you think are the major bottlenecks that could use improving? I have been actively researching GLSL rendering techniques which I intend to apply rendering spectral data, which would be leveraged on devices that support it, with a fallback to Canvas2D (WebGL context) or Canvas for devices not supporting WebGL.
Is GLSL support something that may interest you in this/other rendering related projects? I would love to know your thoughts on all of this in general.
Currently the mapping is:
Offscreen canvas (identical to magnitudes) => anti-aliased scaling => On-screen canvas
Offscreen canvas rendering can be better and it will be more smooth and nice on the on-screen canvas after the copy.
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