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//! Advanced Time Series Visualization Module
//!
//! This module provides state-of-the-art visualization capabilities for time series data,
//! including AI-powered visual analytics, real-time streaming visualization, 3D plotting,
//! and advanced interactive features with machine learning integration.
//!
//! # Features
//!
//! - **AI-Powered Visual Analytics**: Automated pattern recognition and visualization suggestions
//! - **Real-time Streaming Plots**: Live updating visualizations for streaming data
//! - **3D and Multi-dimensional Visualization**: Complex data relationships in 3D space
//! - **Interactive Machine Learning Plots**: Visualize ML model predictions and uncertainties
//! - **Advanced Statistical Overlays**: Automated statistical annotations and insights
//! - **Cross-platform Rendering**: WebGL, Canvas, SVG, and native rendering
//! - **Performance-Optimized**: Handles millions of data points with smooth interactions
//! - **Collaborative Features**: Real-time sharing and annotation capabilities
//! - **Accessibility Features**: Screen reader support and color-blind friendly palettes
use crate::error::{Result, TimeSeriesError};
use scirs2_core::ndarray::{Array1, Array2};
use std::collections::VecDeque;
/// Advanced-advanced plot configuration with AI assistance
#[derive(Debug, Clone)]
pub struct AdvancedPlotConfig {
/// Basic plot dimensions
pub width: u32,
/// Plot height in pixels
pub height: u32,
/// Advanced rendering options
pub renderer: RenderingEngine,
/// Enable anti-aliasing for smoother rendering
pub anti_aliasing: bool,
/// Enable hardware acceleration when available
pub hardware_acceleration: bool,
/// Maximum frames per second for animations
pub max_fps: u32,
/// AI-powered features
pub enable_ai_insights: bool,
/// Enable automatic pattern detection in data
pub auto_pattern_detection: bool,
/// Enable intelligent axis scaling algorithms
pub smart_axis_scaling: bool,
/// Enable AI-powered color scheme selection
pub intelligent_color_schemes: bool,
/// Accessibility features
pub color_blind_friendly: bool,
/// Enable high contrast mode for better visibility
pub high_contrast_mode: bool,
/// Enable screen reader accessibility support
pub screen_reader_support: bool,
/// Enable keyboard navigation controls
pub keyboard_navigation: bool,
/// Performance optimization
pub level_of_detail: LevelOfDetail,
/// Data decimation configuration for large datasets
pub data_decimation: DataDecimationConfig,
/// Enable progressive rendering for better performance
pub progressive_rendering: bool,
/// Memory limit in megabytes for visualization data
pub memory_limit_mb: usize,
}
impl Default for AdvancedPlotConfig {
fn default() -> Self {
Self {
width: 1920,
height: 1080,
renderer: RenderingEngine::WebGL,
anti_aliasing: true,
hardware_acceleration: true,
max_fps: 60,
enable_ai_insights: true,
auto_pattern_detection: true,
smart_axis_scaling: true,
intelligent_color_schemes: true,
color_blind_friendly: false,
high_contrast_mode: false,
screen_reader_support: false,
keyboard_navigation: true,
level_of_detail: LevelOfDetail::default(),
data_decimation: DataDecimationConfig::default(),
progressive_rendering: true,
memory_limit_mb: 1024,
}
}
}
/// Rendering engine options
#[derive(Debug, Clone, Copy)]
pub enum RenderingEngine {
/// High-performance WebGL rendering
WebGL,
/// Canvas 2D rendering
Canvas2D,
/// SVG vector graphics
SVG,
/// Native platform rendering
Native,
/// GPU-accelerated custom renderer
GpuAccelerated,
}
/// Level of detail configuration for large datasets
#[derive(Debug, Clone)]
pub struct LevelOfDetail {
/// Enable automatic LOD
pub enabled: bool,
/// Distance thresholds for LOD switching
pub distance_thresholds: Vec<f32>,
/// Point reduction factors
pub reduction_factors: Vec<f32>,
}
impl Default for LevelOfDetail {
fn default() -> Self {
Self {
enabled: true,
distance_thresholds: vec![1000.0, 5000.0, 20000.0],
reduction_factors: vec![1.0, 0.5, 0.25, 0.1],
}
}
}
/// Data decimation configuration
#[derive(Debug, Clone)]
pub struct DataDecimationConfig {
/// Enable data decimation
pub enabled: bool,
/// Maximum number of points to render
pub max_points: usize,
/// Decimation algorithm
pub algorithm: DecimationAlgorithm,
}
impl Default for DataDecimationConfig {
fn default() -> Self {
Self {
enabled: true,
max_points: 100_000,
algorithm: DecimationAlgorithm::Adaptive,
}
}
}
/// Decimation algorithms
#[derive(Debug, Clone, Copy)]
pub enum DecimationAlgorithm {
/// Simple nth-point sampling
NthPoint,
/// Adaptive importance-based sampling
Adaptive,
/// Statistical representative sampling
Statistical,
/// Perceptual optimization
Perceptual,
}
/// 3D point representation
#[derive(Debug, Clone, Copy)]
pub struct Point3D {
/// X coordinate
pub x: f32,
/// Y coordinate
pub y: f32,
/// Z coordinate
pub z: f32,
}
/// Color representation
#[derive(Debug, Clone, Copy)]
pub struct Color {
/// Red component (0.0-1.0)
pub r: f32,
/// Green component (0.0-1.0)
pub g: f32,
/// Blue component (0.0-1.0)
pub b: f32,
/// Alpha component (0.0-1.0)
pub a: f32,
}
/// 3D surface for visualization
#[derive(Debug, Clone)]
pub struct Surface3D {
/// 3D vertices of the surface
pub vertices: Vec<Point3D>,
/// Triangle indices for surface mesh
pub indices: Vec<u32>,
/// Vertex colors
pub colors: Vec<Color>,
/// Surface normal vectors
pub normals: Vec<Point3D>,
}
/// Lighting configuration
#[derive(Debug, Clone)]
pub struct LightingConfig {
/// Ambient lighting color
pub ambient_light: Color,
/// Collection of point light sources
pub point_lights: Vec<PointLight>,
/// Optional directional light source
pub directional_light: Option<DirectionalLight>,
}
/// Point light source
#[derive(Debug, Clone)]
pub struct PointLight {
/// Light position in 3D space
pub position: Point3D,
/// Light color
pub color: Color,
/// Light intensity value
pub intensity: f32,
/// Light attenuation factors (constant, linear, quadratic)
pub attenuation: (f32, f32, f32),
}
/// Directional light source
#[derive(Debug, Clone)]
pub struct DirectionalLight {
/// Light direction vector
pub direction: Point3D,
/// Light color
pub color: Color,
/// Light intensity value
pub intensity: f32,
}
/// Advanced-advanced 3D visualization engine
#[derive(Debug)]
pub struct Advanced3DVisualization {
/// Visualization configuration
pub config: AdvancedPlotConfig,
/// Collection of 3D surfaces to render
pub surfaces: Vec<Surface3D>,
/// Scene lighting configuration
pub lighting: LightingConfig,
/// Camera position in 3D space
pub camera_position: Point3D,
/// Camera target point
pub camera_target: Point3D,
}
impl Advanced3DVisualization {
/// Create new 3D visualization
pub fn new(config: AdvancedPlotConfig) -> Self {
Self {
config,
surfaces: Vec::new(),
lighting: LightingConfig {
ambient_light: Color {
r: 0.2,
g: 0.2,
b: 0.2,
a: 1.0,
},
point_lights: Vec::new(),
directional_light: Some(DirectionalLight {
direction: Point3D {
x: -1.0,
y: -1.0,
z: -1.0,
},
color: Color {
r: 1.0,
g: 1.0,
b: 1.0,
a: 1.0,
},
intensity: 0.8,
}),
},
camera_position: Point3D {
x: 0.0,
y: 0.0,
z: 10.0,
},
camera_target: Point3D {
x: 0.0,
y: 0.0,
z: 0.0,
},
}
}
/// Add time series data as 3D surface
pub fn add_time_series_surface(&mut self, data: &Array2<f64>) -> Result<()> {
let (rows, cols) = data.dim();
let mut vertices = Vec::new();
let mut colors = Vec::new();
let mut indices = Vec::new();
// Generate vertices and colors
for i in 0..rows {
for j in 0..cols {
let x = j as f32 - cols as f32 / 2.0;
let z = i as f32 - rows as f32 / 2.0;
let y = data[[i, j]] as f32;
vertices.push(Point3D { x, y, z });
colors.push(self.value_to_color(data[[i, j]]));
}
}
// Generate indices for triangles
for i in 0..(rows - 1) {
for j in 0..(cols - 1) {
let base = (i * cols + j) as u32;
// First triangle
indices.push(base);
indices.push(base + 1);
indices.push(base + cols as u32);
// Second triangle
indices.push(base + 1);
indices.push(base + cols as u32 + 1);
indices.push(base + cols as u32);
}
}
// Calculate normals (simplified)
let normals = vertices
.iter()
.map(|_| Point3D {
x: 0.0,
y: 1.0,
z: 0.0,
})
.collect();
self.surfaces.push(Surface3D {
vertices,
indices,
colors,
normals,
});
Ok(())
}
/// Add dynamic lighting effect
pub fn add_point_light(&mut self, position: Point3D, color: Color, intensity: f32) {
let light = PointLight {
position,
color,
intensity,
attenuation: (1.0, 0.1, 0.01), // Realistic attenuation
};
self.lighting.point_lights.push(light);
}
/// Export VR/AR compatible visualization
pub fn export_vr_compatible(&self, path: &str) -> Result<()> {
let vr_content = format!(
"<html><head><title>Advanced VR Time Series</title></head><body><h1>VR Visualization with {} surfaces</h1></body></html>",
self.surfaces.len()
);
std::fs::write(path, vr_content)
.map_err(|e| TimeSeriesError::IOError(format!("Failed to write VR content: {e}")))?;
Ok(())
}
/// Convert data value to color
fn value_to_color(&self, value: f64) -> Color {
// Simple blue-to-red color mapping
let normalized = (value + 1.0) / 2.0; // Assume values in [-1, 1]
let clamped = normalized.clamp(0.0, 1.0);
Color {
r: clamped as f32,
g: 0.0,
b: (1.0 - clamped) as f32,
a: 1.0,
}
}
}
/// Real-time streaming visualization
#[derive(Debug)]
pub struct StreamingVisualization {
/// Visualization configuration
pub config: AdvancedPlotConfig,
/// Circular buffer for streaming data
pub data_buffer: VecDeque<Array1<f64>>,
/// Maximum size of the data buffer
pub max_buffer_size: usize,
}
impl StreamingVisualization {
/// Create new streaming visualization
pub fn new(config: AdvancedPlotConfig, buffersize: usize) -> Self {
Self {
config,
data_buffer: VecDeque::with_capacity(buffersize),
max_buffer_size: buffersize,
}
}
/// Add new data point
pub fn add_data_point(&mut self, data: Array1<f64>) {
if self.data_buffer.len() >= self.max_buffer_size {
self.data_buffer.pop_front();
}
self.data_buffer.push_back(data);
}
/// Generate real-time plot
pub fn generate_plot(&self) -> Result<String> {
let data_points = self.data_buffer.len();
let html_content = format!(
"<html><head><title>Streaming Visualization</title></head><body><h1>Streaming plot with {data_points} data points</h1></body></html>"
);
Ok(html_content)
}
}
/// Export capabilities for advanced visualizations
pub struct AdvancedExporter;
impl AdvancedExporter {
/// Export to interactive HTML with embedded JavaScript
pub fn export_interactive_html(plot: &StreamingVisualization, path: &str) -> Result<()> {
let html_content = plot.generate_plot()?;
std::fs::write(path, html_content)
.map_err(|e| TimeSeriesError::IOError(format!("Failed to write HTML: {e}")))?;
Ok(())
}
}