-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathindex.html
648 lines (575 loc) · 26.3 KB
/
index.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
<!DOCTYPE html>
<html lang='en'>
<head>
<link href='https://fonts.googleapis.com/css?family=Open+Sans:300,400,600' rel='stylesheet'>
<link rel='stylesheet' type='text/css' href='assets/css/no-ui-slider.css'>
<link rel='stylesheet' type='text/css' href='assets/css/style.css'>
<meta name='viewport' content='width=device-width, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no'>
<meta http-equiv='ScreenOrientation' content='autoRotate:disabled'>
<title>PixPlot | Visualizing Image Fields</title>
<meta charset='UTF-8'/>
<meta name='author' content='Yale Digital Humanities Lab'>
</head>
<body>
<!-- version: 0.0.113 -->
<script type='x-shader/x-vertex' id='vertex-shader'>
/**
* The vertex shader's main() function must define `gl_Position`,
* which describes the position of each vertex in screen coordinates.
*
* To do so, we can use the following variables defined by Three.js:
* uniform mat4 projectionMatrix - maps camera space into screen space
* uniform mat4 modelViewMatrix - combines:
* model matrix: maps a point's local coordinate space into world space
* view matrix: maps world space into camera space
*
* `attributes` can vary from vertex to vertex and are defined as arrays
* with length equal to the number of vertices. Each index in the array
* is an attribute for the corresponding vertex. Each attribute must
* contain n_vertices * n_components, where n_components is the length
* of the given datatype (e.g. for a vec2, n_components = 2; for a float,
* n_components = 1)
* `uniforms` are constant across all vertices
* `varyings` are values passed from the vertex to the fragment shader
*
* For the full list of uniforms defined by three, see:
* https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
**/
#version 100
#define SHADER_NAME instancedVertex
#define SELECTING
// set float precision
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPosition;
uniform float scale;
uniform float targetScale;
uniform float scaleTransitionPercent;
uniform float transitionPercent;
uniform float borderWidth;
uniform float cellAtlasPxPerSide;
uniform float lodAtlasPxPerSide;
attribute vec2 uv; // u v blueprint 0:1 in each axis
attribute vec3 position; // x y z positional blueprint 0:1 in x, y axes
attribute vec3 translation; // x y z position of point currently
attribute vec3 targetTranslation; // x y z position to which we're transitioning
attribute vec3 color; // unique color for cell; used for raycasting
attribute float width; // px width of cell in lod texture
attribute float height; // px height of cell in lod texture
attribute vec2 offset; // px offset in tex from left, top
attribute float opacity; // opacity value for cell
attribute float selected; // 1 if the cell is selected else 0
attribute float clusterSelected; // 1 if the cell is cluster selected else 0
attribute float textureIndex; // index of instance's texture among all textures
varying vec2 vUv; // u v blueprint 0:1 in each axis
varying vec3 vColor; // cell color
varying vec2 vOffset; // px of cell offset left, top in texture
varying float vWidth; // px width of cell in lod texture
varying float vHeight; // px height of cell in lod texture
varying float vOpacity; // cell opacity
varying float vSelected; // 1 if this cell is selected else 0
varying float vTextureIndex; // cell texture idx (varyings can't be int)
varying float vClusterSelected; // 1 if this cell is cluster selected else 0
varying vec2 vBorderPercent; // the percent of the cell width, height comprised of border
void main() {
// pass varyings to fragment shader
vUv = uv;
vColor = color;
vWidth = width;
vHeight = height;
vOffset = offset;
vOpacity = opacity;
vSelected = selected;
vTextureIndex = textureIndex;
vClusterSelected = clusterSelected;
// determine the interpolation point in the current transition
float percent = clamp(transitionPercent, 0.0, 1.0);
// determine if this cell is bordered
bool bordered = selected > 0.5 || clusterSelected > 0.5;
// get the border width and height
float borderW = borderWidth * width;
float borderH = borderWidth * height;
// get the total cell width and height
float w = bordered ? width + (borderW * 2.0) : width;
float h = bordered ? height + (borderH * 2.0) : height;
// pass the border width/height as a percent of cell width/height to the fragment shader
vBorderPercent = vec2(borderW / w, borderH / h);
// create a variable to store the vertex positions
vec3 p = position;
// scale the blueprint by the target dimensions
p.x *= w;
p.y *= h;
// make the cell's position the center of the cell
p.x -= w/2.0;
p.y -= h/2.0;
// determine the scale to apply to the cell
float s = mix(scale, targetScale, percent) * 0.00001;
// scale the cell
p = p * s;
// translate the cell; translation = current; targetTranslation = destination
vec3 p0 = p + translation;
vec3 p1 = p + targetTranslation;
vec3 pos = mix(p0, p1, percent);
// get the ultimate cell position
vec4 world = modelViewMatrix * vec4(pos, 1.0);
gl_Position = projectionMatrix * world;
}
</script>
<script type='x-shader/x-fragment' id='fragment-shader'>
/**
* The fragment shader's main() function must define `gl_FragColor`,
* which describes the pixel color of each pixel on the screen.
*
* To do so, we can use uniforms passed into the shader and varyings
* passed from the vertex shader.
*
* Attempting to read a varying not generated by the vertex shader will
* throw a warning but won't prevent shader compiling.
**/
#version 100
#define SHADER_NAME instancedFragment
#define SELECTING
precision highp float;
uniform float useColor;
uniform float cellAtlasPxPerSide;
uniform float lodAtlasPxPerSide;
uniform float cellPxHeight;
uniform float lodPxHeight;
uniform float borderWidth;
uniform vec3 selectedBorderColor;
uniform vec3 clusterBorderColor;
uniform float display;
varying vec2 vUv; // u v texture blueprint scaled 0:1 in each axis
varying vec3 vColor; // cell's color (for gpu picking)
varying vec2 vOffset; // cell's offset in px from left, top of tex
varying float vWidth; // cell's width in lod tex in px
varying float vHeight; // cell's height in lod tex in px
varying float vOpacity; // cell's opacity
varying float vSelected; // cell is selected if > 0.5
varying float vTextureIndex; // cell's texture index
varying float vClusterSelected; // cell is cluster selected if > 0.5
varying vec2 vBorderPercent;
#ifndef SELECTING
uniform sampler2D textures[N_TEXTURES]; // array of sampler2Ds
uniform sampler2D lodTexture; // single sampler2D
#endif
void main() {
if (display < 0.5) {
discard;
} else {
// if this shader is using vColor attributes skip texture processing
if (int(useColor) == 1) {
gl_FragColor = vec4(vColor, 1.0);
// this cell should be textured
} else {
// determine if pixel is selected, cluster selected, & inside border
bool isSelected = vSelected > 0.5;
bool isClusterSelected = vClusterSelected > 0.5;
bool hasBorder = isSelected || isClusterSelected;
bool isInBorder =
vUv.x > 1.0 - vBorderPercent.x ||
vUv.x < vBorderPercent.x ||
vUv.y > 1.0 - vBorderPercent.y ||
vUv.y < vBorderPercent.y;
// check if the current pointcoord position is within the border
if (hasBorder && isInBorder) {
// draw a border around lasso'd cells
if (isSelected) gl_FragColor = vec4(selectedBorderColor, 1.0);
if (isClusterSelected) gl_FragColor = vec4(clusterBorderColor, 1.0);
// pixel is outside the border; paint with the provided texture
} else {
// determine if this cell needs a LOD texture or standard atlas texture
bool isLod = vTextureIndex < -0.5;
// start with blueprint uvs scaled 0:1 in each axis
vec2 uv = vUv;
// flip the texture right side up
uv.y = 1.0 - uv.y;
// if this cell has a border make the image constant size regardless of border size
if (hasBorder) {
// the percent of the cell in the y/x axis to be textured (in decimal form)
float texturedPercentY = vBorderPercent.y * 2.0;
float texturedPercentX = vBorderPercent.x * 2.0;
// slide the region of the cell to be textured up & right one border width
uv.y = uv.y - (texturedPercentY / 2.0);
uv.x = uv.x - (texturedPercentX / 2.0);
// make the texture to be used a fraction as tall
uv.y = uv.y / (1.0 - texturedPercentY);
uv.x = uv.x / (1.0 - texturedPercentX);
}
// scale the unit uvs to the size of this cell in px
uv.x *= isLod ? vWidth : vWidth / vHeight * cellPxHeight;
uv.y *= isLod ? vHeight : cellPxHeight;
// vOffset is a translation of the cell in px
uv += vOffset;
// scale the uvs from px coords to 0:1 for shading
uv = uv / (isLod ? lodAtlasPxPerSide : cellAtlasPxPerSide);
// get the index for the selected texture
int textureIndex = isLod ? -1 : int(vTextureIndex);
// target to be replaced by texture tree
TEXTURE_LOOKUP_TREE
gl_FragColor = mix(gl_FragColor, vec4(0.0), 1.0-vOpacity);
gl_FragColor.a = 1.0;
// add a wash if the cell is selected
if (vSelected > 0.5) {
gl_FragColor = mix(gl_FragColor, vec4(selectedBorderColor, 1.0), 0.15);
}
// add a wash if the cell is cluster selected
if (vClusterSelected > 0.5) {
gl_FragColor = mix(gl_FragColor, vec4(clusterBorderColor, 1.0), 0.30);
}
}
}
}
}
</script>
<!-- Selection lasso -->
<script type='x-shader/x-vertex' id='dashed-vertex-shader'>
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPosition;
attribute vec3 position;
attribute float length;
varying float vLength;
void main() {
vLength = length;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type='x-shader/x-fragment' id='dashed-fragment-shader'>
precision highp float;
uniform vec3 cameraPosition;
uniform bool render;
uniform float time;
varying float vLength;
void main() {
if (!render) discard;
float dashSize = 0.01 * cameraPosition.z;
float gapSize = 0.005 * cameraPosition.z;
if (mod(vLength + time, dashSize + gapSize) > dashSize) discard;
gl_FragColor = vec4(0.9, 0.9, 0.9, 1.0);
}
</script>
<!-- Text sprites -->
<script type='x-shader/x-vertex' id='text-vertex-shader'>
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPosition;
uniform float scale;
attribute vec2 offset;
attribute vec3 position;
varying vec2 vOffset;
void main() {
vec4 world = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * world;
gl_PointSize = scale / -world.z;
vOffset = offset;
}
</script>
<script type='x-shader/x-fragment' id='text-fragment-shader'>
precision highp float;
uniform sampler2D texture;
uniform float render;
uniform float point;
uniform float canvas;
varying vec2 vOffset;
void main() {
vec2 uv = vec2(vOffset.x/point + gl_PointCoord.x, vOffset.y/point + gl_PointCoord.y);
uv *= point/canvas;
gl_FragColor = texture2D(texture, uv);
if (gl_FragColor.r < 0.1 || render < 0.5) discard;
}
</script>
<!-- Header -->
<div id='header-container'>
<header id='header' class='no-highlight'></header>
<div id='header-brand' class='row align-center'>
<a href='https://dhlab.yale.edu' target='_blank'>
<img id='logo' src='assets/images/dhlab-logo.svg' alt='DHLab logo' />
</a>
<a id='app-name-container' class='row align-center' href='https://github.com/YaleDHLab/pix-plot'>
<div id='app-name'>PixPlot</div>
</a>
<div class='row align-center'>
<div class='tagline'>Image Fields in a Local Collection</div>
</div>
</div>
<div id='header-controls'>
<div id='header-controls-top' class='no-highlight'>
<div id='image-search-container'>
<input id='image-search' type='text' placeholder='Search for an image'>
<img id='image-search-icon' src='assets/images/icons/search-icon.svg'>
<div id='typeahead-container'></div>
</div>
<div id='date-container'>
<div id='date-label' class='settings-label'>Date</div>
<div id='date-slider'></div>
</div>
<div id='filters-desktop'></div>
<div id='layout-icons'>
<img class='layout-icon' id='layout-alphabetic' src='assets/images/icons/az-layout.svg' />
<img class='layout-icon' id='layout-umap' src='assets/images/icons/scatter-layout.svg' />
<img class='layout-icon' id='layout-grid' src='assets/images/icons/grid-layout.svg' />
<img class='layout-icon conditional' id='layout-date' src='assets/images/icons/date-layout.svg' />
<img class='layout-icon conditional' id='layout-categorical' src='assets/images/icons/categorical-layout.svg' />
<img class='layout-icon conditional' id='layout-geographic' src='assets/images/icons/geographic-layout.svg' />
<img class='layout-icon conditional' id='layout-custom' src='assets/images/icons/custom-layout.svg' />
<img id='settings-icon' src='assets/images/icons/gear-icon.svg' />
</div>
</div>
<div id='header-controls-bottom' class='no-highlight'>
<div id='layout-select-container' class='mobile-only'>
<div class='settings-label'>Layout</div>
<select id='layout-select'></select>
</div>
<div id='filters-mobile-wrap' class='mobile-only'>
<div id='filters-mobile-container'>
<div class='settings-label'>Category</div>
<div id='filters-mobile'></div>
</div>
</div>
<div class='range-slider' id='min-dist-range-input-container'>
<div class='settings-label'>Minimum Distance</div>
<input id='min-dist-range-input' min='0' max='2' step='1' value='1' type='range' />
</div>
<div class='range-slider' id='n-neighbors-range-input-container'>
<div class='settings-label'>Number of Neighbors</div>
<input id='n-neighbors-range-input' min='0' max='2' step='1' value='1' type='range' />
</div>
<div class='range-slider'>
<div class='settings-label'>Border Width</div>
<input id='border-width-range-input' min='0' max='1' value='0.15' step='0.01' type='range' />
</div>
<div class='range-slider'>
<div class='settings-label'>Point Size</div>
<input id='pointsize-range-input' min='0' max='0.03' value='0' step='0.00001' type='range' />
</div>
<div id='jitter-container'>
<div class='settings-label'>Jitter</div>
<input type='checkbox' id='jitter-input'>
</div>
</div>
</div>
</div>
<div id='tooltip'></div>
<!-- Loader -->
<div id='loader-scene'>
<p class='welcome'>This page visualizes a large image collection within an interactive WebGL scene. Each image was processed with an <a href='https://arxiv.org/abs/1409.4842' target='_blank'>Inception</a> Convolutional Neural Network, trained on <a href='http://image-net.org/challenges/LSVRC/2012/' target='_blank'>ImageNet 2012</a>, and projected into a two-dimensional manifold with the <a href='https://github.com/lmcinnes/umap' target='_blank'>UMAP</a> algorithm such that similar images appear proximate to one another.</p>
<div class='loader-container'>
<div class='loader-icon'>
<div class='blocks'>
<div class='block'></div>
<div class='block'></div>
<div class='block'></div>
<div class='block'></div>
<div class='block'></div>
<div class='block'></div>
<div class='block'></div>
<div class='block'></div>
<div class='block'></div>
</div>
</div>
<div id='loader-text'>
<span id='progress'>0%</span>
</div>
</div>
<button id='enter-button'>Enter</button>
</div>
<!-- Canvas -->
<div id='canvas-container'>
<div id='canvas-target'>
<canvas id='pixplot-canvas'></canvas>
</div>
</div>
<!-- Hotspot Navigation -->
<nav>
<div id='nav-inner' class='no-highlight'>
<h2>Hotspots</h2>
<div id='hotspots'></div>
<script type='text/html' id='hotspot-template'>
<% _.forEach(hotspots, function(hotspot, idx) { %>
<div class='hotspot' id='hotspot-<%= idx %>' draggable='<%= isLocalhost %>'>
<% if (isLocalhost) { %>
<div class='hotspot-action remove-hotspot-x'>✕</div>
<div class='hotspot-action drag-hotspot'>...</div>
<img class='hotspot-action refresh-hotspot' src='assets/images/icons/refresh.svg'>
<% } %>
<div class='hotspot-body no-highlight'>
<img class='hotspot-image' src='data/thumbs/<%= hotspot.img %>'>
<div class='hotspot-bar-container'>
<div class='hotspot-bar-inner'></div>
</div>
<% if (isLocalhost) { %>
<div class='hotspot-label' contenteditable='true' ><%= hotspot.label %></div>
<% } else { %>
<div class='hotspot-label'><%= hotspot.label %></div>
<% } %>
</div>
</div>
<% }); %>
</script>
</div>
</nav>
<!-- Dismissible Tooltip: Hotspots -->
<div class='dismissible-tooltip' id='hotspots-tooltip'>
<b>Explore Image Clusters</b>
<p>Select a hotspot to explore visually similar clusters.</p>
<button id='hotspots-tooltip-button'>Got it</button>
</div>
<div id='hotspot-actions'>
<div id='save-hotspots' class='button hotspot-button'>Save Hotspots</div>
<div id='create-hotspot' class='no-highlight button hotspot-button'>Create Hotspot</div>
</div>
<!-- Image Picker: single image selection -->
<script type='text/html' id='selected-image-template'>
<div class='modal-content'>
<div class='modal-x'>✕</div>
<div class='modal-top'>
<div id='selected-image-container'>
<div id='selected-image-target'></div>
<div class='icons'>
<a target='_blank' id='eye-icon' href='<%- meta.permalink || meta.src %>'>
<img src='assets/images/icons/eye-icon.png' alt='eye icon' />
</a>
<a id='download-icon' href='<%- meta.src || "#" %>' download>
<img src='assets/images/icons/download-icon.png' alt='download icon' />
</a>
</div>
<% if (multiImage) { %>
<img id='caret-left' class='image-caret' src='assets/images/icons/chevron.png' onclick='modal.showPreviousCell()'>
<img id='caret-right' class='image-caret' src='assets/images/icons/chevron.png' onclick='modal.showNextCell()'>
<% } %>
</div>
</div>
<div class='modal-bottom' id='selected-image-meta'>
<div class='modal-bottom-content'>
<div class='modal-text-left'>
<div id='image-title'><%- meta.filename ? decodeURIComponent(meta.filename) : decodeURIComponent(meta.src) %></div>
<span id='image-text'><%= meta.description ? decodeURIComponent(meta.description) : '' %></span>
<span id='image-date'><%- meta.date ? '(' + meta.date + ')' : '' %></span>
</div>
<div class='modal-text-right'>
<% if (meta.category || meta.tags) { %>
<div id='meta-category-container'>
<% if (meta.category) { %>
<div class='meta-category'><%- meta.category %></div>
<% }; %>
<% if (meta.tags) { %>
<% _.forEach(meta.tags, function(tag) { %>
<% if (tag != meta.category) { %>
<div class='meta-tag'><%- tag %></div>
<% } %>
<% }) %>
<% } %>
</div>
<% } %>
</div>
</div>
</div>
</div>
</script>
<div id='selected-image-modal'></div>
<!-- Image Selection: multi-image selection -->
<div id='selection-icons' class='no-highlight'>
<img id='pan' src='assets/images/icons/pan.svg' class='active' />
<img id='select' src='assets/images/icons/lasso.png' class='' />
<!-- Dismissible Tooltip: Lasso -->
<div class='dismissible-tooltip' id='select-tooltip'>
<b>Selection Mode</b>
<p>Lasso to select. Shift + drag to edit selection.</p>
<button id='select-tooltip-button'>Got it</button>
</div>
</div>
<div id='view-selected-container'>
<div id='selected-images-count' class='no-highlight'>
<div id='selected-images-x'>✕</div>
<div id='count-target'>0</div>
<div>images selected</div>
</div>
<div id='view-selected' class='no-highlight button'>View Selected</div>
</div>
<div id='selected-images-modal'>
<div class='modal-content'>
<div class='modal-top'>
<script type='text/html' id='selected-images-template'>
<div class='modal-top-content'>
<h2>Selected Images</h2>
<p>You have selected <b id='n-images-selected'><%- images.length %></b> images</p>
<div id='selected-images-grid'>
<% _.forEach(images, function(image, idx) { %>
<div class='selected-image'>
<div class='toggle-selection'>✕</div>
<div data-index='<%- idx %>' data-image='<%- image %>' class='background-image' style='background-image: url("data/thumbs/<%- image %>");'></div>
</div>
<% }); %>
</div>
</div>
</script>
<div id='selected-images-target'></div>
</div>
<div class='modal-bottom'>
<div class='modal-bottom-content'>
<div class='modal-text-left'>
<b>Help Guide</b>
<p>Click an image above for higher resolution, or click the button to the right to download selected metadata.</p>
</div>
<div class='modal-text-right'>
<div class='row'>
<input id='download-filename' type='text' placeholder='filename'>
<div id='download-link'>
<button class='active'>Download Metadata</button>
</div>
</div>
<div id='download-as' class='row align-center'>
<span>Download as:</span>
<div class='filetype active' id='csv'>CSV</div>
<div class='filetype' id='json'>JSON</div>
<div class='filetype' id='zip'>ZIP</div>
</div>
</div>
</div>
</div>
</div>
</div>
<!-- Mobile interaction guide -->
<div id='mobile-interaction-guide' class='dismissible-tooltip'>
<b>Map Interactions</b>
<p>Use two fingers to zoom in and out.</p>
<div class='row'>
<button id='dismiss-mobile-interaction-guide'>Got it</button>
<img src='assets/images/icons/pinch-icon.svg'>
</div>
</div>
<!-- Webgl / Noscript Warnings -->
<div id='webgl-not-available'>
<div class='browser-message'>Sorry, your browser is not able to load a WebGL scene currently. Please check your browser settings and try again.</div>
</div>
<noscript>
<span class='browser-message'>Sorry, your browser is not able to load a WebGL scene currently. Please enable JavaScript and try again.</span>
</noscript>
<script src='assets/vendor/dist/three.min.js'></script>
<script src='assets/vendor/dist/lodash.min.js'></script>
<script src='assets/js/object-assign-polyfill.js'></script>
<script src='assets/vendor/dist/gsap.min.js'></script>
<script src='assets/vendor/src/trackball-controls.js'></script>
<script src='assets/vendor/src/fly-controls.js'></script>
<script src='assets/vendor/dist/stats.min.js'></script>
<script src='assets/vendor/dist/gunzip.min.js'></script>
<script src='assets/vendor/dist/papaparse.min.js'></script>
<script src='assets/vendor/dist/no-ui-slider.min.js'></script>
<script src='assets/vendor/dist/jszip.min.js'></script>
<script src='assets/vendor/dist/d3.min.js'></script>
<script src='assets/js/tsne.js'></script>
<script>
(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){
(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o),
m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
})(window,document,'script','https://www.google-analytics.com/analytics.js','ga');
ga('create', 'UA-101732875-1', 'auto');
ga('send', 'pageview');
</script>
</body>
</html>