[HN Gopher] Show HN: Hypergraph, a data structure library to gen...
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Show HN: Hypergraph, a data structure library to generate directed
hypergraphs
Author : yamafaktory
Score : 37 points
Date : 2021-08-23 11:34 UTC (11 hours ago)
(HTM) web link (github.com)
(TXT) w3m dump (github.com)
| jesuslop wrote:
| What would you use it for?
| mshockwave wrote:
| The wiki page for hypergraph has some nice applications.
| taliesinb wrote:
| I've been exploring hypergraphs a lot over the last 12 months.
| They are an _incredibly_ rich way to look at a lot of existing
| (and new) mathematics, so much so that I think hypergraphs will
| have a good chance to become a signature mathematical structure
| over the next 100 years.
|
| Unfortunately people don't yet have a good notion (or notation)
| for what a hypergraph even is! The wikipedia page is a disaster
| area, for example. Partly this is due to a lack of careful,
| general groundwork on how to think about hypergraphs. I'm
| confident this will get done though -- and aim to play a role
| in that. My personal view is that you need you really need to
| adopt an ADT-type viewpoint to do this, but I'll have to leave
| it at that for now.
| yamafaktory wrote:
| Social media for example.
| ABeeSea wrote:
| Not sure if "it" refers to this particular package or hyper
| graphs in general. Simplicial complexes are widely used in
| mathematics for many decades and they are simply hyper graphs
| where every subset of an edge is an edge. So take the
| tetrahedron, for example. If (x1, x2, x3) are connected by a
| hyperedge (technically one of the triangular faces of the
| tetrahedron), then (x1,x2), (x1,x3) and (x2,x3) are also
| hyperedges (the lines bordering the tetrahedron face). A
| general hypergraph removes the subsets of edges are edges
| property.
| gspr wrote:
| And for simplicial complexes there's a neat data structure:
| https://arxiv.org/abs/2001.02581
|
| It's implemented (minus some features) in e.g. GUDHI.
| istorical wrote:
| I can't be the only person who has wanted to try bringing the
| wolfram physics project style hypergraph generation rules into
| some 3D game engine like unity or unreal but was too intimidated
| to start.
|
| I've done some cool stuff with generating fractals like these
| ones made by Softology
|
| https://www.flickr.com/photos/39445835@N05/albums/7215769136...
|
| https://www.flickr.com/photos/39445835@N05/albums/7215768121...
| using visons of chaos to create .obj files and then importing
| them as voxels in unreal engine using voxel plugin, but hit some
| limits quite quickly in terms of data size / memory usage and how
| large of a fractal structure I could visualize (example:
| megastructure in this demo of a vr game I was working on
| https://photos.app.goo.gl/V7NrtG4bCbU3EEwy8)
|
| but would love to try to create some way to visualize and
| interact with large hypergraph structures in 3d space like the
| wolfram ones:
| https://writings.stephenwolfram.com/data/uploads/2020/04/041...
| https://writings.stephenwolfram.com/data/uploads/2020/04/041...
|
| Wonder if this library could be a good place to start to look
| into this. you obviously need some language / format to store
| info about hypergraphs and build them up (what this seems like it
| could help with?) and then some way to render them or create
| procedural meshes (which in and of itself will be difficult,
| although I've seen some people have success with stuff like
| fractal procedural meshes (https://forums.unrealengine.com/t/wip-
| procedural-fractal-mes...).
|
| The standard noise generation algorithms (perlin, simplex, iq
| noise, value, voronoi, etc) and rendering algorithms like
| marching cubes capture all the procedural 'terrain' / structure
| attention/hype in games and media, but I think cinematic sets or
| game environments built of hypergraphs or fractals are an
| unmined/overloocked resource.
|
| if I could get a team of 2-5 and enough to pay them for a few
| years, I feel like you could combine hypergraphs and fractals
| 'terrain' with ue5 nanite to make the memory requirements of the
| huge / high fidelity meshes lower and make some really cool
| stuff.
| yamafaktory wrote:
| What triggers the initial willingness to implement something
| with hypergraphs was indeed the Wolfram physics project!
| https://github.com/yamafaktory/hypergraph/discussions/11#dis...
| trentnelson wrote:
| Hypergraphs are neat; I used them to implement a perfect hash
| library in C: https://github.com/tpn/perfecthash.
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