code-map-visualization
Rendering and perception layer for codebase-as-geohash-map visualisations — choosing what to encode on colour/size/position, picking perceptually honest colour scales (viridis/OKLCH, not rainbow), drawing tens of thousands of cells on Canvas2D + WebGL/deck.gl inside a 16ms frame budget, placing and decluttering labels, GPU or spatial-index picking, camera animation and level-of-detail crossfades, and keyboard plus screen-reader accessibility for the canvas. Sits on top of geohash-spatial-code-maps, which owns the geohash encoding, projection, tiling, and navigation math. Also covers nature-inspired rendering — Voronoi, circle packing, phyllotaxis, metaball hulls, edge bundling. Trigger even when the user does not say "visualisation" — if the work involves drawing, colouring, labelling, animating, or making navigable a code map, spatial heatmap, or large cell/point layer on the web, this is the skill.
Works with
--- name: code-map-visualization description: Rendering and perception layer for codebase-as-geohash-map visualisations — choosing what to encode on colour/size/position, picking perceptually honest colour scales (viridis/OKLCH, not rainbow), drawing tens of thousands of cells on Canvas2D + WebGL/deck.gl inside a 16ms frame budget, placing and decluttering labels, GPU or spatial-index picking, camera animation and level-of-detail crossfades, and keyboard plus screen-reader accessibility for the canvas. Sits on top of geohash-spatial-code-maps, which owns the geohash encoding, projection, tiling, and navigation math. Also covers nature-inspired rendering — Voronoi, circle packing, phyllotaxis, metaball hulls, edge bundling. Trigger even when the user does not say "visualisation" — if the work involves drawing, colouring, labelling, animating, or making navigable a code map, spatial heatmap, or large cell/point layer on the web, this is the skill. license: MIT --- # Code Map Visualization Best Practices How to render and visually navigate a codebase that has been projected and geohashed into a 2D map — making it honest, fast, legible, interactive, animated, and accessible. This is the rendering and perception craft on top of the spatial structure: it draws on decades of information-visualisation, cartography, computer-graphics, and nature-/biology-inspired layout knowledge so a code map reads correctly and runs at interactive rates. Contains 47 rules across 9 categories, prioritised by impact. ## When to Apply Reference these guidelines when: - Deciding what code attribute to put on which visual channel (position, size, colour) and which colour scale tells the truth - Drawing tens of thousands to millions of cells on the web with Canvas2D, WebGL, or deck.gl, and keeping the render loop inside the frame budget - Placing and decluttering region/file labels, and rendering legible text over a busy map - Wiring up interaction — hover, picking, selection, a camera/view-state model, deep links, keyboard control - Animating camera moves, level-of-detail transitions, and data updates without disorienting the viewer - Making the canvas accessible to color-vision-deficient, motion-sensitive, keyboard-only, and screen-reader users ## A note on scope This skill is the **rendering and perception layer**. The companion skill `geohash-spatial-code-maps` owns the **spatial math** — geohash encoding, the code→plane projection, bbox/covering-set queries, tiling, and the precision↔zoom navigation model. Rules here cross-link into that skill (e.g. [`map-deterministic-projection`](../geohash-spatial-code-maps/references/map-deterministic-projection.md), [`nav-level-of-detail-aggregation`](../geohash-spatial-code-maps/references/nav-level-of-detail-aggregation.md)) rather than re-deriving it. Examples target TypeScript with Canvas2D + WebGL/deck.gl and d3-scale/d3-color; the perceptual reasoning generalises to any rendering stack. ## Rule Categories by Priority | Priority | Category | Impact | Prefix | Rules | |----------|----------|--------|--------|-------| | 1 | Visual Encoding & Perceptual Channels | CRITICAL | `encode-` | 6 | | 2 | Color & Perceptual Color Scales | CRITICAL | `color-` | 5 | | 3 | GPU Render Pipeline (Canvas2D + WebGL) | HIGH | `gpu-` | 6 | | 4 | Render Performance & Frame Budget | HIGH | `perf-` | 5 | | 5 | Labels & Text Rendering | MEDIUM-HIGH | `text-` | 5 | | 6 | Interaction, Picking & Camera | MEDIUM-HIGH | `interact-` | 5 | | 7 | Animation & Transitions | MEDIUM | `anim-` | 4 | | 8 | Accessibility & Inclusive Rendering | MEDIUM | `access-` | 4 | | 9 | Nature- & Cell-Inspired Layout & Rendering | MEDIUM | `bio-` | 7 | ## Quick Reference ### 1. Visual Encoding & Perceptual Channels (CRITICAL) - [`encode-rank-channels-by-perceptual-accuracy`](references/encode-rank-channels-by-perceptual-accuracy.md) — Put the decision metric on position/length, not hue - [`encode-let-projection-own-position`](references/encode-let-projection-own-position.md) — The geohash projection owns x/y; don't re-layout - [`encode-size-by-area-not-radius`](references/encode-size-by-area-not-radius.md) — Map value to area; take the square root for radius - [`encode-separate-categorical-from-quantitative`](references/encode-separate-categorical-from-quantitative.md) — Hue for category, ordered channels for magnitude - [`encode-redundant-encoding-for-key-signals`](references/encode-redundant-encoding-for-key-signals.md) — Double-encode the few signals that must never be missed - [`encode-maximize-data-ink-drop-chartjunk`](references/encode-maximize-data-ink-drop-chartjunk.md) — Strip shadows, bevels, heavy grids that fight the data ### 2. Color & Perceptual Color Scales (CRITICAL) - [`color-perceptually-uniform-sequential-ramp`](references/color-perceptually-uniform-sequential-ramp.md) — Viridis/OKLCH, never rainbow/jet - [`color-match-scale-type-to-data`](references/color-match-scale-type-to-data.md) — Sequential vs diverging vs categorical, matched to the data - [`color-design-for-color-vision-deficiency`](references/color-design-for-color-vision-deficiency.md) — CVD-safe palettes, verified by simulation - [`color-limit-categorical-hues`](references/color-limit-categorical-hues.md) — Cap at ~8–12 hues; bucket the long tail - [`color-control-contrast-against-basemap`](references/color-control-contrast-against-basemap.md) — Keep cells legible on light or dark backgrounds ### 3. GPU Render Pipeline — Canvas2D + WebGL (HIGH) - [`gpu-layer-canvas2d-over-webgl`](references/gpu-layer-canvas2d-over-webgl.md) — Bulk cells in GL, crisp labels/overlays in Canvas2D - [`gpu-instance-cells-not-per-quad-draw`](references/gpu-instance-cells-not-per-quad-draw.md) — One instanced draw call, not one per cell - [`gpu-batch-to-cut-draw-calls-and-state-changes`](references/gpu-batch-to-cut-draw-calls-and-state-changes.md) — Group by program/texture to avoid pipeline flushes - [`gpu-pack-attributes-into-typed-arrays`](references/gpu-pack-attributes-into-typed-arrays.md) — A reusable Float32Array, zero per-frame allocation - [`gpu-atlas-tiles-and-glyphs`](references/gpu-atlas-tiles-and-glyphs.md) — One atlas bound once, addressed by UV offset - [`gpu-size-canvas-to-devicepixelratio`](references/gpu-size-canvas-to-devicepixelratio.md) — Size the backing store to DPR for crisp, non-overdrawn output ### 4. Render Performance & Frame Budget (HIGH) - [`perf-render-in-a-single-raf-loop`](references/perf-render-in-a-single-raf-loop.md) — Coalesce input into one redraw per frame - [`perf-redraw-only-dirty-regions`](references/perf-redraw-only-dirty-regions.md) — Repaint the overlay, not the static cell layer - [`perf-debounce-viewport-recompute`](references/perf-debounce-viewport-recompute.md) — Throttle the covering-set recompute; draw every frame - [`perf-offload-to-worker-and-offscreencanvas`](references/perf-offload-to-worker-and-offscreencanvas.md) — Heavy projection/packing off the main thread - [`perf-bound-the-tile-cache`](references/perf-bound-the-tile-cache.md) — LRU-cap the tile cache; free GPU buffers on eviction ### 5. Labels & Text Rendering (MEDIUM-HIGH) - [`text-place-and-declutter-labels-greedily`](references/text-place-and-declutter-labels-greedily.md) — Greedy collision placement by priority - [`text-show-labels-by-level-of-detail`](references/text-show-labels-by-level-of-detail.md) — Domain labels low-zoom, file labels only when big - [`text-render-glyphs-on-canvas2d-not-per-glyph-textures`](references/text-render-glyphs-on-canvas2d-not-per-glyph-textures.md) — Native fillText, not GL glyph uploads - [`text-add-halo-for-legibility`](references/text-add-halo-for-legibility.md) — A halo keeps labels readable over any fill - [`text-anchor-region-labels-at-centroid`](references/text-anchor-region-labels-at-centroid.md) — Pole of inaccessibility, not the bbox centre ### 6. Interaction, Picking & Camera (MEDIUM-HIGH) - [`interact-pick-with-gpu-color-id-or-spatial-index`](references/interact-pick-with-gpu-color-id-or-spatial-index.md) — O(1)/O(log n) picking, not a linear scan - [`interact-keep-hover-feedback-under-one-frame`](references/interact-keep-hover-feedback-under-one-frame.md) — Instant overlay highlight, async details - [`interact-model-the-camera-not-the-dom`](references/interact-model-the-camera-not-the-dom.md) — One view-state object as the source of truth - [`interact-sync-view-state-to-the-url`](references/interact-sync-view-state-to-the-url.md) — Deep-linkable, shareable views - [`interact-support-keyboard-pan-zoom-and-focus`](references/interact-support-keyboard-pan-zoom-and-focus.md) — Arrow and +/- keys drive the camera ### 7. Animation & Transitions (MEDIUM) - [`anim-ease-camera-transitions-not-jumps`](references/anim-ease-camera-transitions-not-jumps.md) — Ease centre and zoom so the eye can follow - [`anim-crossfade-between-lod-levels`](references/anim-crossfade-between-lod-levels.md) — Dissolve aggregates into points, don't pop - [`anim-preserve-object-constancy-on-data-update`](references/anim-preserve-object-constancy-on-data-update.md) — Key by geohash; animate only real changes - [`anim-keep-transitions-interruptible-and-budgeted`](references/anim-keep-transitions-interruptible-and-budgeted.md) — Cancel and retarget in-flight tweens ### 8. Accessibility & Inclusive Rendering (MEDIUM) - [`access-encode-redundantly-never-color-alone`](references/access-encode-redundantly-never-color-alone.md) — Pair colour with shape or label (WCAG 1.4.1) - [`access-honor-prefers-reduced-motion`](references/access-honor-prefers-reduced-motion.md) — Collapse animation for motion-sensitive users - [`access-make-the-map-keyboard-operable`](references/access-make-the-map-keyboard-operable.md) — Focusable, focus-visible, no keyboard trap - [`access-provide-a-text-alternative-for-the-canvas`](references/access-provide-a-text-alternative-for-the-canvas.md) — A synced DOM/ARIA outline for screen readers ### 9. Nature- & Cell-Inspired Layout & Rendering (MEDIUM) A situational toolbox for rendering the map organically; two of these were invented for software visualisation. - [`bio-voronoi-regions-for-space-filling-tessellation`](references/bio-voronoi-regions-for-space-filling-tessellation.md) — Gapless Voronoi cells seeded by projected points - [`bio-relax-weights-for-even-cell-areas`](references/bio-relax-weights-for-even-cell-areas.md) — Lloyd/CVT on weights; keep seed positions fixed - [`bio-circle-packing-for-nested-counts`](references/bio-circle-packing-for-nested-counts.md) — Packed circles for hierarchy and counts - [`bio-phyllotaxis-packing-for-even-point-spread`](references/bio-phyllotaxis-packing-for-even-point-spread.md) — Golden-angle spiral for dense, even fills - [`bio-metaball-hulls-for-region-membranes`](references/bio-metaball-hulls-for-region-membranes.md) — Marching-squares organic region outlines - [`bio-edge-bundling-for-dependency-overlays`](references/bio-edge-bundling-for-dependency-overlays.md) — Holten bundling vs a straight-line hairball - [`bio-flow-fields-for-animated-dependency-load`](references/bio-flow-fields-for-animated-dependency-load.md) — Physarum/boids flow when motion encodes load ## How to Use Read individual reference files for detailed explanations, code examples, and "when NOT to apply" guidance: - [Section definitions](references/_sections.md) — Category structure and impact levels - [Rule template](assets/templates/_template.md) — Template for adding new rules Rules cross-link via `[[other-rule-slug]]`; follow them when a related pattern is referenced. Cross-links to `enc-`, `prec-`, `dec-`, `qry-`, `nbr-`, `idx-`, `map-`, and `nav-` rules point into the companion `geohash-spatial-code-maps` skill — read them there for the spatial math. To build a renderer end to end, the spine is: decide the encoding (category 1) → choose colour (category 2) → stand up the GPU pipeline (category 3) → hold the frame budget (category 4) → add labels, interaction, animation, and accessibility (categories 5–8); reach for organic, cell-based rendering — Voronoi regions, packing, membranes, edge bundling — when it suits the map (category 9). The upstream projection and tiling come from `geohash-spatial-code-maps`. ## Reference Files | File | Description | |------|-------------| | [references/_sections.md](references/_sections.md) | Category definitions and ordering | | [assets/templates/_template.md](assets/templates/_template.md) | Template for new rules | | [metadata.json](metadata.json) | Version and reference information | | [AGENTS.md](AGENTS.md) | Auto-built TOC navigation | ## Related Skills - `geohash-spatial-code-maps` — The spatial layer this renders: geohash encoding, the code→plane projection, tiling, and the precision↔zoom navigation model - `computer-science-algorithms` — The spatial-index, sorting, and complexity primitives behind fast picking, declutter, and the render loop
More Accessibility skills
ui-ux-pro-max
nextlevelbuilder/ui-ux-pro-max-skill
UI/UX design intelligence for web, mobile, and desktop. This skill should be used when designing, building, reviewing, or fixing interfaces, including pages, components, design systems, accessibility, interaction, responsive layout, typography, color, charts, and stack-specific UI implementation. Searchable local data: 79 searchable styles (50 active), 192 product palettes and reasoning profiles, 74 font pairings, 119 UX guidelines, 105 icons, 17 GSAP presets, 25 chart types, and 22 stacks.
hyperframes-core
heygen-com/hyperframes
The HyperFrames composition contract — build one renderable project. Use for composition structure, the `data-*` timing attributes, `class="clip"`, tracks, sub-compositions, variables, framework-owned media playback, deterministic-render rules, and validation. Also covers Tailwind projects and the STORYBOARD.md / SCRIPT.md plan formats. Read before writing composition HTML.
web-design-guidelines
vercel-labs/agent-skills
Review UI code for Web Interface Guidelines compliance. Use when asked to "review my UI", "check accessibility", "audit design", "review UX", or "check my site against best practices".

