73f4788d7e
- Update READMEs and docs across multiple languages - Enhance interactive demos for Agent, LLM, VLM, Audio, Image Gen, Terminal, and Web Basics - Add new appendix sections for Database and IDE intros - Update VitePress config, theme, and utility scripts - Clean up unused assets and components
365 lines
8.3 KiB
Vue
365 lines
8.3 KiB
Vue
<template>
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<div class="flow-matching-demo">
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<el-card shadow="never">
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<div class="controls">
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<el-button type="primary" @click="startAnimation" :disabled="isPlaying">
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<el-icon><VideoPlay /></el-icon> 开始对比演示 (Start Demo)
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</el-button>
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</div>
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<div class="comparison-grid">
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<!-- Diffusion -->
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<div class="viz-panel">
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<div class="panel-header">
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<el-icon color="#F56C6C"><RefreshLeft /></el-icon>
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<span>Diffusion (扩散模型)</span>
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</div>
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<div class="canvas-wrapper">
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<canvas ref="diffCanvasRef" width="300" height="200"></canvas>
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<div class="labels">
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<span class="label-noise">噪声 (Noise)</span>
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<span class="label-img">图像 (Image)</span>
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</div>
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</div>
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<div class="stats-box">
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<el-statistic title="步数 (Steps)" :value="diffSteps" />
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<el-tag type="danger">路径弯曲 (Curved)</el-tag>
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</div>
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</div>
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<!-- Flow Matching -->
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<div class="viz-panel">
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<div class="panel-header">
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<el-icon color="#67C23A"><Right /></el-icon>
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<span>Flow Matching (流匹配)</span>
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</div>
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<div class="canvas-wrapper">
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<canvas ref="flowCanvasRef" width="300" height="200"></canvas>
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<div class="labels">
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<span class="label-noise">噪声 (Noise)</span>
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<span class="label-img">图像 (Image)</span>
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</div>
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</div>
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<div class="stats-box">
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<el-statistic title="步数 (Steps)" :value="flowSteps" />
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<el-tag type="success">路径直线 (Straight)</el-tag>
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</div>
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</div>
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</div>
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<el-divider />
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<el-alert
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title="为什么 Flow Matching 更快?"
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type="success"
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:closable="false"
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show-icon
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>
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<template #default>
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<p>
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<strong>Diffusion</strong>
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就像在迷雾中摸索,路径充满了随机性,需要走很多弯路(步数多)才能到达终点。
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<br />
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<strong>Flow Matching</strong> 就像使用了 GPS
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导航,直接找到了从噪声到图像的<strong
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>直线最优路径 (Optimal Transport)</strong
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>,因此只需要极少的步数。
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</p>
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</template>
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</el-alert>
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</el-card>
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</div>
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</template>
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<script setup>
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import { ref, onMounted, onUnmounted } from 'vue'
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import { VideoPlay, RefreshLeft, Right } from '@element-plus/icons-vue'
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const diffCanvasRef = ref(null)
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const flowCanvasRef = ref(null)
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const isPlaying = ref(false)
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const diffSteps = ref(0)
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const flowSteps = ref(0)
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let animationFrame = null
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// Animation State
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let diffProgress = 0
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let flowProgress = 0
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const diffSpeed = 0.005 // Slow
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const flowSpeed = 0.02 // Fast
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// Particles
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const particles = []
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onMounted(() => {
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drawStatic(diffCanvasRef.value, 'curve')
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drawStatic(flowCanvasRef.value, 'line')
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})
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onUnmounted(() => {
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stopAnimation()
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})
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const startAnimation = () => {
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if (isPlaying.value) return
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isPlaying.value = true
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diffProgress = 0
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flowProgress = 0
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diffSteps.value = 0
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flowSteps.value = 0
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animate()
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}
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const stopAnimation = () => {
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isPlaying.value = false
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if (animationFrame) {
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cancelAnimationFrame(animationFrame)
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animationFrame = null
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}
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}
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const animate = () => {
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let finished = 0
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// Update Diffusion
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if (diffProgress < 1) {
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diffProgress += diffSpeed
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diffSteps.value = Math.floor(diffProgress * 50) // Simulate 50 steps
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drawFrame(diffCanvasRef.value, diffProgress, 'curve')
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} else {
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diffSteps.value = 50
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drawFrame(diffCanvasRef.value, 1, 'curve')
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finished++
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}
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// Update Flow
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if (flowProgress < 1) {
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flowProgress += flowSpeed
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flowSteps.value = Math.floor(flowProgress * 8) // Simulate 8 steps
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drawFrame(flowCanvasRef.value, flowProgress, 'line')
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} else {
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flowSteps.value = 8
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drawFrame(flowCanvasRef.value, 1, 'line')
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finished++
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}
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if (finished < 2) {
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animationFrame = requestAnimationFrame(animate)
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} else {
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isPlaying.value = false
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}
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}
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const drawStatic = (canvas, type) => {
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if (!canvas) return
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const ctx = canvas.getContext('2d')
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const w = canvas.width
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const h = canvas.height
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ctx.clearRect(0, 0, w, h)
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drawBackground(ctx, w, h)
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drawPath(ctx, w, h, type, false)
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drawEndpoints(ctx, w, h)
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}
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const drawFrame = (canvas, progress, type) => {
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if (!canvas) return
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const ctx = canvas.getContext('2d')
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const w = canvas.width
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const h = canvas.height
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ctx.clearRect(0, 0, w, h)
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drawBackground(ctx, w, h)
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drawPath(ctx, w, h, type, true) // active path
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drawEndpoints(ctx, w, h)
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// Draw Particle
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const pos = getPosition(progress, type, w, h)
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// Draw Trail
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ctx.beginPath()
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if (type === 'curve') {
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ctx.moveTo(30, h - 30)
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// Re-calculate curve up to progress
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for (let t = 0; t <= progress; t += 0.01) {
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const p = getPosition(t, type, w, h)
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ctx.lineTo(p.x, p.y)
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}
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} else {
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ctx.moveTo(30, h - 30)
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ctx.lineTo(pos.x, pos.y)
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}
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ctx.strokeStyle = type === 'curve' ? '#F56C6C' : '#67C23A'
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ctx.lineWidth = 3
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ctx.stroke()
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// Draw Head
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ctx.beginPath()
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ctx.arc(pos.x, pos.y, 6, 0, Math.PI * 2)
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ctx.fillStyle = type === 'curve' ? '#F56C6C' : '#67C23A'
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ctx.fill()
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ctx.strokeStyle = '#fff'
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ctx.lineWidth = 2
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ctx.stroke()
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}
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const drawBackground = (ctx, w, h) => {
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ctx.fillStyle = '#f9f9f9' // Light bg
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// Grid
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ctx.strokeStyle = '#eee'
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ctx.lineWidth = 1
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ctx.beginPath()
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for (let x = 0; x <= w; x += 20) {
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ctx.moveTo(x, 0)
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ctx.lineTo(x, h)
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}
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for (let y = 0; y <= h; y += 20) {
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ctx.moveTo(0, y)
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ctx.lineTo(w, y)
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}
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ctx.stroke()
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}
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const drawEndpoints = (ctx, w, h) => {
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// Start (Noise)
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ctx.beginPath()
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ctx.arc(30, h - 30, 8, 0, Math.PI * 2)
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ctx.fillStyle = '#909399'
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ctx.fill()
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// End (Image)
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ctx.beginPath()
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ctx.arc(w - 30, 30, 8, 0, Math.PI * 2)
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ctx.fillStyle = '#409EFF'
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ctx.fill()
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}
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const drawPath = (ctx, w, h, type, isActive) => {
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ctx.beginPath()
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ctx.moveTo(30, h - 30)
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if (type === 'line') {
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ctx.lineTo(w - 30, 30)
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} else {
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// Bezier curve for diffusion
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ctx.quadraticCurveTo(w * 0.2, 30, w - 30, 30)
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}
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ctx.strokeStyle = isActive ? 'rgba(0,0,0,0.1)' : '#ddd'
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ctx.lineWidth = 2
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ctx.setLineDash([5, 5])
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ctx.stroke()
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ctx.setLineDash([])
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}
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const getPosition = (t, type, w, h) => {
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const startX = 30
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const startY = h - 30
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const endX = w - 30
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const endY = 30
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if (type === 'line') {
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return {
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x: startX + (endX - startX) * t,
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y: startY + (endY - startY) * t
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}
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} else {
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// Quadratic Bezier: (1-t)^2 * P0 + 2(1-t)t * P1 + t^2 * P2
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// Control Point
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const cpX = w * 0.2
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const cpY = 30
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const x =
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Math.pow(1 - t, 2) * startX +
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2 * (1 - t) * t * cpX +
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Math.pow(t, 2) * endX
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const y =
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Math.pow(1 - t, 2) * startY +
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2 * (1 - t) * t * cpY +
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Math.pow(t, 2) * endY
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// Add some random jitter for diffusion look if t < 1
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// const jitter = t < 1 ? (Math.random() - 0.5) * 5 : 0
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// return { x: x + jitter, y: y + jitter }
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return { x, y }
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}
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}
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</script>
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<style scoped>
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.flow-matching-demo {
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margin: 20px 0;
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}
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.controls {
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text-align: center;
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margin-bottom: 20px;
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}
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.comparison-grid {
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display: grid;
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grid-template-columns: 1fr 1fr;
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gap: 20px;
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margin-bottom: 20px;
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}
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@media (max-width: 600px) {
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.comparison-grid {
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grid-template-columns: 1fr;
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}
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}
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.viz-panel {
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background: var(--el-fill-color-light);
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border-radius: 8px;
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padding: 15px;
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display: flex;
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flex-direction: column;
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gap: 10px;
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}
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.panel-header {
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display: flex;
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align-items: center;
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gap: 5px;
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font-weight: bold;
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font-size: 0.9em;
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color: var(--el-text-color-primary);
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}
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.canvas-wrapper {
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position: relative;
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background: #fff;
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border-radius: 4px;
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overflow: hidden;
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box-shadow: inset 0 0 10px rgba(0, 0, 0, 0.05);
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}
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canvas {
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width: 100%;
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height: auto;
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display: block;
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}
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.labels {
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position: absolute;
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bottom: 5px;
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left: 5px;
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right: 5px;
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display: flex;
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justify-content: space-between;
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font-size: 10px;
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color: #999;
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pointer-events: none;
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}
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.stats-box {
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display: flex;
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justify-content: space-between;
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align-items: center;
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margin-top: 5px;
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}
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</style>
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