Something like this (sorry for the long code, most of it is copied from the stardard axes.Axes.draw):
from operator import itemgetter
class generator_scatter_axes(matplotlib.axes.Axes):
def __init__(self, *args, **kwargs):
matplotlib.axes.Axes.__init__(self, *args, **kwargs)
self._big_data = None
def draw(self, renderer=None, inframe=None):
# copied from original draw (so you can still add normal artists ect)
if renderer is None:
renderer = self._cachedRenderer
if renderer is None:
raise RuntimeError('No renderer defined')
if not self.get_visible():
return
renderer.open_group('axes')
locator = self.get_axes_locator()
if locator:
pos = locator(self, renderer)
self.apply_aspect(pos)
else:
self.apply_aspect()
artists = []
artists.extend(self.collections)
artists.extend(self.patches)
artists.extend(self.lines)
artists.extend(self.texts)
artists.extend(self.artists)
if self.axison and not inframe:
if self._axisbelow:
self.xaxis.set_zorder(0.5)
self.yaxis.set_zorder(0.5)
else:
self.xaxis.set_zorder(2.5)
self.yaxis.set_zorder(2.5)
artists.extend([self.xaxis, self.yaxis])
if not inframe:
artists.append(self.title)
artists.append(self._left_title)
artists.append(self._right_title)
artists.extend(self.tables)
if self.legend_ is not None:
artists.append(self.legend_)
# the frame draws the edges around the axes patch -- we
# decouple these so the patch can be in the background and the
# frame in the foreground.
if self.axison and self._frameon:
artists.extend(self.spines.itervalues())
if self.figure.canvas.is_saving():
dsu = [(a.zorder, a) for a in artists]
else:
dsu = [(a.zorder, a) for a in artists
if not a.get_animated()]
# add images to dsu if the backend support compositing.
# otherwise, does the manaul compositing without adding images to dsu.
if len(self.images) <= 1 or renderer.option_image_nocomposite():
dsu.extend([(im.zorder, im) for im in self.images])
_do_composite = False
else:
_do_composite = True
dsu.sort(key=itemgetter(0))
# rasterize artists with negative zorder
# if the minimum zorder is negative, start rasterization
rasterization_zorder = self._rasterization_zorder
if (rasterization_zorder is not None and
len(dsu) > 0 and dsu[0][0] < rasterization_zorder):
renderer.start_rasterizing()
dsu_rasterized = [l for l in dsu if l[0] < rasterization_zorder]
dsu = [l for l in dsu if l[0] >= rasterization_zorder]
else:
dsu_rasterized = []
# the patch draws the background rectangle -- the frame below
# will draw the edges
if self.axison and self._frameon:
self.patch.draw(renderer)
if _do_composite:
# make a composite image blending alpha
# list of (mimage.Image, ox, oy)
zorder_images = [(im.zorder, im) for im in self.images
if im.get_visible()]
zorder_images.sort(key=lambda x: x[0])
mag = renderer.get_image_magnification()
ims = [(im.make_image(mag), 0, 0, im.get_alpha()) for z, im in zorder_images]
l, b, r, t = self.bbox.extents
width = mag * ((round(r) + 0.5) - (round(l) - 0.5))
height = mag * ((round(t) + 0.5) - (round(b) - 0.5))
im = mimage.from_images(height,
width,
ims)
im.is_grayscale = False
l, b, w, h = self.bbox.bounds
# composite images need special args so they will not
# respect z-order for now
gc = renderer.new_gc()
gc.set_clip_rectangle(self.bbox)
gc.set_clip_path(mtransforms.TransformedPath(
self.patch.get_path(),
self.patch.get_transform()))
renderer.draw_image(gc, round(l), round(b), im)
gc.restore()
if dsu_rasterized:
for zorder, a in dsu_rasterized:
a.draw(renderer)
renderer.stop_rasterizing()
for zorder, a in dsu:
a.draw(renderer)
############################
# new bits
############################
if self._big_data is not None:
for x, y, z in self._big_data:
# add the (single point) to the axes
a = self.scatter(x, y, color='r',
alpha=1, s=10, marker='s', linewidth=0)
# add the point, in Agg this will render + composite
a.draw(renderer)
# remove the artist from the axes, shouldn't let the render know
a.remove()
# delete the artist for good measure
del a
#######################
# end new bits
#######################
# again, from original to clean up
renderer.close_group('axes')
self._cachedRenderer = renderer
use it like such:
In [42]: fig = figure()
In [43]: ax = generator_scatter_axes(fig, [.1, .1, .8, .8])
In [44]: fig.add_axes(ax)
Out[44]: <__main__.generator_scatter_axes at 0x56fe090>
In [45]: ax._big_data = rand(500, 3)
In [46]: draw()
I changed your scatter function to have shapes that are visible in small numbers. This will be very slow as you are setting up a scatter object every time. I would either take sensible chunks of your data and plot those, or replace the call to scatter to the underlying artist objects, or use Joe's suggestion and just update a single artist.
matplotlibmakes internal copies of the data for self defense reasons (if it just kept a reference the data could/would change under it). I would look into usingPathCollection(or what it uses underneath) directly.Axeswhich overrides thedrawfunction and generate an artist for each point, raster it and composite it down, and then throw the artists away before making the next one._internal_data = np.array(input_data)and if you are color mapping, the scatter object will end up being at least 6*N*64 B (N rows, 6 or 7 floats (XYZ, RGB(maybe A), 64bits)matplotlib.axes.Axes.draw