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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>GPU Edge Bundling</title>
<h2>GPU Edge Bundling</h2>
<h3>Description</h3>
The code in this <a href="https://github.com/CreativeCodingLab/GPUEdgeBundling">repo</a> is inspired from
<a href="https://github.com/upphiminn/d3.ForceBundle">d3.ForceBundle</a>
<h3>Edge Bundling Algorithms (What Do They Do)</h3>
Node-link graphs with many edges and nodes suffer from visual clutter, edge-bundling algorithms transform and group
the edges of a node-link graph in such a way as to improve the readability of the diagram. The process is for example
analogous to bundling network cable wires along their route in order have a clear understanding of the links between
entities and structural patterns of the network. There are several algorithms in this class, from ones that use hidden
user-defined meshes to control the bundling [1], to case specific ones such as for hierarchical data [2] and
finally to self-organizing methods based on physical force interaction simulations [3].
<h3>Force Edge Bundling</h3>
Force edge bundling [3] works by modelling edges between nodes as flexible springs which can attract each other if
certain geometrical compatibility criterions are met.
The input for the algorithm is a simple node-link diagram of a graph with nodes and edges. In order to change the
shape of the basic straight line edges between nodes, the algorithm proceeds by subdividing edges into segments.
Attraction *spring* forces are simulated between each pair of consecutive subdivision points on the same graph-edge.
Moreover, attraction *electrostatic* forces are computed between subpoints of different edges which are geometrically
compatible. The combined force acting on each subdivision point is computed and the points are moved a certain step
size in the direction of the force. The force-simulation on these sub-points is repeted a certain amout of iterations.
After the end of a cycle of iterations the resulting graph-edges are divided again in smaller segements and the whole
process repeats itself until the end cycle is reached. It's important to note that the position of original node-points
are fixed throughout the simulation.
This repo contains 2 implementations of the FEB algorithm:
<ul>
1. A 2X speed-up version of the CPU-based edge bundling implementation found in
<a href="https://github.com/upphiminn/d3.ForceBundle">d3.ForceBundle</a>.
<p></p>
2. A WebGL-based implementation based on the Jieting Wu et.al. publication [4].
<p></p>
</ul>
<h3>Examples</h3>
<a href="./example/airline_routes.html">US Air lines</a>
<h3>References</h3>
<ul>
[1] Cui, Weiwei, et al. "Geometry-based edge clustering for graph visualization." Visualization and Computer
Graphics, IEEE Transactions on 14.6 (2008): 1277-1284.
<p></p>
[2] Holten, Danny. "Hierarchical edge bundles: Visualization of adjacency relations in hierarchical data."
Visualization and Computer Graphics, IEEE Transactions 12, no. 5 (2006): 741-748.
<p></p>
[3] Holten, Danny, and Jarke J. Van Wijk. "Force‐Directed Edge Bundling for Graph Visualization." Computer
Graphics Forum (Blackwell Publishing Ltd) 28, no. 3 (2009): 983-990.
<p></p>
[4] Wu, Jieting, Lina Yu, and Hongfeng Yu. "Texture-based edge bundling: A web-based approach for interactively
visualizing large graphs." In Big Data (Big Data), 2015 IEEE International Conference on, pp. 2501-2508. IEEE, 2015.
</ul>
</head>
<body>
</body>
</html>