Graph Rendering Engine Using Distance Oracle and Mesh Consolidation
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Solution Overview
Problem
Existing graph rendering systems become computationally expensive and inefficient as the number of nodes and edges increases, leading to slow performance and the inability to render complex graphs within a reasonable time, especially when dealing with large datasets, resulting in obscure and non-optimal layouts.
Innovation Solution
The method involves generating a fast approximate distance oracle to determine initial distances between points, calculating potential errors, and approximating corrections to adjust point positions, allowing for a computationally efficient initial graph layout that approximates the final layout over time, reducing tangles and instability, and using a rendering engine to generate commands for displaying graphs as a single mesh or object to improve rendering efficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If force-directed algorithms are used to layout graphs with increasing number of nodes and edges, then the graph layout comprehensibility is improved, but the computational cost and rendering time increase dramatically
Solution Approach 1:
The patent segments the graph rendering process into two distinct phases: an initial layout phase that positions all nodes and edges, and a subsequent refinement phase that applies force-directed algorithms only to adjust positions. This segmentation allows the system to avoid the computational burden of applying force-directed algorithms to every node and edge from scratch, thereby reducing rendering time while maintaining layout comprehensibility.
Solution Approach 2:
The patent performs preliminary actions by generating an initial graph layout before applying force-directed algorithms. This preliminary layout establishes the basic structure and positions of all graph elements, so that when force-directed algorithms are later applied, they only need to make incremental adjustments rather than computing complete layouts, significantly reducing computational cost and rendering time.
2Adaptability or versatility
If separate commands are generated to draw each edge and node, then the graph rendering flexibility is improved, but the number of required commands increases linearly with graph size
Solution Approach 1:
The patent merges multiple individual draw commands into a single consolidated command structure. Instead of generating separate commands for each edge and node, the system combines all drawing operations into one unified command that can be processed more efficiently by the rendering engine, reducing the total number of commands while maintaining the ability to render complex graphs.
3Adaptability or versatility
If individual commands are used to color each node, then the graph customization capability is improved, but the processing overhead increases with graph size
Solution Approach 1:
The patent merges individual node coloring commands into batched or consolidated coloring operations. By combining multiple coloring commands into fewer operations, the system maintains the ability to customize node colors while reducing the processing overhead associated with handling a large number of individual commands, thereby improving processing speed.
Data Source
AI summary
An exemplary method comprises receiving graph data, generating an edge draw command to draw a first and a second edge as a display object, buffering first and second node positions for first and second sprites, respectively, identifying shader information associated with application of shading of the first sprite and the second sprite, the shader information indicating a change of shade based on distance from a first position and a change of shade based on distance from a second position associated with the second sprite, generating a node draw command to draw at least the first and second sprites, generating a graph shading command to apply shading to at least a portion of the first sprite based and to apply shading to at least a portion of the second sprite based, and providing the edge draw command, node draw command, and graph shading command to a graph execution module.


