[英]Optimising a force directed graph
我已经在C#for Unity中基于EpForceDirectedGraph.cs图形编写了一个强制导向的图形实现,但是它只能处理多达1000个节点,低于我所需要的约4000个节点。 我已经看了好几天的代码,但似乎还是看不到能加快它的速度! 看看,任何帮助将不胜感激! 我将这些函数在400个节点上运行85次,以生成正确的图形,这意味着施加力函数在启动过程中正在运行27,000,000次!
请注意,我将WebGL用作构建目标,因此多线程和SIMD可能无济于事,但是我欢迎这些工具的建议。
这些是主要的应用程序功能:
* @Description applied coulombs law to determine the push force between 2 points as well as*
* the attraction to center and updating of the velocity and acceleration *
* *
* @parameters iTimeStep - the time since last frame *
************************************************************************************************/
protected override void applyNodeLaws(float iTimeStep)
{
for (int i = 0; i < graph.nodes.Count; i++)
{
//applies coulomb's law to each node
Point3D point1 = GetPoint(graph.nodes[i]);
for (int j = 0; j < graph.nodes.Count; j++)
{
Point3D point2 = GetPoint(graph.nodes[j]);
if (point1 != point2)
{
Vector3 d = point1.position - point2.position;
float distance = d.magnitude + 0.1f;
Vector3 direction = d.normalized;
point1.ApplyForce((direction * Repulsion) / (distance * 0.5f));
point2.ApplyForce((direction * Repulsion) / (distance * -0.5f));
}
}
//Applies centre attraction
Vector3 centreDirection = point1.position * -1.0f;
float displacement = centreDirection.magnitude;
centreDirection = centreDirection.normalized;
point1.ApplyForce(centreDirection * (Stiffness * displacement * 0.4f));
//converts acceleration to velocity
point1.velocity += (point1.acceleration * iTimeStep);
point1.velocity *= Damping;
point1.acceleration = Vector3.zero;
//applies velocity to position
point1.position += (point1.velocity * iTimeStep);
}
}
/************************************************************************************************
* @Description applied hookes law to determine the spring force between 2 points *
************************************************************************************************/
protected override void applyHookesLaw()
{
for (int i = 0; i < graph.edges.Count; i++)
{
Spring3D spring = GetSpring(graph.edges[i]);
Vector3 d = spring.point2.position - spring.point1.position;
float displacement = spring.Length - d.magnitude;
Vector3 direction = d.normalized;
spring.point1.ApplyForce(direction * (spring.K * displacement * -0.5f));
spring.point2.ApplyForce(direction * (spring.K * displacement * 0.5f));
}
}
最后,我们决定将所有处理工作转移到基于外部AWS的Heroku服务器上。 标注超时时间为40秒,我们可以完成数百万个计算,通常最多需要30分钟才能生成!
我们还实施了基于Octree的节点系统,使我们能够实时运行它!
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