Prototype network renderer written in ThreeJS https://glynnjkw.github.io/Three-JS-Network-Renderer/
Maxes gpu but manages ~60 fps at 6-6.5 million nodes (nodes only) Slowdown starts much earlier when edges are included, gpu starts maxing at ~400K edges (AKA nodes are about 10x less expensive than edges)
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Searching/displaying searched subsections of graph
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Customizable visualization for nodes/edges: partially done, need to add more. Possibilites - default attributes (data1, data2, etc) and very abstract shader OR do everything beforehand with functions.
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Line optimization: currently rendering 3D lines requires computing cross product - possibly can't do anything about this right now without compromising line quality (still need to test using screen space/clip position modification). Unfortunately this means computing cross product per vertex, which is probably a big part of why lines are so expensive to draw.
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Labels?
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For very large graphs, use SQL database to hold info and use queries to get data? (very low priority)