I would like to do summarization so I can group the data, but likely
as a means to add more data and make important relationships stand
out. I love how skyrails is able to group and focus on a group or
category - an outstanding feature.
I may end up with a picture that looks like the one you provided, but
I'm trying to get a layout that spaces things far enough apart that I
don't end up with a massive cluster. I'm also keeping the alpha on
the lines fairly transparent. I figure I'm working in an infinite
virtual space, why bunch things up.
On Apr 18, 10:05 am, Yose Widjaja <
ywid...@gmail.com> wrote:
> Ah, botnet visualization. Is it possible to summarise the data so that
> instead of drawing large numbers of nodes, you'd just visualize grouped
> clusters of them?
>
> Is this how the data currently look like?
http://www.impactlab.com/wp-content/uploads/2008/04/botnet-attack.jpg
>
> Also, is it possible to monitor botnets in real time? I guess you probably
> have to own the botnet ;) I'd love to make a real-time monitor of botnets,
> so the thing fromhttp://
xkcd.com/350/can come true.. heh
>
>
>
> On Sat, Apr 18, 2009 at 11:51 PM, Jeff G <
jeffgem...@gmail.com> wrote:
> > When I was testing the 600k (which were randomly placed with random
> > labels), that was just nodes, no edges. So, yes, that would decrease it a
> > bit, but at the moment I'm not applying textures to my edges. I'm just
> > using a display list, line width of 2 (colored per category), when a node is
> > selected, connected edges have additional lines applied to give them a
> > glowing effect. So I don't make a ton of calls to the video card. For the
> > nodes, I'm using a display list and apply my textures to a quad, but I think
> > I should be able to get better performance possibly with using VBO and point
> > sprites. Haven't gotten there yet. The data that I'm currently viewing is
> > related to botnets and phishing.
>
> > On Sat, Apr 18, 2009 at 2:08 AM, Yose Widjaja <
ywid...@gmail.com> wrote:
>
> >> Hmm, interesting.. billboarding using GLSL, I might give that a try. I'll
> >> see what I can do with improving scalability. From this conversation I
> >> actually got an idea :D
>
> >> Curiously, what kind of data have you been visualizing? Also, did 600k
> >> nodes imply a similar amount of edges? That'd be a bit more taxing to
> >> visualize I'd guess.
>
> >> As for opening skyrails up, well, there's 50,000 lines of C++ code there
> >> that I coded throughout the years. I have a feeling opening them will take a
> >> huge amount of effort.. and a messy one at that.
>
> >> On Sat, Apr 18, 2009 at 1:10 AM, Jeff G <
jeffgem...@gmail.com> wrote:
>
> >>> Yose, The program that I described that can handle 500k multitextured
> >>> nodes in interactive 3d is one I developed myself, and is not available (and
> >>> unfortunately never will be since I developed it on company time and its for
> >>> private use). I got up to 600k @ 60fps (full screen resolution) before my
> >>> laptop graphics card started to decrease below my vsync (1mil took me down
> >>> to 15fps). Right now I'm running a test with around 30,000 edges and 20,000
> >>> nodes, which are all visible (I cull the text labels). I'm also able to do
> >>> 3d picking on them, bring up menus, highlight paths, etc. It's not as
> >>> visually impressive and complete as Skyrails, but the scaling limitations of
> >>> Skyrails removed it as an option for me (and since it's not open I couldn't
> >>> improve on it).
>
> >>> You have to do things on the video card to get that type of performance
> >>> (vertex arrays, VBO, display lists). I overcame the billboarding by using
> >>> GLSL shaders, which significantly boosted performance and removed the
> >>> rotation issues. At the moment, the only thing I have to manually rotate is
> >>> the labels (and I reduce this to only what is in a good viewable range).
>
> >>> On Fri, Apr 17, 2009 at 10:11 AM, Yose Widjaja <
ywid...@gmail.com>wrote:
>
> >>>> Well, there's a few answers to that.. but what program are you talking
> >>>> about that can handle 500k multitextured nodes?
>
> >>>> First, my guess is that those programs that can do 1mil nodes are
> >>>> probably static 2D ones that don't need recalculation all the time for the
> >>>> node positioning, and since they stand still, one could take snapshots of
> >>>> the graph (so it's only drawn once). When that happens, layouting won't even
> >>>> need to be worried about, and drawing would be done only when they're out of
> >>>> range..
>
> >>>> As for the bottleneck, it probably is the layout engine. I just tried
> >>>> enabling all the edges in the interactorium (the cell version), and then
> >>>> running through them with and without the layout engine.
>
> >>>> A while ago I actually made an optimisation to the layout engine, which
> >>>> didn't change any algorithms, but rather to put all the layout calculation
> >>>> data into a memory pool as opposed to their own objects. What surprised me
> >>>> was that this led to a huge improvement in speed (of the layout engine).
>
> >>>> If the positions are precomputed, Skyrails can scale pretty high, but
> >>>> then the graphics will become the bottleneck. I did some view culling, but
> >>>> they're nothing special, it just works. Things like putting the edges in a
> >>>> vertex array or a display list won't work though, since the nodes and edges
> >>>> are billboards which need recalculation when the positions change.
>
> >>>> I'm thinking of playing with those CUDA things for layout calculation,
> >>>> but it looks like integrating it will be messy.
>