1. What are the contributions in "Graph bundling by kernel density estimation" ?
The authors present a fast and simple method to compute bundled layouts of general graphs.. Additionally, the authors show how to create bundled layouts constrained by obstacles and use shading to convey information on the bundling quality.. The authors demonstrate their method on several large graphs.
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2. What are the future works in "Graph bundling by kernel density estimation" ?
Several future work directions exist.
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3. How many threads are used to do this?
resampling, and smoothing are done in C# on 4 threads, which takes about 40% of the entire time, the remainder being OpenGL-based splatting.
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4. What is the reason for the lower performance of KDEEB?
The lower performance of KDEEB for small graphs is due to the relatively large amount of work done in C# on the CPU for these graphs, which gets dominated by GPU computations for larger graphs.
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