1,168 research outputs found
Query processing of spatial objects: Complexity versus Redundancy
The management of complex spatial objects in applications, such as geography and cartography,
imposes stringent new requirements on spatial database systems, in particular on efficient
query processing. As shown before, the performance of spatial query processing can be improved
by decomposing complex spatial objects into simple components. Up to now, only decomposition
techniques generating a linear number of very simple components, e.g. triangles or trapezoids, have
been considered. In this paper, we will investigate the natural trade-off between the complexity of
the components and the redundancy, i.e. the number of components, with respect to its effect on
efficient query processing. In particular, we present two new decomposition methods generating
a better balance between the complexity and the number of components than previously known
techniques. We compare these new decomposition methods to the traditional undecomposed representation
as well as to the well-known decomposition into convex polygons with respect to their
performance in spatial query processing. This comparison points out that for a wide range of query
selectivity the new decomposition techniques clearly outperform both the undecomposed representation
and the convex decomposition method. More important than the absolute gain in performance
by a factor of up to an order of magnitude is the robust performance of our new decomposition
techniques over the whole range of query selectivity
Partitioning a Polygon Into Small Pieces
We study the problem of partitioning a given simple polygon into a
minimum number of polygonal pieces, each of which has bounded size. We give
algorithms for seven notions of `bounded size,' namely that each piece has
bounded area, perimeter, straight-line diameter, geodesic diameter, or that
each piece must be contained in a unit disk, an axis-aligned unit square or an
arbitrarily rotated unit square.
A more general version of the area problem has already been studied. Here we
are, in addition to , given positive real values such that
the sum equals the area of . The goal is to partition
into exactly pieces such that the area of is .
Such a partition always exists, and an algorithm with running time has
previously been described, where is the number of corners of . We give
an algorithm with optimal running time . For polygons with holes, we
get running time .
For the other problems, it seems out of reach to compute optimal partitions
for simple polygons; for most of them, even in extremely restricted cases such
as when is a square. We therefore develop -approximation algorithms
for these problems, which means that the number of pieces in the produced
partition is at most a constant factor larger than the cardinality of a minimum
partition. Existing algorithms do not allow Steiner points, which means that
all corners of the produced pieces must also be corners of . This has the
disappointing consequence that a partition does often not exist, whereas our
algorithms always produce useful partitions. Furthermore, an optimal partition
without Steiner points may require pieces for polygons where a
partition consisting of just pieces exists when Steiner points are allowed.Comment: 32 pages, 24 figure
Towards a theory of automated elliptic mesh generation
The theory of elliptic mesh generation is reviewed and the fundamental problem of constructing computational space is discussed. It is argued that the construction of computational space is an NP-Complete problem and therefore requires a nonstandard approach for its solution. This leads to the development of graph-theoretic, combinatorial optimization and integer programming algorithms. Methods for the construction of two dimensional computational space are presented
Multi-Step Processing of Spatial Joins
Spatial joins are one of the most important operations for combining spatial objects of several relations. In this paper, spatial join processing is studied in detail for extended spatial objects in twodimensional data space. We present an approach for spatial join processing that is based on three steps. First, a spatial join is performed on the minimum bounding rectangles of the objects returning a set of candidates. Various approaches for accelerating this step of join processing have been examined at the last year’s conference [BKS 93a]. In this paper, we focus on the problem how to compute the answers from the set of candidates which is handled by
the following two steps. First of all, sophisticated approximations
are used to identify answers as well as to filter out false hits from
the set of candidates. For this purpose, we investigate various types
of conservative and progressive approximations. In the last step, the
exact geometry of the remaining candidates has to be tested against
the join predicate. The time required for computing spatial join
predicates can essentially be reduced when objects are adequately
organized in main memory. In our approach, objects are first decomposed
into simple components which are exclusively organized
by a main-memory resident spatial data structure. Overall, we
present a complete approach of spatial join processing on complex
spatial objects. The performance of the individual steps of our approach
is evaluated with data sets from real cartographic applications.
The results show that our approach reduces the total execution
time of the spatial join by factors
Hierarchical path-finding for Navigation Meshes (HNA*)
Path-finding can become an important bottleneck as both the size of the virtual environments and the number of agents navigating them increase. It is important to develop techniques that can be efficiently applied to any environment independently of its abstract representation. In this paper we present a hierarchical NavMesh representation to speed up path-finding. Hierarchical path-finding (HPA*) has been successfully applied to regular grids, but there is a need to extend the benefits of this method to polygonal navigation meshes. As opposed to regular grids, navigation meshes offer representations with higher accuracy regarding the underlying geometry, while containing a smaller number of cells. Therefore, we present a bottom-up method to create a hierarchical representation based on a multilevel k-way partitioning algorithm (MLkP), annotated with sub-paths that can be accessed online by our Hierarchical NavMesh Path-finding algorithm (HNA*). The algorithm benefits from searching in graphs with a much smaller number of cells, thus performing up to 7.7 times faster than traditional A¿ over the initial NavMesh. We present results of HNA* over a variety of scenarios and discuss the benefits of the algorithm together with areas for improvement.Peer ReviewedPostprint (author's final draft
Cutting Polygons into Small Pieces with Chords: Laser-Based Localization
Motivated by indoor localization by tripwire lasers, we study the problem of cutting a polygon into small-size pieces, using the chords of the polygon. Several versions are considered, depending on the definition of the "size" of a piece. In particular, we consider the area, the diameter, and the radius of the largest inscribed circle as a measure of the size of a piece. We also consider different objectives, either minimizing the maximum size of a piece for a given number of chords, or minimizing the number of chords that achieve a given size threshold for the pieces. We give hardness results for polygons with holes and approximation algorithms for multiple variants of the problem
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