71 research outputs found
Towards a Scalable Dynamic Spatial Database System
With the rise of GPS-enabled smartphones and other similar mobile devices,
massive amounts of location data are available. However, no scalable solutions
for soft real-time spatial queries on large sets of moving objects have yet
emerged. In this paper we explore and measure the limits of actual algorithms
and implementations regarding different application scenarios. And finally we
propose a novel distributed architecture to solve the scalability issues.Comment: (2012
VGQ-Vor: extending virtual grid quadtree with Voronoi diagram for mobile k nearest neighbor queries over mobile objects
Abstract Performing mobile k nearest neighbor (MkNN) queries whilst also being mobile is a challenging problem. All the mobile objects issuing queries and/or being queried are mobile. The performance of this kind of query relies heavily on the maintenance of the current locations of the objects. The index used for mobile objects must support efficient update operations and efficient query handling. This study aims to improve the performance of the MkNN queries while reducing update costs. Our approach is based on an observation that the frequency of one region changing between being occupied or not by mobile objects is much lower than the frequency of the position changes reported by the mobile objects. We first propose an virtual grid quadtree with Voronoi diagram (VGQ-Vor), which is a two-layer index structure that indexes regions occupied by mobile objects in a quadtree and builds a Voronoi diagram of the regions. Then we propose a moving k nearest neighbor (kNN) query algorithm on the VGQ-Vor and prove the correctness of the algorithm. The experimental results show that the VGQ-Vor outperforms the existing techniques (Bx-tree, Bdual-tree) by one to three orders of magnitude in most cases
Issues on distributed caching of spatial data
Die Menge an digitalen Informationen über Orte hat bis heute rapide zugenommen. Mit der Verbreitung mobiler, internetfähiger Geräte kann nun jederzeit und von überall auf diese Informationen zugegriffen werden. Im Zuge dieser Entwicklung wurden zahlreiche ortsbasierte Anwendungen und Dienste populär. So reihen sich digitale Einkaufsassistenten und Touristeninformationsdienste sowie geosoziale Anwendungen in der Liste der beliebtesten Vertreter. Steigende Benutzerzahlen sowie die rapide wachsenden Datenmengen, stellen ernstzunehmende Herausforderungen für die Anbieter ortsbezogener Informationen dar. So muss der Datenbereitstellungsprozess effizient gestaltet sein, um einen kosteneffizienten Betrieb zu ermöglichen. Darüber hinaus sollten Ressourcen flexibel genug zugeordnet werden können, um Lastungleichgewichte zwischen Systemkomponenten ausgleichen zu können. Außerdem müssen Datenanbieter in der Lage sein, die Verarbeitungskapazitäten mit steigender und fallender Anfragelast zu skalieren.
Mit dieser Arbeit stellen wir einen verteilten Zwischenspeicher für ortsbasierte Daten vor. In dem verteilten Zwischenspeicher werden Replika der am häufigsten verwendeten Daten von mehreren unabhängigen Servern im flüchtigen Speicher vorgehalten. Mit unserem Ansatz können die Herausforderungen für Anbieter ortsbezogener Informationen wie folgt addressiert werden: Zunächst sorgt eine speziell für die Zugriffsmuster ortsbezogener Anwendungen konzipierte Zwischenspreicherungsstragie für eine Erhöhung der Gesamteffizienz, da eine erhebliche Menge der zwischengespeicherten Ergebnisse vorheriger Anfragen wiederverwendet werden kann. Darüber hinaus bewirken unsere speziell für den Geo-Kontext entwickelten Lastbalancierungsverfahren den Ausgleich dynamischer Lastungleichgewichte. Letztlich befähigen unsere verteilten Protokolle zur Hinzu- und Wegnahme von Servern die Anbieter ortsbezogener Informationen, die Verarbeitungskapazität steigender oder fallender Anfragelast anzupassen.
In diesem Dokument untersuchen wir zunächst die Anforderungen der Datenbereitstellung im Kontext von ortsbasierten Anwendungen. Anschließend diskutieren wir mögliche Entwurfsmuster und leiten eine Architektur für einen verteilten Zwischenspeicher ab. Im Verlauf dieser Arbeit, entstanden mehrere konkrete Implementierungsvarianten, die wir in diesem Dokument vorstellen und miteinander vergleichen. Unsere Evaluation zeigt nicht nur die prinzipielle Machbarkeit, sondern auch die Effektivität von unserem Caching-Ansatz für die Erreichung von Skalierbarkeit und Verfügbarkeit im Kontext der Bereitstellung von ortsbasierten Daten
Structures and Algorithms for Peer-to-Peer Cooperation
Peer-to-peer overlay networks are distributed systems, without any hierarchical organization or centralized control. Peers form self-organizing overlay networks that are on top of the Internet. Both parts of this thesis deal with peer-to-peer overlay networks, the first part with unstructured ones used to build a large scale Networked Virtual Environment. The second part gives insights on how the users of a real life structured peer-to-peer network behave, and how well the proposed algorithms for publishing and retrieving data work. Moreover we analyze the security (holes) in such a system. Networked virtual environments (NVEs), also known as distributed virtual environments, are computer-generated, synthetic worlds that allow simultaneous interactions of multiple participants. Many efforts have been made to allow people to interact in realistic virtual environments, resulting in the recent boom of Massively Multiplayer Online Games. In the first part of the thesis, we present a complete study of an augmented Delaunay-based overlay for peer-to-peer shared virtual worlds. We design an overlay network matching the Delaunay triangulation of the participating peers in a generalized d-dimensional space. Especially, we describe the self-organizing algorithms for peer insertion and deletion. To reduce the delay penalty of overlay routing, we propose to augment each node of the Delaunay-based overlay with a limited number of carefully selected shortcut links creating a small-world. We show that a small number of shortcuts is sufficient to significantly decrease the delay of routing in the space. We present a distributed algorithm for the clustering of peers. The algorithm is dynamic in the sense that whenever a peer joins or leaves the NVE, the clustering will be adapted if necessary by either splitting a cluster or merging clusters. The main idea of the algorithm is to classify links between adjacent peers into short intracluster and long inter-cluster links. In a structured system, the neighbor relationship between peers and data locations is strictly defined. Searching in such systems is therefore determined by the particular network architecture. Among the strictly structured systems, some implement a distributed hash table (DHT) using different data structures. DHTs have been actively studied in the literature and many different proposals have been made on how to organize peers in a DHT. However, very few DHTs have been implemented in real systems and deployed on a large scale. One exception is KAD, a DHT based on Kademlia, which is part of eDonkey, a peer-to-peer file sharing system with several million simultaneous users. In the second part of this thesis we give a detailed background on KAD, the organization of the peers, the search and the publish operations, and we describe our measurement methodology. We have been crawling KAD continuously for more than a year. We obtained information about geographical distribution of peers, session times, peer availability, and peer lifetime. We found that session times are Weibull distributed and show how this information can be exploited to make the publishing mechanism much more efficient. As we have been studying KAD over the course of the last two years we have been both, fascinated and frightened by the possibilities KAD offers. We show that mounting a Sybil attack is very easy in KAD and allows to compromise the privacy of KAD users, to compromise the correct operation of the key lookup and to mount distributed denial-of-service attacks with very little resources
AoI-based Multicast Routing over Voronoi Overlays with Minimal Overhead
The increasing pervasive and ubiquitous presence of devices at the edge of
the Internet is creating new scenarios for the emergence of novel services and
applications. This is particularly true for location- and context-aware
services. These services call for new decentralized, self-organizing
communication schemes that are able to face issues related to demanding
resource consumption constraints, while ensuring efficient locality-based
information dissemination and querying. Voronoi-based communication techniques
are among the most widely used solutions in this field. However, when used for
forwarding messages inside closed areas of the network (called Areas of
Interest, AoIs), these solutions generally require a significant overhead in
terms of redundant and/or unnecessary communications. This fact negatively
impacts both the devices' resource consumption levels, as well as the network
bandwidth usage. In order to eliminate all unnecessary communications, in this
paper we present the MABRAVO (Multicast Algorithm for Broadcast and Routing
over AoIs in Voronoi Overlays) protocol suite. MABRAVO allows to forward
information within an AoI in a Voronoi network using only local information,
reaching all the devices in the area, and using the lowest possible number of
messages, i.e., just one message for each node included in the AoI. The paper
presents the mathematical and algorithmic descriptions of MABRAVO, as well as
experimental findings of its performance, showing its ability to reduce
communication costs to the strictly minimum required.Comment: Submitted to: IEEE Access; CodeOcean: DOI:10.24433/CO.1722184.v1;
code: https://github.com/michelealbano/mabrav
Patch-based Progressive 3D Point Set Upsampling
We present a detail-driven deep neural network for point set upsampling. A
high-resolution point set is essential for point-based rendering and surface
reconstruction. Inspired by the recent success of neural image super-resolution
techniques, we progressively train a cascade of patch-based upsampling networks
on different levels of detail end-to-end. We propose a series of architectural
design contributions that lead to a substantial performance boost. The effect
of each technical contribution is demonstrated in an ablation study.
Qualitative and quantitative experiments show that our method significantly
outperforms the state-of-the-art learning-based and optimazation-based
approaches, both in terms of handling low-resolution inputs and revealing
high-fidelity details.Comment: accepted to cvpr2019, code available at https://github.com/yifita/P3
Spanners of Additively Weighted Point Sets
We study the problem of computing geometric spanners for (additively)
weighted point sets. A weighted point set is a set of pairs where
is a point in the plane and is a real number. The distance between two
points and is defined as . We show
that in the case where all are positive numbers and for all (in which case the points can be seen as
non-intersecting disks in the plane), a variant of the Yao graph is a
-spanner that has a linear number of edges. We also show that the
Additively Weighted Delaunay graph (the face-dual of the Additively Weighted
Voronoi diagram) has constant spanning ratio. The straight line embedding of
the Additively Weighted Delaunay graph may not be a plane graph. We show how to
compute a plane embedding that also has a constant spanning ratio
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