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Indexing Methods for Moving Object Databases: Games and Other Applications Jagan Sankaranarayanan Hanan Samet Michael Auerbach { hjs,jagan,mikea } @cs.umd.edu Department of Computer Science Center for Automation Research Institute for


  1. Indexing Methods for Moving Object Databases: Games and Other Applications Jagan Sankaranarayanan ∗ Hanan Samet Michael Auerbach { hjs,jagan,mikea } @cs.umd.edu Department of Computer Science Center for Automation Research Institute for Advanced Computer Studies University of Maryland College Park, MD 20742, USA ∗ Currently at NEC Labs America. Indexing Methods for Moving Object Databases: Games and Other Applications – p.1/27

  2. Overview Problem domain: Database of objects moving at unknown velocities Object positions change over time, possibly obtained from sensors Objects have extent (not point objects) Example applications: games, traffic, interactive vlsi design, etc. Goal: Spatial index that supports interactive motion updates of position and of the index so queries/operations can take place at interactive rates Results: Use a loose quadtree (cover fieldtree), associating objects with their minimum enclosing expanded quadtree cell with expansion parameter p Show that for suitably chosen value of p , the width of the expanded cell is independent of the object’s position Depends only on p and the object’s size For appropriate value of p , at most 2 possible cell widths, usually 1 Results in constant time O (1) lookup and updates · Optimal value of p =0.999 for queries/operations Experiments show most object motions don’t require index updates Somewhat analogous to balance and reduced splitting/merging due to node overflow/underflow in B-tree insertions due to node being 50% full Indexing Methods for Moving Object Databases: Games and Other Applications – p.2/27

  3. Object Representations 1. Represent objects using an object hierarchy Use minimum bounding hypercube boxes (e.g., R-tree) to speed up process of detecting if objects are present or overlap other objects Drawbacks: Non-disjoint decomposition makes point location need multiple search paths 2. Use recursive decomposition of underlying space into cells based on a bound on the number of objects per cell Drawback: May break objects into pieces 3. Use a hierarchy of congruent cells while still not decomposing the objects Associate each object with its minimum enclosing quadtree cell Examples include MX-CIF quadtree, multilayer grid file, R-file, filter tree, SQ histogram, loose quadtree and equivalent cover fieldtree Differentiated by the access structures used to resolve collisions in sense of many objects with same minimum enclosing quadtree cell Drawbacks Many objects have same minimum enclosing quadtree cell Size of minimum enclosing quadtree cell depends on position of object and less on its size Indexing Methods for Moving Object Databases: Games and Other Applications – p.3/27

  4. MX-CIF Quadtree 2 5 4 1. Collections of small rectangles for VLSI ap- 1 3 E B plications C 6 2. Each rectangle is associated with its mini- 9 A mum enclosing quadtree block 7 8 3. Like hashing: quadtree blocks serve as D hash buckets 10 11 F 12 (a) A {2,6,7,8,9,10} C {} D {11} B {1} E {3,4,5} F {12} (b) XA YA 8 XG YG XH YH 9 10 XI YJ YI 6 XJ YL 7 2 (a) (b) Indexing Methods for Moving Object Databases: Games and Other Applications – p.4/27

  5. MX-CIF Quadtree 2 5 1. Collections of small rectangles for VLSI ap- 4 1 3 E plications B C 6 2. Each rectangle is associated with its mini- 9 A mum enclosing quadtree block 7 8 3. Like hashing: quadtree blocks serve as D hash buckets 10 11 4. Collision = more than one rectangle in a F 12 block (a) resolve by using two one-dimensional A {2,6,7,8,9,10} MX-CIF trees to store the rectangle C {} D {11} B {1} intersecting the lines passing through E {3,4,5} F {12} each subdivision point (b) XA YA 8 XG YG XH YH 9 10 XI YJ YI 6 XJ YL 7 2 (a) (b) Indexing Methods for Moving Object Databases: Games and Other Applications – p.4/27

  6. MX-CIF Quadtree 2 5 1. Collections of small rectangles for VLSI ap- 4 1 3 E plications B C 6 2. Each rectangle is associated with its mini- 9 A mum enclosing quadtree block 7 8 3. Like hashing: quadtree blocks serve as D hash buckets 10 11 4. Collision = more than one rectangle in a F 12 block (a) resolve by using two one-dimensional A {2,6,7,8,9,10} MX-CIF trees to store the rectangle C {} D {11} B {1} intersecting the lines passing through E {3,4,5} F {12} each subdivision point (b) XA YA one for y-axis 8 XG YG XH YH 9 10 XI YJ YI 6 XJ YL 7 2 (a) (b) Indexing Methods for Moving Object Databases: Games and Other Applications – p.4/27

  7. MX-CIF Quadtree 2 5 1. Collections of small rectangles for VLSI ap- 4 1 3 E plications B C 6 2. Each rectangle is associated with its mini- 9 A mum enclosing quadtree block 7 8 3. Like hashing: quadtree blocks serve as D hash buckets 10 11 4. Collision = more than one rectangle in a F 12 block (a) resolve by using two one-dimensional A {2,6,7,8,9,10} MX-CIF trees to store the rectangle C {} D {11} B {1} intersecting the lines passing through E {3,4,5} F {12} each subdivision point (b) XA YA one for y-axis 8 XG YG XH if a rectangle intersects both x and y YH 9 10 XI axes, then associate it with the y axis YJ YI 6 XJ YL 7 2 (a) (b) Indexing Methods for Moving Object Databases: Games and Other Applications – p.4/27

  8. MX-CIF Quadtree 2 5 1. Collections of small rectangles for VLSI ap- 4 1 3 E plications B C 6 2. Each rectangle is associated with its mini- 9 A mum enclosing quadtree block 7 8 3. Like hashing: quadtree blocks serve as D hash buckets 10 11 4. Collision = more than one rectangle in a F 12 block (a) resolve by using two one-dimensional A {2,6,7,8,9,10} MX-CIF trees to store the rectangle C {} D {11} B {1} intersecting the lines passing through E {3,4,5} F {12} each subdivision point (b) XA YA one for y-axis 8 XG YG XH if a rectangle intersects both x and y YH 9 10 XI axes, then associate it with the y axis YJ YI 6 XJ YL one for x-axis 7 2 (a) (b) Indexing Methods for Moving Object Databases: Games and Other Applications – p.4/27

  9. Loose Quadtree (Octree)/Cover Fieldtree Overcomes drawback of MX-CIF quadtree that only the minimum width w of the minimum enclosing quadtree cell of object o is a function of o ’s size 2 5 4 1 3 E B C 6 9 A 7 8 D 10 11 F 12 A {2,6,7,8,9,10} D{11} C{} B {1} E F 12} { {3,4,5} Indexing Methods for Moving Object Databases: Games and Other Applications – p.5/27

  10. Loose Quadtree (Octree)/Cover Fieldtree Overcomes drawback of MX-CIF quadtree that only the minimum width w of the minimum enclosing quadtree cell of object o is a function of o ’s size Instead, the maximum width w depends on both the size and position of the centroid of o and is unbounded 2 5 4 1 3 E B C 6 9 A 7 8 D 10 11 F 12 A {2,6,7,8,9,10} D{11} C{} B {1} E F 12} { {3,4,5} Indexing Methods for Moving Object Databases: Games and Other Applications – p.5/27

  11. Loose Quadtree (Octree)/Cover Fieldtree Overcomes drawback of MX-CIF quadtree that only the minimum width w of the minimum enclosing quadtree cell of object o is a function of o ’s size Instead, the maximum width w depends on both the size and position of the centroid of o and is unbounded 2 5 4 1 3 E B C 6 9 A 7 8 D 10 11 F 12 A {2,6,7,8,9,10} D{11} C{} B {1} E F 12} { {3,4,5} Indexing Methods for Moving Object Databases: Games and Other Applications – p.5/27

  12. Loose Quadtree (Octree)/Cover Fieldtree Overcomes drawback of MX-CIF quadtree that only the minimum width w of the minimum enclosing quadtree cell of object o is a function of o ’s size Instead, the maximum width w depends on both the size and position of the centroid of o and is unbounded 2 5 4 Solution: expand size of space 1 3 E spanned by each quadtree cell of width B C w by expansion factor p ( p > 0) so ex- 6 panded cell is of width (1 + p ) w 9 A 7 8 D 10 11 F 12 A {2,6,7,8,9,10} D{11} C{} B {1} E F 12} { {3,4,5} Indexing Methods for Moving Object Databases: Games and Other Applications – p.5/27

  13. Loose Quadtree (Octree)/Cover Fieldtree Overcomes drawback of MX-CIF quadtree that only the minimum width w of the minimum enclosing quadtree cell of object o is a function of o ’s size Instead, the maximum width w depends on both the size and position of the centroid of o and is unbounded 2 5 4 Solution: expand size of space 1 3 E spanned by each quadtree cell of width B C w by expansion factor p ( p > 0) so ex- 6 panded cell is of width (1 + p ) w 9 A 1. p = 0.3 7 8 D 10 11 F 12 {2,6,7,8,9,10} A {11} D {2,9} B C {1} {7,8,10} E {11 ,12} F {3,4,5} {6} Indexing Methods for Moving Object Databases: Games and Other Applications – p.5/27

  14. Loose Quadtree (Octree)/Cover Fieldtree Overcomes drawback of MX-CIF quadtree that only the minimum width w of the minimum enclosing quadtree cell of object o is a function of o ’s size Instead, the maximum width w depends on both the size and position of the centroid of o and is unbounded 2 5 4 Solution: expand size of space 1 3 E spanned by each quadtree cell of width B C w by expansion factor p ( p > 0) so ex- 6 panded cell is of width (1 + p ) w 9 A 1. p = 0.3 7 8 2. p = 1.0 D 10 11 F 12 A {} C{2,9} D {7,8,10} B{} {11,12} E F {1} {2,4} {5} {3} {6} {9} {7} {8} {11} {12} {10} Indexing Methods for Moving Object Databases: Games and Other Applications – p.5/27

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