{"title":"可扩展的最短路径浏览陆地表面","authors":"Songhua Xing, C. Shahabi","doi":"10.1145/1869790.1869806","DOIUrl":null,"url":null,"abstract":"The growing popularity of online Earth visualization tools and geo-realistic games and the availability of high resolution terrain data have motivated a new class of queries to the interests of the GIS and spatial database community: spatial queries (e.g., kNN) over land surface. However, the fundamental challenges that restrict the applicability of these studies to real world applications are the prohibitive time complexity and storage overhead to precompute the shortest surface paths. In this paper, for the first time, we propose an approximate solution to address both challenges and allow browsing the shortest surface paths in O(log N + √N) time, where N is the size of the terrain. With this method, the time and space requirements for an exhaustive all-pair pre-computation have been reduced from O(N3) to O(N1.5) and O(N) respectively. The substantial savings in both time and storage are gained by taking advantage of the fact that the O(N2) surface paths only deviate from approximate straight lines at O(√N) points, termed rough vertices. As a result, we propose a linear time shortest surface path computation algorithm between two arbitrary vertices and a linear size storage structure, which captures all the shortest surface paths between any pair of vertices. We experimentally verified the applicability and scalability of the proposed methods with large real world and synthetic data sets and showed that accuracy higher than 97% can be obtained in most cases.","PeriodicalId":359068,"journal":{"name":"ACM SIGSPATIAL International Workshop on Advances in Geographic Information Systems","volume":"28 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Scalable shortest paths browsing on land surface\",\"authors\":\"Songhua Xing, C. Shahabi\",\"doi\":\"10.1145/1869790.1869806\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The growing popularity of online Earth visualization tools and geo-realistic games and the availability of high resolution terrain data have motivated a new class of queries to the interests of the GIS and spatial database community: spatial queries (e.g., kNN) over land surface. However, the fundamental challenges that restrict the applicability of these studies to real world applications are the prohibitive time complexity and storage overhead to precompute the shortest surface paths. In this paper, for the first time, we propose an approximate solution to address both challenges and allow browsing the shortest surface paths in O(log N + √N) time, where N is the size of the terrain. With this method, the time and space requirements for an exhaustive all-pair pre-computation have been reduced from O(N3) to O(N1.5) and O(N) respectively. The substantial savings in both time and storage are gained by taking advantage of the fact that the O(N2) surface paths only deviate from approximate straight lines at O(√N) points, termed rough vertices. As a result, we propose a linear time shortest surface path computation algorithm between two arbitrary vertices and a linear size storage structure, which captures all the shortest surface paths between any pair of vertices. We experimentally verified the applicability and scalability of the proposed methods with large real world and synthetic data sets and showed that accuracy higher than 97% can be obtained in most cases.\",\"PeriodicalId\":359068,\"journal\":{\"name\":\"ACM SIGSPATIAL International Workshop on Advances in Geographic Information Systems\",\"volume\":\"28 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-11-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM SIGSPATIAL International Workshop on Advances in Geographic Information Systems\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1869790.1869806\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGSPATIAL International Workshop on Advances in Geographic Information Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1869790.1869806","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
摘要
在线地球可视化工具和地理逼真游戏的日益普及以及高分辨率地形数据的可用性激发了一类新的查询,以满足GIS和空间数据库社区的兴趣:陆地表面的空间查询(例如,kNN)。然而,限制这些研究在实际应用中的适用性的基本挑战是预先计算最短表面路径的时间复杂性和存储开销。在本文中,我们首次提出了一个近似的解决方案来解决这两个挑战,并允许在O(log N +√N)时间内浏览最短的表面路径,其中N是地形的大小。该方法将全对预计算的时间和空间要求分别从0 (N3)减少到0 (N1.5)和0 (N)。通过利用O(N2)个表面路径只在O(√N)个点(称为粗糙顶点)偏离近似直线的事实,可以节省大量的时间和存储空间。因此,我们提出了一种任意两个顶点之间的线性时间最短表面路径计算算法和一个线性大小的存储结构,该存储结构可以捕获任意一对顶点之间的所有最短表面路径。通过大型真实世界和合成数据集的实验验证了所提出方法的适用性和可扩展性,并表明在大多数情况下可以获得高于97%的准确率。
The growing popularity of online Earth visualization tools and geo-realistic games and the availability of high resolution terrain data have motivated a new class of queries to the interests of the GIS and spatial database community: spatial queries (e.g., kNN) over land surface. However, the fundamental challenges that restrict the applicability of these studies to real world applications are the prohibitive time complexity and storage overhead to precompute the shortest surface paths. In this paper, for the first time, we propose an approximate solution to address both challenges and allow browsing the shortest surface paths in O(log N + √N) time, where N is the size of the terrain. With this method, the time and space requirements for an exhaustive all-pair pre-computation have been reduced from O(N3) to O(N1.5) and O(N) respectively. The substantial savings in both time and storage are gained by taking advantage of the fact that the O(N2) surface paths only deviate from approximate straight lines at O(√N) points, termed rough vertices. As a result, we propose a linear time shortest surface path computation algorithm between two arbitrary vertices and a linear size storage structure, which captures all the shortest surface paths between any pair of vertices. We experimentally verified the applicability and scalability of the proposed methods with large real world and synthetic data sets and showed that accuracy higher than 97% can be obtained in most cases.