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From "ASF subversion and git services (JIRA)" <j...@apache.org>
Subject [jira] [Commented] (LUCENE-7241) Improve performance of geo3d for polygons with very large numbers of points
Date Thu, 05 May 2016 20:36:12 GMT

    [ https://issues.apache.org/jira/browse/LUCENE-7241?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel&focusedCommentId=15273021#comment-15273021
] 

ASF subversion and git services commented on LUCENE-7241:
---------------------------------------------------------

Commit 6c6667e60e87ca2bec85df859975912009672476 in lucene-solr's branch refs/heads/master
from [~kwright@metacarta.com]
[ https://git-wip-us.apache.org/repos/asf?p=lucene-solr.git;h=6c6667e ]

LUCENE-7241: Get rid of allocation for vector that we don't need.


> Improve performance of geo3d for polygons with very large numbers of points
> ---------------------------------------------------------------------------
>
>                 Key: LUCENE-7241
>                 URL: https://issues.apache.org/jira/browse/LUCENE-7241
>             Project: Lucene - Core
>          Issue Type: Improvement
>          Components: modules/spatial3d
>    Affects Versions: master
>            Reporter: Karl Wright
>            Assignee: Karl Wright
>             Fix For: master, 6.x
>
>         Attachments: LUCENE-7241.patch, LUCENE-7241.patch, LUCENE-7241.patch, LUCENE-7241.patch,
LUCENE-7241.patch
>
>
> This ticket corresponds to LUCENE-7239, except it's for geo3d polygons.
> The trick here is to organize edges by some criteria, e.g. z value range, and use that
to avoid needing to go through all edges and/or tile large irregular polygons.  Then we use
the ability to quickly determine intersections to figure out whether a point is within the
polygon, or not.
> The current way geo3d polygons are constructed involves finding a single point, or "pole",
which all polygon points circle.  This point is known to be either "in" or "out" based on
the direction of the points.  So we have one place of "truth" on the globe that is known at
polygon setup time.
> If edges are organized by z value, where the z values for an edge are computed by the
standard way of computing bounds for a plane, then we can readily organize edges into a tree
structure such that it is easy to find all edges we need to check for a given z value.  Then,
we merely need to compute how many intersections to consider as we navigate from the "truth"
point to the point being tested.  In practice, this means both having a tree that is organized
by z, and a tree organized by (x,y), since we need to navigate in both directions.  But then
we can cheaply count the number of intersections, and once we do that, we know whether our
point is "in" or "out".
> The other performance improvement we need is whether a given plane intersects the polygon
within provided bounds.  This can be done using the same two trees (z and (x,y)), by virtue
of picking which tree to use based on the plane's minimum bounds in z or (x,y).  And, in practice,
we might well use three trees: one in x, one in y, and one in z, which would mean we didn't
have to compute longitudes ever.
> An implementation like this trades off the cost of finding point membership in near O\(log\(n))
time vs. the extra expense per step of finding that membership.  Setup of the query is O\(n)
in this scheme, rather than O\(n^2) in the current implementation, but once again each individual
step is more expensive.  Therefore I would expect we'd want to use the current implementation
for simpler polygons and this sort of implementation for tougher polygons.  Choosing which
to use is a topic for another ticket.



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