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https://issues.apache.org/jira/browse/LUCENE-7241?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel&focusedCommentId=15267503#comment-15267503
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ASF subversion and git services commented on LUCENE-7241:
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Commit d7752408dbf94fa3fd1391bf1c37efa3da27eabb in lucene-solr's branch 
refs/heads/master from [~kwri...@metacarta.com]
[ https://git-wip-us.apache.org/repos/asf?p=lucene-solr.git;h=d775240 ]

LUCENE-7241: Fix intersection bounding so we don't get spurious non-matching 
crossings.


> 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
>         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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