On Wed, Dec 1, 2010 at 12:33 PM, Nic Roets <nro...@gmail.com> wrote:
>
>
> On Wed, Dec 1, 2010 at 8:18 PM, Scott Crosby <scro...@cs.rice.edu> wrote:
>>
>> On Wed, Dec 1, 2010 at 7:27 AM, Nic Roets <nro...@gmail.com> wrote:
>> > Hello Scott,
>> >
>> > How do you keep track of what bboxs each entity belongs to ?
>>
>> An Int2ShortMultiMap implemented by composing two underlying
>> Int2ShortMap implementations with different space efficiency
>> tradeoffs, a custom sparsearray
>> implementation based on
>> http://google-sparsehash.googlecode.com/svn/trunk/doc/implementation.html,
>> and one imported from a library of java collections specialized to
>> primitive types ('fastutils') that uses a standard hashtable. The
>> hybrid has a memory overhead of about 4 bytes per node output, storing
>> 750m keys with 800m vals in 3.2gb of heap.
>>
>> The approach for generating an Int2ShortMultiMap from several
>> Int2ShortMap's is by layering them. When put()ing keys, I store in
>> Int2ShortMap[0], but if the key is already there, I try
>> Int2ShortMap[1], ..... until I find one that is free. I create
>> additional maps as needed. For dense maps, sparsehash is the more
>> efficient implementation, and for non-dense maps at the higher layers,
>> a hashtable is the more efficient implementation.
>>
>> To avoid checking each bbox for each point, used a simpler design than
>> a quadtree or r-tree as andrzej suggests, some precomputing and binary
>> searches at a cost of (sqrt(n)) instead of O(log n) for mostly
>> non-overlapping-regions.
>>
>> >
>> > I'm not really asking a question, I'm just saying that I found a way to
>> > reduce the memory requirement for that considerably. Instead of a bit
>> > per
>> > bbox per entry, I store only 16 bits or 32 bits per entry. Here is the
>> > source.
>> >
>> > http://trac.openstreetmap.org/browser/applications/rendering/gosmore/bboxSplit.cpp?rev=24484
>>
>> Definitely. Can you explain how you track the information?
>>
>> You have a much more concise implememtation than mine, but I can't
>> easily figure it out what it is doing from the source code.
>
> Let's say there are 80 bboxes, then you can use a 80 bit number for each
> entity to record which bboxes they fell into and which they didn't. That
> 2^80 space is extremely sparse. For my regular splits of 80 bboxes there are
> typically only 1000 combinations that actually occur. So I store 1000
> "younions" and then a 16-bit index per entity. And my bbox are as chaotic as
> they come:
> http://dev.openstreetmap.de/gosmore/

Nice technique! You should put that as a comment in the code.

Scott

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