Indexing methods for moving object databases: games and other applications

  • Authors:
  • Hanan Samet;Jagan Sankaranarayanan;Michael Auerbach

  • Affiliations:
  • University of Maryland, College Park, CA, USA;NEC Labs America, Cupertino, CA, USA;University of Maryland, College Park, MD, USA

  • Venue:
  • Proceedings of the 2013 ACM SIGMOD International Conference on Management of Data
  • Year:
  • 2013

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Abstract

Moving object databases arise in numerous applications such as traffic monitoring, crowd tracking, and games. They all require keeping track of objects that move and thus the database of objects must be constantly updated. The cover fieldtree (more commonly known as the loose quadtree and the loose octree, depending on the dimension of the underlying space) is designed to overcome the drawback of spatial data structures that associate objects with their minimum enclosing quadtree (octree) cells which is that the size of these cells depends more on the position of the objects and less on their size. In fact, the size of these cells may be as large as the entire space from which the objects are drawn. The loose quadtree (octree) overcomes this drawback by expanding the size of the space that is spanned by each quadtree (octree) cell c of width w by a cell expansion factor p (p0) so that the expanded cell is of width (1+p)*w and an object is associated with its minimum enclosing expanded quadtree (octree) cell. It is shown that for an object o with minimum bounding hypercube box b of radius r (i.e., half the length of a side of the hypercube), the maximum possible width w of the minimum enclosing expanded quadtree cell c is just a function of r and p, and is independent of the position of o. Normalizing w via division by 2r enables calculating the range of possible expanded quadtree cell sizes as a function of p. For p = 0.5 the range consists of just two values and usually just one value for p = 1. This makes updating very simple and fast as for p = 0.5, there are at most two possible new cells associated with the moved object and thus the update can be done in O(1) time. Experiments with random data showed that the update time to support motion in such an environment is minimized when p is infinitesimally less than 1, with as much as a one order of magnitude increase in the number of updates that can be handled vis-a-vis the p=0 case in a given unit of time. Similar results for updates were obtained for an N-body simulation where improved query performance and scalability were also observed. Finally, in order amplify the paper, a video tiled "Crates and Barrels" was produced which is an N-body simulation of 14,000 objects. The video is available from the following URL: http://www.youtube.com/watch?v=Sokq3FRGc0s. An applet to illustrate the behavior of the loose quadtree was developed and is available from http://donar.umiacs.umd. edu/quadtree/rectangles/loosequad.html.