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203
Nearoptimal hashing algorithms for approximate nearest neighbor in high dimensions
, 2008
"... In this article, we give an overview of efficient algorithms for the approximate and exact nearest neighbor problem. The goal is to preprocess a dataset of objects (e.g., images) so that later, given a new query object, one can quickly return the dataset object that is most similar to the query. The ..."
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Cited by 238 (4 self)
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In this article, we give an overview of efficient algorithms for the approximate and exact nearest neighbor problem. The goal is to preprocess a dataset of objects (e.g., images) so that later, given a new query object, one can quickly return the dataset object that is most similar to the query. The problem is of significant interest in a wide variety of areas.
Scalable Network Distance Browsing in Spatial Databases
, 2008
"... An algorithm is presented for finding the k nearest neighbors in a spatial network in a bestfirst manner using network distance. The algorithm is based on precomputing the shortest paths between all possible vertices in the network and then making use of an encoding that takes advantage of the fact ..."
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Cited by 47 (8 self)
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An algorithm is presented for finding the k nearest neighbors in a spatial network in a bestfirst manner using network distance. The algorithm is based on precomputing the shortest paths between all possible vertices in the network and then making use of an encoding that takes advantage of the fact that the shortest paths from vertex u to all of the remaining vertices can be decomposed into subsets based on the first edges on the shortest paths to them from u. Thus, in the worst case, the amount of work depends on the number of objects that are examined and the number of links on the shortest paths to them from q, rather than depending on the number of vertices in the network. The amount of storage required to keep track of the subsets is reduced by taking advantage of their spatial coherence which is captured by the aid of a shortest path quadtree. In particular, experiments on a number of large road networks as
STEWARD: Architecture of a SpatioTextual Search Engine
 in ACMGIS 2007
, 2007
"... STEWARD (“SpatioTextual Extraction on the Web Aiding Retrieval of Documents”), a system for extracting, querying, and visualizing textual references to geographic locations in unstructured text documents, is presented. Methods for retrieving and processing web documents, extracting and disambiguati ..."
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Cited by 26 (16 self)
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STEWARD (“SpatioTextual Extraction on the Web Aiding Retrieval of Documents”), a system for extracting, querying, and visualizing textual references to geographic locations in unstructured text documents, is presented. Methods for retrieving and processing web documents, extracting and disambiguating georeferences, and identifying geographic focus are described. A brief overview of STEWARD’s querying capabilities, as well as the design of an intuitive user interface, are provided. Finally, several application scenarios and future extensions to STEWARD are discussed.
Efficient query processing on spatial networks
 In Proceedings of the 13th ACM International Symposium on Advances in Geographic Information Systems
, 2005
"... A framework for determining the shortest path and the distance between every pair of vertices on a spatial network is presented. The framework, termed SILC, uses path coherence between the shortest path and the spatial positions of vertices on the spatial network, thereby, resulting in an encoding t ..."
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Cited by 23 (12 self)
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A framework for determining the shortest path and the distance between every pair of vertices on a spatial network is presented. The framework, termed SILC, uses path coherence between the shortest path and the spatial positions of vertices on the spatial network, thereby, resulting in an encoding that is compact in representation and fast in path and distance retrievals. Using this framework, a wide variety of spatial queries such as incremental nearest neighbor searches and spatial distance joins can be shown to work on datasets of locations residing on a spatial network of sufficiently large size. The suggested framework is suitable for both main memory and diskresident datasets. Categories and Subject Descriptors
Fully Dynamic Spatial Approximation Trees
 In Proceedings of the 9th International Symposium on String Processing and Information Retrieval (SPIRE 2002), LNCS 2476
, 2002
"... The Spatial Approximation Tree (satree) is a recently proposed data structure for searching in metric spaces. It has been shown that it compares favorably against alternative data structures in spaces of high dimension or queries with low selectivity. Its main drawbacks are: costly construction ..."
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Cited by 22 (12 self)
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The Spatial Approximation Tree (satree) is a recently proposed data structure for searching in metric spaces. It has been shown that it compares favorably against alternative data structures in spaces of high dimension or queries with low selectivity. Its main drawbacks are: costly construction time, poor performance in low dimensional spaces or queries with high selectivity, and the fact of being a static data structure, that is, once built, one cannot add or delete elements.
A Fast Similarity Join Algorithm Using Graphics Processing Units
"... Abstract — A similarity join operation A ⋊⋉ɛ B takes two sets of points A, B and a value ɛ ∈ R, and outputs pairs of points p ∈ A, q ∈ B, such that the distance D(p, q) ≤ ɛ. Similarity joins find use in a variety of fields, such as clustering, text mining, and multimedia databases. A novel similari ..."
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Cited by 22 (0 self)
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Abstract — A similarity join operation A ⋊⋉ɛ B takes two sets of points A, B and a value ɛ ∈ R, and outputs pairs of points p ∈ A, q ∈ B, such that the distance D(p, q) ≤ ɛ. Similarity joins find use in a variety of fields, such as clustering, text mining, and multimedia databases. A novel similarity join algorithm called LSS is presented that executes on a Graphics Processing Unit (GPU), exploiting its parallelism and high data throughput. As GPUs only allow simple data operations such as the sorting and searching of arrays, LSS uses these two operations to cast a similarity join operation as a GPU sortandsearch problem. It first creates, on the fly, a set of spacefilling curves on one of its input datasets, using a parallel GPU sort routine. Next, LSS processes each point p of the other dataset in parallel. For each p, it searches an interval of one of the spacefilling curves guaranteed to contain all the pairs in which p participates. Using extensive theoretical and experimental analysis, LSS is shown to offer a good balance between time and work efficiency. Experimental results demonstrate that LSS is suitable for similarity joins in large highdimensional datasets, and that it performs well when compared against two existing prominent similarity join methods. I.
Effective Proximity Retrieval by Ordering Permutations
, 2007
"... We introduce a new probabilistic proximity search algorithm for range and Knearest neighbor (KNN) searching in both coordinate and metric spaces. Although there exist solutions for these problems, they boil down to a linear scan when the space is intrinsically highdimensional, as is the case in m ..."
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Cited by 21 (4 self)
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We introduce a new probabilistic proximity search algorithm for range and Knearest neighbor (KNN) searching in both coordinate and metric spaces. Although there exist solutions for these problems, they boil down to a linear scan when the space is intrinsically highdimensional, as is the case in many pattern recognition tasks. This, for example, renders the KNN approach to classification rather slow in large databases. Our novel idea is to predict closeness between elements according to how they order their distances towards a distinguished set of anchor objects. Each element in the space sorts the anchor objects from closest to farthest to it, and the similarity between orders turns out to be an excellent predictor of the closeness between the corresponding elements. We present extensive experiments comparing our method against stateoftheart exact and approximate techniques, both in synthetic and real, metric and nonmetric databases, measuring both CPU time and distance computations. The experiments demonstrate that our technique almost always improves upon the performance of alternative techniques, in some cases by a wide margin.
On fast construction of spatial hierarchies for ray tracing
 IN PROCEEDINGS OF THE 2006 IEEE SYMPOSIUM ON INTERACTIVE RAY TRACING
, 2006
"... In this paper we address the problem of fast construction of spatial hierarchies for ray tracing with applications in animated environments including nonrigid animations. We discuss properties of currently used techniques with O(N log N) construction time for kdtrees and bounding volume hierarchie ..."
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Cited by 18 (1 self)
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In this paper we address the problem of fast construction of spatial hierarchies for ray tracing with applications in animated environments including nonrigid animations. We discuss properties of currently used techniques with O(N log N) construction time for kdtrees and bounding volume hierarchies. Further, we propose a hybrid data structure blending between a spatial kdtree and bounding volume primitives. We keep our novel hierarchical data structures algorithmically efficient and comparable with kdtrees by the use of a cost model based on surface area heuristics. Although the time complexity O(N log N) is a lower bound required for construction of any spatial hierarchy that corresponds to sorting based on comparisons, using approximate method based on discretization we propose a new hierarchical data structures with expected O(N log log N) time complexity. We also discuss constants behind the construction algorithms of spatial hierarchies important in practice. We document the performance of our algorithms by results obtained from the implementation on nine scenes.
Spatial Join Techniques
"... A variety of techniques for performing a spatial join are reviewed. Instead of just summarizing the literature and presenting each technique in its entirety, distinct components of the different techniques are described and each is decomposed into an overall framework for performing a spatial join. ..."
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Cited by 17 (3 self)
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A variety of techniques for performing a spatial join are reviewed. Instead of just summarizing the literature and presenting each technique in its entirety, distinct components of the different techniques are described and each is decomposed into an overall framework for performing a spatial join. A typical spatial join technique consists of the following components: partitioning the data, performing internalmemory spatial joins on subsets of the data, and checking if the full polygons intersect. Each technique is decomposed into these components and each component addressed in a separate section so as to compare and contrast similar aspects of each technique. The goal of this survey is to describe the algorithms within each component in detail, comparing and contrasting competing methods, thereby enabling further analysis and experimentation with each component and allowing the best algorithms for a particular situation to be built piecemeal, or, even better, enabling an optimizer to choose which algorithms to use. Categories and Subject Descriptors: H.2.4 [Database Management]: Systems—Query processing; H.2.8 [Database Management]: Database Applications—Spatial databases and GIS
Ray Tracing Dynamic Scenes using Selective Restructuring
 EUROGRAPHICS SYMPOSIUM ON RENDERING (2007) JAN KAUTZ AND SUMANTA PATTANAIK (EDITORS)
, 2007
"... We present a novel algorithm to selectively restructure bounding volume hierarchies (BVHs) for ray tracing dynamic scenes. We derive two new metrics to evaluate the culling efficiency and restructuring benefit of any BVH. Based on these metrics, we perform selective restructuring operations that eff ..."
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Cited by 13 (4 self)
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We present a novel algorithm to selectively restructure bounding volume hierarchies (BVHs) for ray tracing dynamic scenes. We derive two new metrics to evaluate the culling efficiency and restructuring benefit of any BVH. Based on these metrics, we perform selective restructuring operations that efficiently reconstruct small portions of a BVH instead of the entire BVH. Our approach is general and applicable to complex and dynamic scenes, including topological changes. We use the selective restructuring algorithm to improve the performance of ray tracing dynamic scenes that consist of hundreds of thousands of triangles. In our benchmarks, we observe up to an order of magnitude improvement over prior BVHbased ray tracing algorithms.