• Title/Summary/Keyword: KD-Tree

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HD-Tree: High performance Lock-Free Nearest Neighbor Search KD-Tree (HD-Tree: 고성능 Lock-Free NNS KD-Tree)

  • Lee, Sang-gi;Jung, NaiHoon
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.53-64
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    • 2020
  • Supporting NNS method in KD-Tree algorithm is essential in multidimensional data applications. In this paper, we propose HD-Tree, a high-performance Lock-Free KD-Tree that supports NNS in situations where reads and writes occurs concurrently. HD-Tree reduced the number of synchronization nodes used in NNS and requires less atomic operations during Lock-Free method execution. Comparing with existing algorithms, in a multi-core system with 8 core 16 thread, HD-Tree's performance has improved up to 95% on NNS and 15% on modifying in oversubscription situation.

A KD-Tree-Based Nearest Neighbor Search for Large Quantities of Data

  • Yen, Shwu-Huey;Hsieh, Ya-Ju
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.3
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    • pp.459-470
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    • 2013
  • The discovery of nearest neighbors, without training in advance, has many applications, such as the formation of mosaic images, image matching, image retrieval and image stitching. When the quantity of data is huge and the number of dimensions is high, the efficient identification of a nearest neighbor (NN) is very important. This study proposes a variation of the KD-tree - the arbitrary KD-tree (KDA) - which is constructed without the need to evaluate variances. Multiple KDAs can be constructed efficiently and possess independent tree structures, when the amount of data is large. Upon testing, using extended synthetic databases and real-world SIFT data, this study concludes that the KDA method increases computational efficiency and produces satisfactory accuracy, when solving NN problems.

Performance Analysis and Enhancing Techniques of Kd-Tree Traversal Methods on GPU (GPU용 Kd-트리 탐색 방법의 성능 분석 및 향상 기법)

  • Chang, Byung-Joon;Ihm, In-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.2
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    • pp.177-185
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    • 2010
  • Ray-object intersection is an important element in ray tracing that takes up a substantial amount of computing time. In general, such spatial data structure as kd-tree has been frequently used for static scenes to accelerate the intersection computation. Recently, a few variants of kd-tree traversal have been proposed suitable for the GPU that has a relatively restricted computing architecture compared to the CPU. In this article, we propose yet another two implementation techniques that can improve those previous ones. First, we present a cached stack method that is aimed to reduce the costly global memory access time needed when the stack is allocated to global memory. Secondly, we present a rope-with-short-stack method that eases the substantial memory requirement, often necessary for the previous rope method. In order to show the effectiveness of our techniques, we compare their performances with those of the previous GPU traversal methods. The experimental results will provide prospective GPU ray tracer developers with valuable information, helping them choose a proper kd-tree traversal method.

Analysis of GPU-based Parallel Shifted Sort Algorithm by comparing with General GPU-based Tree Traversal (일반적인 GPU 트리 탐색과의 비교실험을 통한 GPU 기반 병렬 Shifted Sort 알고리즘 분석)

  • Kim, Heesu;Park, Taejung
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1151-1156
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    • 2017
  • It is common to achieve lower performance in traversing tree data structures in GPU than one expects. In this paper, we analyze the reason of lower-than-expected performance in GPU tree traversal and present that the warp divergences is caused by the branch instructions ("if${\ldots}$ else") which appear commonly in tree traversal CUDA codes. Also, we compare the parallel shifted sort algorithm which can reduce the number of warp divergences with a kd-tree CUDA implementation to show that the shifted sort algorithm can work faster than the kd-tree CUDA implementation thanks to less warp divergences. As the analysis result, the shifted sort algorithm worked about 16-fold faster than the kd-tree CUDA implementation for $2^{23}$ query points and $2^{23}$ data points in $R^3$ space. The performance gaps tend to increase in proportion to the number of query points and data points.

An efficient acceleration algorithm of GPU ray tracing using CUDA (CUDA를 이용한 효과적인 GPU 광선추적 가속 알고리즘)

  • Ji, Joong-Hyun;Yun, Dong-Ho;Ko, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.469-474
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    • 2009
  • This paper proposes an real time ray tracing system using optimized kd-tree traversal environment and ray/triangle intersection algorithm. The previous kd-tree traversal algorithms search for the upper nodes in a bottom-up manner. In a such way we need to revisit the already visited parent node or use redundant memory after failing to find the intersected primitives in the leaf node. Thus ray tracing for relatively complex scenes become more difficult. The new algorithm contains stacks implemented on GPU's local memory on CUDA framework, thus elegantly eliminate the problems of previous algorithms. After traversing the node we perform the latest CPU-based ray/triangle intersection algorithm 'Plucker coordinate test', which is further accelerated in massively parallel thanks to CUDA. Plucker test can drastically reduce the computational costs since it does not use barycentric coordinates but only simple test using the relations between a ray and the triangle edges. The entire system is consist of a single ray kernel simply and implemented without introduction of complicated synchronization or ray packets. Consequently our experiment shows the new algorithm can is roughly twice as faster as the previous.

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An Integration Algorithm of X-tree and kd-tree for Efficient Retrieval of Spatial Database (공간 데이터베이스의 효율적인 검색을 위한 X-트리와 kd-트리의 병합 알고리즘)

  • Yoo, Jang-Woo;Shin, Young-Jin;Jung, Soon-Key
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.12
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    • pp.3469-3476
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    • 1999
  • In spatial database based on spatial data structures, instead of one-dimensional indexing structure, new indexing structure which corresponds to multi-dimensional features of spatial objects is required. In order to meet those requirements, in this paper we proposed new indexing structure for efficient retrieval of spatial database by carrying through the feature analysis of conventional multi-dimensional indexing structures. To improve the sequential search method of supernodes in the conventional X-tree and to reduce the retrieval time in case of generating the huge supernode, we proposed a indexing structure integrating the kd-tree based on point index structure into the X-tree. We implemented the proposed indexing structure and analyzed its retrieval time according to the dimension and distribution of experimental data.

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Incremental EM algorithm with multiresolution kd-trees and cluster validation and its application to image segmentation (다중해상도 kd-트리와 클러스터 유효성을 이용한 점증적 EM 알고리즘과 이의 영상 분할에의 적용)

  • Lee, Kyoung-Mi
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.6
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    • pp.523-528
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    • 2015
  • In this paper, we propose a new multiresolutional and dynamic approach of the EM algorithm. EM is a very popular and powerful clustering algorithm. EM, however, has problems that indexes multiresolution data and requires a priori information on a proper number of clusters in many applications, To solve such problems, the proposed EM algorithm can impose a multiresolution kd-tree structure in the E-step and allocates a cluster based on sequential data. To validate clusters, we use a merge criteria for cluster merging. We demonstrate the proposed EM algorithm outperforms for texture image segmentation.

Tree Build Heuristics for Spatial Partitioning Trees of 3D Games (3D 게임 공간 분할 트리에서 트리 빌드 휴리스틱)

  • Kim, Youngsik
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.25-34
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    • 2013
  • Spatial partitioning trees are needed for processing collision detections efficiently. In order to select split planes for spatial partitioning trees, the tree balance and the number of polygons overlapped with the split plane should be considered. In this paper, the heuristic algorithm controlling weight values of tree build criteria is proposed for spatial partitioning trees of 3D games. As the weight values are changed, tree build time, T-junction elimination time which can cause visual artifacts in splitting polygons overlapped with the split plane, rendering speed (frame per second: FPS) according to tree balance are analysed under 3D game simulations.

High Fidelity Calculation of Thermal Load in a Satellite Orbit (고정확도의 인공위성 궤도 열하중 계산 기법)

  • Kim, Min-Ki
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.45 no.10
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    • pp.898-906
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    • 2017
  • This paper discusses the efficient high fidelity calculation of external thermal loads of a spacecraft on its orbit. Thermal loads to a spacecraft consist of three major components, direct solar radiation, earth reflection of solar rays, and earth irradiation. With the assumption that both earth reflection and earth emission are diffuse, thermal loads from earth surface divided into pieces of segments to satellite surfaces are individually calculated and summed over. By using analytical integration of both reflected and emitted heat load by earth, high rate of numerical convergence is achieved and the results are even exactly calculated in special cases. Moreover, KD tree ray tracing is employed in the calculation of thermal load to determine whether the radiated ray is obstructed or not by satellite structure.

Studies of Parallelism and Performance Enhancements of Computing View Factor for Satellite Thermal Analysis (인공위성 열해석을 위한 복사형상계수 계산기법의 병렬화 및 성능향상 기법 연구)

  • Kim, Min-Ki
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.43 no.12
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    • pp.1079-1088
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    • 2015
  • Parallelism and performance enhancement of calculating view factors in KSDS developed by KARI is introduced in this paper. View factor is an essential parameters of radiation thermal analysis for a spacecraft, and the amount of computation of them is not negligible. Especially, independent integration of view factors at each position of the orbit because the relative displace between solar panel and main body of a satellite varies with the position on the orbit. This paper introduces a range of parallelism of computing view factor and their performance, detection of obstructions by spatial search algorithm based on KD-Tree, and the reduction of the calculation of view factors of a satellite with relative motion between solar panel and main body, called updating fractional view factor matrix, for satellite thermal analysis.