• Title/Summary/Keyword: tree traversal

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Use of Tree Traversal Algorithms for Chain Formation in the PEGASIS Data Gathering Protocol for Wireless Sensor Networks

  • Meghanathan, Natarajan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.3 no.6
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    • pp.612-627
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    • 2009
  • The high-level contribution of this paper is to illustrate the effectiveness of using graph theory tree traversal algorithms (pre-order, in-order and post-order traversals) to generate the chain of sensor nodes in the classical Power Efficient-Gathering in Sensor Information Systems (PEGASIS) data aggregation protocol for wireless sensor networks. We first construct an undirected minimum-weight spanning tree (ud-MST) on a complete sensor network graph, wherein the weight of each edge is the Euclidean distance between the constituent nodes of the edge. A Breadth-First-Search of the ud-MST, starting with the node located closest to the center of the network, is now conducted to iteratively construct a rooted directed minimum-weight spanning tree (rd-MST). The three tree traversal algorithms are then executed on the rd-MST and the node sequence resulting from each of the traversals is used as the chain of nodes for the PEGASIS protocol. Simulation studies on PEGASIS conducted for both TDMA and CDMA systems illustrate that using the chain of nodes generated from the tree traversal algorithms, the node lifetime can improve as large as by 19%-30% and at the same time, the energy loss per node can be 19%-35% lower than that obtained with the currently used distance-based greedy heuristic.

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.

The design of interconnection network using postorder traversal on Fibonacci tree (피보나치 트리에서 후위순회를 이용한 상호 연결망의 설계)

  • 유명기;김용석
    • Proceedings of the IEEK Conference
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    • 2001.06c
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    • pp.63-66
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    • 2001
  • In this paper, We propose the new interconnection network which is designed to edge numbering labeling using postorder traversal which can reduce diameter when it has same node number with Hypercube, which can reduce total node numbers considering node degree and diameter on Fibonacci trees and its jump sequence of circulant is Fibonacci numbers. It has a simple (shortest oath)routing algorithm, diameter, node degree. It has a spaning subtree which is Fibonacci tree and it is embedded to Fibonacci tree. It is compared with Hypercube. We improve diameter compared with Hypercube.

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The design of interconnection network using inorder traversal on Fibonacci tree (피보나치 트리에서 중위순회를 이용한 상호연결망 설계)

  • 김현주;김용석
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.59-62
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    • 2000
  • In this paper, We propose the new interconnection network which is designed to edge numbering method using inorder traversal a Fibonacci trees and its jump sequence is Fibonacci numbers. It has a simple (shortest path)routing algorithm, diameter, node degree. It has a spaning subtree which is Fibonacci tree and it is embedded Fibonacci tree. It is compared with Hypercube. We improve diameter compared with Hypercube on interconnection network measrtes.

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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.

MR-Tree: A Mapping-based R-Tree for Efficient Spatial Searching (Mr-Tree: 효율적인 공간 검색을 위한 매핑 기반 R-Tree)

  • Kang, Hong-Koo;Shin, In-Su;Kim, Joung-Joon;Han, Ki-Joon
    • Spatial Information Research
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    • v.18 no.4
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    • pp.109-120
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    • 2010
  • Recently, due to rapid increasement of spatial data collected from various geosensors in u-GIS environments, the importance of spatial index for efficient search of large spatial data is rising gradually. Especially, researches based R-Tree to improve search performance of spatial data have been actively performed. These previous researches focus on reducing overlaps between nodes or the height of the R -Tree. However, these can not solve an unnecessary node access problem efficiently occurred in tree traversal. In this paper, we propose a MR-Tree(Mapping-based R-Tree) to solve this problem and to support efficient search of large spatial data. The MR-Tree can improve search performance by using a mapping tree for direct access to leaf nodes of the R-Tree without tree traversal. The mapping tree is composed with MBRs and pointers of R-Tree leaf nodes associating each partition which is made by splitting data area repeatedly along dimensions. Especially, the MR-Tree can be adopted in various variations of the R-Tree easily without a modification of the R-Tree structure. In addition, because the mapping tree is constructed in main memory, search time can be greatly reduced. Finally, we proved superiority of MR-Tree performance through experiments.

MOVING OBJECT JOIN ALGORITHMS USING TB- TREE

  • Lee Jai-Ho;Lee Seong-Ho;Kim Ju-Wan
    • Proceedings of the KSRS Conference
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    • 2005.10a
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    • pp.309-312
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    • 2005
  • The need for LBS (Loc,ation Based Services) is increasing due to the wnespread of mobile computing devices and positioning technologies~ In LBS, there are many applications that need to manage moving objects (e.g. taxies, persons). The moving object join operation is to make pairs with spatio-temporal attribute for two sets in the moving object database system. It is import and complicated operation. And processing time increases by geometric progression with numbers of moving objects. Therefore efficient methods of spatio-temporal join is essential to moving object database system. In this paper, we apply spatial join methods to moving objects join. We propose two kind of join methods with TB- Tree that preserves trajectories of moving objects. One is depth first traversal spatio-temporaljoin and another is breadth-first traversal spatio-temporal join. We show results of performance test with sample data sets which are created by moving object ,generator tool.

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A Novel Redundant Data Storage Algorithm Based on Minimum Spanning Tree and Quasi-randomized Matrix

  • Wang, Jun;Yi, Qiong;Chen, Yunfei;Wang, Yue
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.1
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    • pp.227-247
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    • 2018
  • For intermittently connected wireless sensor networks deployed in hash environments, sensor nodes may fail due to internal or external reasons at any time. In the process of data collection and recovery, we need to speed up as much as possible so that all the sensory data can be restored by accessing as few survivors as possible. In this paper a novel redundant data storage algorithm based on minimum spanning tree and quasi-randomized matrix-QRNCDS is proposed. QRNCDS disseminates k source data packets to n sensor nodes in the network (n>k) according to the minimum spanning tree traversal mechanism. Every node stores only one encoded data packet in its storage which is the XOR result of the received source data packets in accordance with the quasi-randomized matrix theory. The algorithm adopts the minimum spanning tree traversal rule to reduce the complexity of the traversal message of the source packets. In order to solve the problem that some source packets cannot be restored if the random matrix is not full column rank, the semi-randomized network coding method is used in QRNCDS. Each source node only needs to store its own source data packet, and the storage nodes choose to receive or not. In the decoding phase, Gaussian Elimination and Belief Propagation are combined to improve the probability and efficiency of data decoding. As a result, part of the source data can be recovered in the case of semi-random matrix without full column rank. The simulation results show that QRNCDS has lower energy consumption, higher data collection efficiency, higher decoding efficiency, smaller data storage redundancy and larger network fault tolerance.

Design and Implementation of BADA-IV/XML Query Processor Supporting Efficient Structure Querying (효율적 구조 질의를 지원하는 바다-IV/XML 질의처리기의 설계 및 구현)

  • 이명철;김상균;손덕주;김명준;이규철
    • The Journal of Information Technology and Database
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    • v.7 no.2
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    • pp.17-32
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    • 2000
  • As XML emerging as the Internet electronic document language standard of the next generation, the number of XML documents which contain vast amount of Information is increasing substantially through the transformation of existing documents to XML documents or the appearance of new XML documents. Consequently, XML document retrieval system becomes extremely essential for searching through a large quantity of XML documents that are storied in and managed by DBMS. In this paper we describe the design and implementation of BADA-IV/XML query processor that supports content-based, structure-based and attribute-based retrieval. We design XML query language based upon XQL (XML Query Language) of W3C and tightly-coupled with OQL (a query language for object-oriented database). XML document is stored and maintained in BADA-IV, which is an object-oriented database management system developed by ETRI (Electronics and Telecommunications Research Institute) The storage data model is based on DOM (Document Object Model), therefore the retrieval of XML documents is executed basically using DOM tree traversal. We improve the search performance using Node ID which represents node's hierarchy information in an XML document. Assuming that DOW tree is a complete k-ary tree, we show that Node ID technique is superior to DOM tree traversal from the viewpoint of node fetch counts.

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An Efficient k-D tree Traversal Algorithm for Ray Tracing on a GPU (GPU상에서 동작하는 Ray Tracing을 위한 효과적인 k-D tree 탐색 알고리즘)

  • Kang, Yoon-Sig;Park, Woo-Chan;Seo, Choong-Won;Yang, Sung-Bong
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.3
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    • pp.133-140
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    • 2008
  • This paper proposes an effective k-D tree traversal algorithm for ray tracing on a GPU. The previous k-D tree traverse algorithm based on GPU uses bottom-up searching from a leaf to the root after failing to find the ray intersected primitive in the leaf node. During the bottom-up search the algorithm decides the current node is visited or not from the parent node. In such a way, we need to visit the parent node which was already visited and the duplicated bounding box intersection tests. The new k-D tree traverse algorithm reduces the brother and parent duplicated visit by using an efficient method which decides whether the brother node is already visited or not during the bottom-up search. Also the algorithm take place bounding box intersection tests only for the nodes which is not yet done. As a result our experiment shows the new algorithm is about 30% faster than the previous.