Conference PaperPDF Available

OCTOPUS: Efficient query execution on dynamic mesh datasets

Authors:

Abstract and Figures

Scientists in many disciplines use spatial mesh models to study physical phenomena. Simulating natural phenomena by changing meshes over time helps to better understand the phenomena. The higher the precision of the mesh models, the more insight do the scientists gain and they thus continuously increase the detail of the meshes and build them as detailed as their instruments and the simulation hardware allow. In the process, the data volume also increases, slowing down the execution of spatial range queries needed to monitor the simulation considerably. Indexing speeds up range query execution, but the overhead to maintain the indexes is considerable because almost the entire mesh changes unpredictably at every simulation step. Using a simple linear scan, on the other hand, requires accessing the entire mesh and the performance deteriorates as the size of the dataset grows. In this paper we propose OCTOPUS, a strategy for executing range queries on mesh datasets that change unpredictably during simulations. In OCTOPUS we use the key insight that the mesh surface along with the mesh connectivity is sufficient to retrieve accurate query results efficiently. With this novel query execution strategy, OCTOPUS minimizes index maintenance cost and reduces query execution time considerably. Our experiments show that OCTOPUS achieves a speedup between 7.3 and 9.2× compared to the state of the art and that it scales better with increasing mesh dataset size and detail.
Content may be subject to copyright.
OCTOPUS: Efficient Query Execution on Dynamic
Mesh Datasets
Farhan Tauheed†‡ , Thomas Heinis, Felix Sch¨
urmann, Henry Markram, Anastasia Ailamaki
Data-Intensive Applications and Systems Lab, Brain Mind Institute
´
Ecole Polytechnique F´
ed´
erale de Lausanne, Switzerland
Abstract—Scientists in many disciplines use spatial mesh mod-
els to study physical phenomena. Simulating natural phenomena
by changing meshes over time helps to understand and predict
future behavior of the phenomena. The higher the precision of
the mesh models, the more insight do the scientists gain and
they thus continuously increase the detail of the meshes and
build them as detailed as their instruments and the simulation
hardware allow. In the process, the data volume also increases,
slowing down the execution of spatial range queries needed to
monitor the simulation considerably. Indexing speeds up range
query execution, but the overhead to maintain the indexes is con-
siderable because almost the entire mesh changes unpredictably
at every simulation step. Using a simple linear scan, on the other
hand, requires accessing the entire mesh and the performance
deteriorates as the size of the dataset grows.
In this paper we propose OCTOPUS, a strategy for executing
range queries on mesh datasets that change unpredictably during
simulations. In OCTOPUS we use the key insight that the
mesh surface along with the mesh connectivity is sufficient to
retrieve accurate query results efficiently. With this novel query
execution strategy, OCTOPUS minimizes index maintenance cost
and reduces query execution time considerably. Our experiments
show that OCTOPUS achieves a speedup between 7.2 and 9.2×
compared to the state of the art and that it scales better with
increasing mesh dataset size and detail.
I. INTRODUCTION
No longer do scientists solely depend on the study of the
phenomena in their laboratory or in nature. They nowadays
improve their understanding by building mesh representations
of natural phenomena and by simulating them. Numerical
techniques like the finite element method (FEM) [26] with
three dimensional mesh representations at their core are used
in many disciplines. Examples include earthquake simulations,
material deformation, fluid dynamics, growth processes in
neuroscience and many more. The size of the meshes scientists
use today ranges between several gigabytes and terabytes
but will certainly grow. Scientists perpetually improve the
precision of their simulations by building increasingly detailed
(fine-grained) and thus bigger mesh models, as precise as their
instruments allow and as big as the available memory permits.
A typical mesh simulation is carried out by changing the
memory resident mesh datasets at discrete time steps to mimic
the behavior of the natural phenomenon. While the meshes
are changed in memory, the simulations need to be monitored
and analyzed at runtime so that the scientists can steer the
simulation interactively, stop, reset & repeat it, fix parameters
etc. or to visualize it on the fly [5]. Efficient access to spatial
mesh data during simulations becomes key as monitoring tools
frequently need to retrieve parts of the mesh data for analysis.
Monitoring mesh simulations thus translates into the chal-
lenge of efficiently executing spatial range queries on a
memory resident mesh dataset that is updated by changing
the position of the mesh vertices in-place at every time step
of the simulation. The updates of the vertices’ positions are
unpredictable (due to the unpredictable nature of the simula-
tion) and massive, affecting the entire dataset. To monitor and
analyze the simulation, spatial range queries are executed on
the mesh between the discrete time steps simulated.
Executing the few queries needed to monitor the mesh simu-
lation after every time step, followed by massive unpredictable
updates to the spatial mesh dataset is a new extreme in the
context of the query/update tradeoff studied in past work.
Due to the unpredictable movement we cannot reduce the
cost of maintaining an index by assuming that the objects
move in a predictable trajectory, which is how it is used
many applications indexing continuously moving objects [18],
[19]. The cost of rebuilding lightweight spatial indexes [8] at
every time step or maintaining indexes designed specifically to
reduce update cost [13], [24] cannot be amortized over the few
queries executed at every time step. In this extreme scenario
a simple linear scan testing all mesh vertices for intersection
with the query yields the best performance, but will only scale
linear with mesh dataset size. Key to a new approach for
executing range queries on mesh simulations therefore is that
it scales well for increasing mesh dataset size and detail.
In this paper we develop OCTOPUS, an execution strategy
for range queries on meshes that undergo massive updates.
Because OCTOPUS solely relies on the mesh connectivity it
is oblivious to changes to the position of mesh vertices and can
efficiently execute range queries even in the face of changes to
the entire mesh. As opposed to traditional indexes, OCTOPUS
minimizes costly maintenance of data structures and, unlike
the linear scan, it only needs to retrieve mesh data in the order
of the size of the query result and thus scales sublinear with
the size of the mesh dataset. With OCTOPUS we make the
following contributions:
fundamental to OCTOPUS’ efficiency in face of massive
changes to mesh positions is that it only needs to index
the mesh surface, a small subset of the entire mesh, thereby
minimizing index maintenance overhead. A small part of the
query result is retrieved from the mesh surface index while
the major share is retrieved by traversing the unindexed
mesh dataset in-memory.
we build OCTOPUS on the key insight that the surface of the
mesh provides sufficient information to start a mesh traversal
to retrieve the complete query result, independent of the
mesh geometry that may change during simulation.
for applications where the mesh geometry remains convex
during simulation we design OCTOPUS to use an outdated
(stale) spatial index that can be used without sacrificing
accuracy of query results.
With an extensive experimental analysis using neuroscience,
earthquake and non scientific animation datasets, we show how
OCTOPUS outperforms existing approaches while remaining
competitive in terms of memory footprint. Most importantly,
we demonstrate that OCTOPUS scales with increasing mesh
size and detail.
The remainder of the paper is structured as follows. In
Section II we discuss related work and in Section III we
motivate our work. In Section IV we present OCTOPUS
and discuss optimizations. We compare OCTOPUS to related
approaches as well as analyze its performance in subsequent
sections and finally draw conclusions in Section IX.
II. RE LATE D WOR K
Several approaches have been developed to analyze and
visualize scientific simulations [1], [22] at runtime but they
unfortunately provide only approximate results and are there-
fore inadequate for our problem.
Performing a complete linear scan over the entire dataset
is arguably the most basic approach to compute the accurate
result of a range query. While the linear scan has no memory
overhead, query execution time will not scale as it directly
depends on the dataset size. Indexes can reduce the time
for query execution but suffer from high maintenance cost.
Various optimizations have been proposed to maintain indexes
in case of updates on one-dimensional data [9] but more fitting
for our challenge, however, are indexes developed for spatial
data. In the following we distinguish between spatial and
moving object indexes and include approaches developed for
disk as they can be used in memory as well.
A. Spatial Indexes
Several spatial indexes [7], [17] have been particularly de-
vised for meshes. These indexes are very efficient in executing
queries, but unfortunately they are very costly to update,
e.g., DLS [17] needs to recompute the Hilbert-value for each
moving object. Additionally, they only work on particular
mesh types, e.g., DLS only works with static meshes with
convex geometry, making them unsuitable for our application.
Spatial indexes used for generic datasets like the lazy update
R-Tree (LUR-Tree) [13] or the LU-Grid [25] are optimized for
efficiently supporting few updates. These two approaches re-
duce the update cost by avoiding expensive index maintenance,
if the change in location of the updated object is very low. The
LUR-Tree, on the other hand, avoids costly R-Tree insertions
if the object remains inside the minimum bounding rectangle
of the leaf node. Instead of indexing the moving objects, QU-
Trade [24] indexes a grace window within which the objects
are expected to move. The bigger the grace window is, the
fewer updates need to be made but also the more irrelevant
objects are retrieved by a query. By growing and shrinking
the grace window this technique provides a good, tunable
compromise between update and query intensive workloads.
If, however, a massive number of updates needs to be
executed it is often cheaper to rebuild the index from scratch
entirely [8] (at every simulation step in our scenario). This
strategy can be used with several memory-based spatial in-
dexes like the Octree [10], the Kd-Tree [4] or memory
optimized R-Trees [11].
Approaches using buffered updates [6] work very well
for disk based datasets. In-memory, these approaches result
in performing bulk-updates. For our problem bulk-updates
are equivalent to rebuilding the entire index because almost
the entire dataset changes. Similarly, the memo-based update
approach used in RUM-Tree [20] works by inserting the new
positions into an R-Tree index and by invalidating (but not
deleting) the past state of the object. In our scenario this
approach requires repetitive insertions of all objects in the R-
Tree at each timestep, which clearly is slower than bulkloading
a new index.
B. Moving Object Indexes
A class of indexes closely related to our problem are spatio-
temporal indexes used to index moving objects [15]. Spatio-
temporal indexes can be classified based on whether they can
answer range queries on the past, present or future location of
the moving objects. In the context of monitoring applications
we are only interested in monitoring the present state and thus
only consider indexes that support queries on the present state.
Some moving object indexes exploit the predictability of
the objects’ movements to reduce index maintenance cost.
The adaptive two-level hashing approach [12] classifies objects
according to their speed of movement. Slow moving objects
are indexed with a fine-grained grid whereas it uses a coarse-
grained grid for fast objects. The index only needs to be
updated once the object moves out of the grid cell. Queries
retrieve all grid cells intersecting with the query and filter the
objects that intersect with the grid cell but not the query.
To reduce the overhead of frequent updates, other ap-
proaches [18], [19] exploit that the movement of the objects is
predictable and that it can be approximated with a trajectory.
The movement is approximated using curve extrapolation and
the index only has to be updated once the trajectory of the
moving objects changes. In the case of mesh simulations, how-
ever, the movements are not predictable and the trajectories are
not even static for short periods of time.
III. MOTI VATI ON
The development of OCTOPUS is driven by the needs of
scientists who face significant performance bottlenecks when
querying mesh datasets that undergo massive changes in every
time step of a simulation. In the following we first discuss
scientific simulation applications, how the associated mesh
datasets are queried (to monitor progress of the simulations)
and we finally formalize the data management challenge.
A. Monitoring Simulation Applications
Simulations in physical science predominantly use three di-
mensional mesh representations [26]. The meshes used consist
of millions of spatial polyhedral objects, each with a volume.
The smaller the polyhedra are, the more fine-grained the model
becomes and therefore also the more detailed and accurate the
simulation is. An important trend in the simulation sciences is
to increase the precision of the simulation [3] and hence the
size of the mesh datasets used keeps growing.
Mesh based simulations can be categorized by the poly-
hedral primitives used. Different primitives provide different
degrees of freedom, i.e., the more vertices and edges a
polyhedra has, the more precise can deformation be simulated.
The exact primitive used depends on the phenomena simulated.
Example primitives like 3D tetrahedral mesh or 3D hexahedral
mesh are illustrated in Figure 1(a) and (b).
The physical representation of mesh dataset differs with the
implementation, but typically an adjacency list representation
is used. The adjacency list stores for each vertex the position as
well as pointers to neighboring (connected with an edge in the
mesh) vertices in the list. The neighbor pointers can be used to
access connected mesh vertices and hence no costly sequential
scan or additional data structure is required. Additionally, a
list of polyhedra and polyhedral faces is kept to provide a
mapping for each polyhedra to its corresponding vertices. The
overall geometry of the mesh may also differ in different
simulation applications, for example, an earthquake simulation
uses a mesh that remains convex during simulation, while a
neuroscience simulation uses a non-convex geometry mesh as
shown in Figure 1(c) and (d).
b)
a)
c)
d)
b)
c)
Few Queries
Many Updates
d)
time
MONITORSIMULATION MONITORSIMULATION
Time step
e)
Fig. 1: Polyhedral mesh structure, (a) tetrahedral mesh, (b)
hexahedral mesh, (c) neuron mesh, (d) earthquake mesh,
(e) simulation timeline.
During simulation, mesh datasets are processed in-memory
on a single or distributed hardware infrastructure for high
performance. Figure 1(e) shows how a simulation is executed
in discrete simulation steps. In each time step the simulation
software takes as input a memory resident mesh, calculates the
changes and updates the mesh in-place (overwriting the mesh
in memory). The updates typically are minute changes to the
positions of all vertices in the mesh dataset.
After the simulation has updated all vertex positions in one
simulation step, different parts of the mesh are accessed by
executing three dimensional range queries on the latest state
in memory. The queries are issued by the monitoring tools to
retrieve parts of the mesh inside the query region for statistical
validation, for visualization or to steer the simulation and they
are thus different in every time step. Monitoring tools are
designed to work with any simulation, the simulation software
is thus treated as a black-box and the simulation as well as
monitoring step shown in Figure 1(e) cannot be merged.
B. Neuroscience Example
An example of a simulation based on three dimensional
mesh is used by the neuroscientists we collaborate with in
the Blue Brain project [14]. During brain simulation, the
process of neural plasticity constantly rewires the neurons,
i.e., it adds/removes synapses connecting different neurons
over time (synapses are the structures that allow neurons to
exchange signals with each other). By simulating the changes
of synapses in discrete time steps, neuroscientists improve
their understanding of communication between neurons.
Different monitoring applications are used that execute
spatial range queries at each time step of the simulation. The
queries are not fixed for each time step and the location and
volume of the queries depends on the particular monitoring use
case. The following three applications are frequently used:
Structural Validation: range queries are executed to retrieve
mesh data to perform statistical analysis, e.g., computing the
neuron density, the number of branches in a given area, etc.
The statistics are computed to ensure neuron mesh models
remain bio-realistic during simulation.
Mesh Quality: in the process of simulating neural plasticity
mesh models are deformed. Deformation potentially leads
to artifacts like the intersection of meshes representing
different neuron branches. Range queries are executed to
analyze model intersection particularly in the dense neural
regions where the probability of finding artifacts is high.
Visualization: Simulations can be visually monitored to
show the progress over time. To visualize the subsets of the
mesh, the view frustum needs to be retrieved using range
queries. The quality of the visualization defines the number
and size of the range queries required.
Today the neural mesh model consists of 1.3 billion tetrahe-
dra or 33GB. Executing range queries for monitoring is already
slow today and will become even slower as the neuroscientists
will increase the detail of the meshes. Monitoring tools that
scale with the increasing mesh detail are therefore pivotal.
C. Data Management Challenge
Indexing moving objects has been extensively studied in the
past. In the context of the challenge of monitoring mesh simu-
lations, however, the usefulness of state-of-the-art approaches
is limited. Monitoring mesh simulations is a new extreme
access pattern where massive updates of almost the entire
dataset are followed by comparatively few queries.
Using state-of-the-art indexes to support monitoring mesh
simulations is unlikely to be efficient: positions of all mesh
vertices change during each simulation time step and the cost
of updating an index or rebuilding it from scratch cannot be
amortized over the few queries monitoring applications need
to execute. Updating or rebuilding the entire index requires
more operations (inspecting the current position of object,
building the index structure and then executing the queries)
than performing a simple linear scan to retrieve the query
results at every time step.
The complexity of the linear scan, however, depends on
the dataset size. As the precision of the simulations increases,
the level of detail and size of the meshes will increase at the
same rate. Any approach like the linear scan that depends on
the dataset size will not scale well with future datasets.
IV. THE OCTOPUS AP PRO ACH
OCTOPUS is a strategy for executing range queries on
dynamic meshes. Even with unpredictable changes affecting
the entire mesh dataset OCTOPUS outperforms the linear scan
approach by (1) avoiding to maintain data structures in case
of changes to the vertex positions in the mesh and by (2)
accessing only the subset of the dataset needed to compute
the query result accurately.
In the following, we first give a brief overview of the
approach and then explain in more detail how OCTOPUS
executes range queries. We then present a variant of OCTO-
PUS specifically designed for meshes with convex geometry.
Finally, we develop an analytical model to predict the runtime
performance of OCTOPUS and to identify the conditions
where OCTOPUS yields better results than the linear scan.
A. Algorithm Overview
OCTOPUS uses the connectivity inherent in the mesh to
avoid accessing the entire mesh when retrieving query results.
Using the current state of the mesh directly from memory
has the key advantage that, given one vertex inside the query
region, OCTOPUS can use the mesh connectivity to retrieve
vertices in the query range without having to consider the
change of the vertex location in the last update.
Range Query Surface
Fig. 2: OCTOPUS: Start-
ing from the surface, the
edges of the polyhedra
will be visited.
Solely depending on the con-
nectivity of the mesh, however,
bears the risk that the result is
not complete because parts of
the mesh in the query region
may not be connected. We ad-
dress this problem by using the
mesh surface, thereby relying on
the key insight that every vertex
inside a query region Qis reach-
able from a surface vertex inside
Q.
OCTOPUS uses a mesh sur-
face index to compute query re-
sults accurately. The index used
is not a spatial index but a geometrical index designed to
provide quick access to a subset of mesh vertices belonging
to the surface. Key to the mesh surface index is that it rarely
needs maintenance because the mesh surface only changes
in the rare event where the connectivity of the mesh changes.
With the surface index and the mesh itself OCTOPUS executes
range queries in the following three phases:
1) Crawling: OCTOPUS traverses the edges of the mesh
polyhedra, thereby exploiting the connectivity of the mesh.
Vertices are retrieved recursively and the traversal contin-
ues until all vertices inside the query are retrieved.
2) Surface Probe: To provide starting vertices for the crawl-
ing phase, OCTOPUS scans all surface vertices using the
surface index and identifies those inside the query region.
3) Directed Walk: If no surface vertex exists inside the query
region, OCTOPUS traverses the edges of the mesh always
picking the edge that leads to a vertex closer to the query
region until a vertex inside the query region is found.
Figure 2 illustrates the algorithm in two dimensions: OCTO-
PUS first chooses a vertex inside the range query (dashed line)
by probing all surface vertices (boundary in 2D; bold, solid
line) and then recursively traverses all edges (thin black lines)
inside the query range to retrieve all vertices. In the following
we discuss the three phases of the OCTOPUS query execution,
crawling, surface probe and directed walk, in more detail.
B. Crawling
An important characteristic meshes share independently
of the particular polyhedral primitives used (e.g., tetrahedra,
hexahedra) is that they can be understood as a graph, where
the vertices of the polyhedra are the vertices of the graph and
the edges of the polyhedra connect the vertices in the graph.
Given the graph representation of meshes, OCTOPUS
crawls along the edges of the polyhedra using a breadth-
first-search to retrieve the vertices inside the query region.
OCTOPUS keeps track of edges visited and stops following
an edge if its end vertex is outside the query region. The entire
crawl process stops once all vertices inside the query region
are visited. This stop criteria ensures that all vertices in the
query are retrieved and that the number of vertices visited
solely depends on the query selectivity.
The geometry of the mesh influences the accuracy of the
crawling phase. The query result computed by the crawling
phase is accurate (or complete) if the mesh has internal
reachability, i.e., if (a) there exists a path between any two
vertices inside the query region and (b) that path only contains
vertices that are inside the query region. If internal reachability
is not given, not all vertices of the result may be retrieved.
Meshes used in simulations can generally be divided into
two classes: convex and non-convex meshes [26]. A mesh is
convex if a straight line connecting any pair of its vertices
remains inside the mesh. A convex mesh will remain convex
during a simulation if the changes it undergoes only affect the
positions of its vertices. Convex meshes are frequently used
for fluid dynamics or earthquake simulations [3].
The intersection of a rectangular range query with a convex
mesh is always a convex subset of the mesh that satisfies
complete internal reachability. OCTOPUS’ crawl along the
vertices of a convex mesh to execute a rectangular range query
is consequently always accurate. A comprehensive proof of
the accuracy of OCTOPUS’ query results on convex meshes
is given in the technical report [23].
If, on the other hand, a mesh contains holes or the straight
line between any two vertices crosses the mesh surface, i.e., is
outside the mesh, then the mesh is non-convex. As we discuss
in the next subsection, OCTOPUS can still execute range
queries accurately on non-convex meshes or in the scenario
where a mesh transforms from a convex to a non-convex
geometry (and vice versa).
C. Surface Probe
Not all meshes used in simulations are convex and during
simulation the mesh dataset may undergo changes that make it
non-convex (concave or disjoint). In the following we discuss
how OCTOPUS addresses the problem of non-convex meshes
by starting crawling from multiple starting vertices on the
mesh surface to guarantee accuracy.
Unlike convex meshes, the intersection between a query and
non-convex mesh can result in not one, but several disjoint sub-
meshes (e.g., in Figure 3 the mesh is split into two disjoint
sub-meshes). In this case complete internal reachability is no
longer given and crawling from any arbitrary vertex inside the
query may only retrieve a part of the results. Crawling outside
the query ensures that the complete result is retrieved if there
exists a path that connects the disjoint sub-meshes. Even if a
path exists outside the query region it is difficult to define a
stop criteria and this may end up visiting the entire mesh.
Range Query
Fig. 3: Non-convex mesh
where a query divides
mesh into two unreach-
able parts.
We address the problem of
non-convex meshes by treating
the disjoint sub-meshes as a
collection of meshes that inde-
pendently satisfy the criteria of
complete internal reachability.
All OCTOPUS needs to com-
pute the complete query result
is one or several vertices in each
sub-mesh from where to start
the crawl. What separates the
disjoint meshes from each other
is the mesh surface and empty
space. Consequently (and as Figure 3 shows), each disjoint
sub-mesh obtained by the intersection of the query and a non-
convex mesh contains at least one surface vertex inside the
query range. By starting the crawl from all surface vertices
inside the range query, OCTOPUS computes the accurate
result of a query. A proof of correctness is given in the
technical report [23].
Non-convex meshes are the reason why we use the surface
vertices inside the query range as starting points of the crawl.
To execute a query, OCTOPUS retrieves all vertices from the
mesh surface index, probes them to find those inside the query
range and finally starts to crawl from each of them. As opposed
to the linear scan, OCTOPUS does not need to iterate over the
entire dataset, but only needs to probe the mesh surface (as
well as crawl along the edges in the query). Consequently,
compared to approaches where the query execution time
depends on the dataset size, OCTOPUS will scale better for
future datasets because the subset of surface vertices shrinks
for future datasets (the mesh surface increases quadratic while
the number of non-surface vertices grows cubic).
D. Directed Walk
So far we have assumed that there is always at least one
surface vertex inside the query region to start crawling. No
Algorithm 1 OCTOPUS Query Execution
Input: q: range query, S: surface index
Output: resultSet = 0
Data: sv: start vertices = 0, minVertex = 0, minDistance =
, oldM inDistance =
// Surface Probe
foreach vSdo
if venclosed inside qthen
put vinto sv
end
if sv =then
if distance(v, q)< minDistance then
minV ertex v
minDistance distance(v, q )
end
end
end
//Directed Walk
if sv =then
while true do
if minV ertex enclosed inside qthen
put minV ertex into sv
break
end
foreach vneighbor(minV ertex)do
if distance(v, q)< minDistance then
minV ertex v
oldM inDistance minDistance
minDistance distance(v, q )
end
end
if minDistance =oldM inDistance then
break
end
end
end
//Crawling
foreach vsv do
resultSet Br eadthF irstSearch(v , q)
end
return resultSet
surface vertex, however, is in the query if (a) the query does
not intersect with the mesh at all (empty query) or (b) if the
query is completely enclosed inside the mesh.
In either case the surface probe will find no surface vertex
and we instead use the surface probe to find the surface vertex
vclosest to the query qby computing the minimum euclidean
distance(v, q). From vwe start a directed walk, similar to
a depth first search that always recursively picks the next
neighboring vertex that is closest to the query region. This
process continues recursively until a vertex inside the query
region is found. The first vertex inside the query region is
used as the starting vertex for the crawling phase. Algorithm
1 illustrates the query execution algorithm with pseudocode.
If during the directed walk no vertex inside the query region
or closer to it than the previous vertex can be found, then the
query does not intersect with the mesh and the result is empty.
E. Indexing the Surface
Keeping track of vertices on the surface is critical for
ensuring accurate query execution. OCTOPUS uses an index
(surface index) solely during the surface probe phase of the
query execution. The surface index is built once before the
simulation starts and is only maintained in the (rare) case
where the connectivity of the mesh changes. If only the
positions of the vertices change, the surface index does not
need any maintenance.
1) Indexing Building: OCTOPUS identifies the vertices on
the surface by accessing the polyhedra face list and construct-
ing a global face list. Multiple polyhedral faces make up any
polyhedral, e.g., four triangles make up a tetrahedral. The
global face list contains all faces for each polyhedron in the
dataset and keeps the pointers to the vertices for each face. A
face may be shared by at most two adjacent polyhedra (see
Figure 1(a)) and so duplicate faces exist in the list. A face F
belongs to the mesh surface if it occurs once in the list, i.e.,
there exists no adjacent polyhedra that shares face F.
The surface index is implemented using a hash table where
the vertex identifier serves as the hash-key and the hash-value
represents a pointer to the surface vertex in memory. During
the surface probe, all surface vertices are accessed via the
pointers in the hash table in no particular order.
2) Index Maintenance: The mesh can undergo two differ-
ent transformations during simulation: (1) mesh deformation,
where only the position of the vertices of the mesh change and
(2) mesh restructuring, where the connectivity in the mesh and
thus the surface can change.
The surface index does not require any maintenance in the
case of mesh deformation because the connectivity does not
change: any vertex on the surface remains on the mesh surface
although the location of the vertex is changed. Restructuring
the mesh during simulation, on the other hand, can change the
surface vertices as polyhedra may be split, thus increasing the
number of vertices on the surface, or merged, hence reducing
the vertices on the surface. In this case the surface index is
updated with insert or delete operations on the hash table
used in the index. Although, OCTOPUS supports mesh being
restructured during simulation, the transformation is rarely
implemented [26] in practice.
F. Convex Meshes
Computational fluid dynamics, material science and envi-
ronmental science frequently use simulations of solid, liquid
and gaseous phenomenon restricted inside a convex container.
Improving the efficiency of range query execution on convex
meshes is therefore particularly important. As discussed pre-
viously, convex meshes satisfy internal reachability, i.e., any
vertex can be reached from any other vertex by crawling along
the mesh edges. In case of convex meshes OCTOPUS hence
does not need to build a surface index because the surface
probe is not required. Instead, a directed walk can start from
any vertex to reach the query region. The cost of the directed
walk, however, can become substantial if the directed walk
starts far away from the query region.
To find a starting vertex close to the query region for the
directed walk OCTOPUS-CON thus uses a grid based spatial
index for the mesh. The grid index is built once and never
updated. Although the index is quickly outdated it still can
help to find a starting point close to the query needed to reduce
the cost of the directed walk. Using an outdated index to
find a starting point close to the range query is fundamentally
different than using a spatial index for the entire mesh: in the
former case we can tolerate an outdated index, in the latter
case query execution may not compute correct results.
OCTOPUS-CON uses a simple three dimensional uniform
grid as spatial index. Before the simulation, the index is built
by mapping each vertex of the mesh to the grid cell enclosing
the vertex. To find the closest vertex OCTOPUS-CON finds
the cell that encloses the center of the query region and then
uses any of the mesh vertices assigned to this cell to start
the directed walk. If no vertex exists the neighboring cells are
recursively checked until a vertex is found. The grid index
provides a cost effective means to reduce directed walking
cost. After completing the directed walk the crawling phase
follows to retrieve the accurate query result as described in
Algorithm 1.
G. Analytical Model
We develop an analytical model to predict the performance
benefits of OCTOPUS and confirm with experiments its accu-
racy (predictions within 2% error).
OCTOPUS’ total execution cost entails the cost of probing
the surface vertices, the directed walk and crawling. For the
sake of simplicity we exclude the time for the directed walk
from the model (experimentally we show that the time spent
on directed walk is insignificant on average). The remaining
costs are then defined as follows:
Surface Probe Cost: If Vis the total number of vertices in
the dataset and Sis the surface-to-volume ratio (the number
of surface vertices divided by the total number of vertices),
the number of surface vertices is S×V. Equation 1 describes
the cost of the surface probe that accesses each surface vertex
once, where CSis defined as the constant cost of accessing a
single vertex sequentially and comparing it to the range query:
Cost(S urf aceP robe) = CS×(S×V)(1)
Crawling Cost: Crawling needs to follow all edges inside the
query region. With the query selectivity Selectivity%,Vthe
total number of vertices in the dataset and Mthe mesh degree
(average number of neighbors per vertex) we can determine
the number of edges inside the query region. Combining these
parameters with the cost CRof accessing one vertex in the
adjacency list, Equation 2 defines the total cost as follows:
Cost(C rawling) = CR×M×(Selectivity%×V)(2)
By combining Equation 1 and Equation 2 we obtain a cost
model for OCTOPUS:
Cost(O CT OP U S ) = CS×V(S+M×Selectivity%
CS/CR)
(3)
With Equation 3 we can infer how dataset characteristics
affect the performance of OCTOPUS. An increase in mesh
degree Mand selectivity Selectivity%increases the cost of
the crawling (graph traversal) as Equation 2 shows. If the
mesh degree Mgrows, more edges need to be followed,
making crawling slower. Similarly, if the selectivity grows,
more edges and vertices in the query range need to be visited,
also making crawling slower. Estimating the selectivity of
spatial range queries has been studied thoroughly in past
work. For our analytical model we use the histogram based
estimation technique proposed in [2].
To compare the cost of OCTOPUS to our baseline we define
the cost of the linear scan as:
Cost(LinearScan) = CS×V(4)
The relative performance of OCTOPUS versus the linear
scan, the speedup, can then be calculated by combining
Equations 3 and 4 into Equation 5:
Speedup =(S+M×Selectivity%
CS/CR)1
(5)
Clearly, an increasing mesh degree Mand an increasing
surface-to-volume ratio have an adverse impact on the speedup
by slowing down crawling and the surface probe respectively.
From Equation 5 we can further infer that the speedup is
inversely proportional to the selectivity of the query (assuming
the same dataset characteristics). Clearly the linear scan will
outperform OCTOPUS for very high query selectivity and
the upper limit of selectivity can be calculated, i.e., when
speedup > 1, by transforming Equation 5 into Equation 6:
Selectivity%<(1 S)×CS/CR
M(6)
Equations 5 and 6 thus help us to decide when to use
OCTOPUS given that we know workload characteristics (M
and S) and also the runtime constants on the particular
hardware used (CS/CR).
H. Optimizations
In the previous subsections we focused on strategies to
make query execution accurate in face of arbitrary meshes. In
the following we discuss optimizations to speed up the query
execution with OCTOPUS in general and in cases where we
can make assumptions about the simulation application.
1) Graph Data Organization: The graph traversal in the
crawling phase is a costly operation because it requires ac-
cessing neighboring vertices randomly in main memory. By
rearranging the vertices based on spatial proximity we can
reduce the number of random reads required on average and
thereby improve the L1 and L2 data cache hit rate. We use
the Hilbert space filling curve to sort the vertices and organize
spatially close vertices, close together in memory. This type
Fig. 4: Neuroscience Dataset Characterization.
of optimization can of course only be used if the simulation
application allows to reorder the vertex and edge information
in memory.
2) Surface Approximation: For OCTOPUS we do not make
any assumptions about the velocity with which the mesh
vertices move between two time steps and therefore probing
the entire set of surface vertices is necessary to guarantee the
accuracy of the result. If a use case allows to sacrifice accuracy
we can further improve performance by taking a sample of
equidistant vertices on the surface rather than considering the
entire surface set, thereby reducing the time required for the
surface probe.
This optimization works well because groups of neighboring
mesh elements move similarly throughout the simulation. We
show with experiments that little or no accuracy is sacri-
ficed for substantial performance benefits. This optimization
is particularly useful in visualization applications where the
accuracy of the query retrieval process can be compromised.
V. EX PE RI ME NTA L EVALUATI ON
In this section we first describe the experimental setup and
demonstrate the benefits of OCTOPUS by benchmarking it
with microbenchmarks based on neuroscience use cases. We
also study the performance of OCTOPUS with a sensitivity
analysis and compare OCTOPUS to other approaches.
A. Setup and Methodology
The experiments are run on a Linux Ubuntu 2.6 machine
equipped with 2x Intel Xeon Processors with 6 cores running
at 2.8GHz, with 64kb L1, 256KB L2 and 12MB L3 cache
and 48GB RAM at 1333MHz. The storage consists of 2 SAS
disks of 300GB capacity each.
For the measurements we use a neuron simulation that
works on a 3D tetrahedral mesh representing two neuron cells.
The simulation deforms the mesh model at discrete intervals
of time to dynamically adjust the distances between the neuron
connections (spine lengths). The details of the datasets used
are listed in Figure 4. The largest dataset we use takes 33GB
in memory of which 79% define the mesh structure. The mesh
is represented using an array of vertices and for each vertex
a pointer list representing the edges. The remaining 21% are
used for keeping identifiers and attributes of nodes used in the
simulation.
We primarily compare OCTOPUS without any optimiza-
tions with the linear scan. We further include in the comparison
spatio-temporal indexes that allow query execution on the
current state of moving objects and that do not make any as-
sumptions about the movement of objects, i.e., the in-memory
implementation of the LUR-Tree [13] and QU-Trade [24] are
used. Both approaches base their implementation on the same
in-memory R-Tree implementation with a fanout of 110.
Because each vertex in our mesh dataset changes location
for every time step we tune QU-Trade for update intensive
workloads, increasing the window sufficiently so that fewer
than 1% of the location updates trigger the costly R-Tree
maintenance process. We also include a lightweight throw-
away spatial index [8] Octree and rebuild the index for every
time step. The Octree implementation uses a bucket strategy,
where a node is split into eight children if it contains more
than 10,000 vertices. The configuration parameters, fanout in
case of the R-Tree and bucket size for the Octree, have been
determined with a parameter sweep, choosing the parameters
providing the best performance. All approaches are single-
threaded C++ implementations for a fair comparison.
Range queries are executed at each time step after simu-
lation completes updating the mesh. Rebuilding or updating
an index during simulation is not possible because the mesh
dataset is not in a consistent state. We measure the total query
response time, i.e., the time it takes to execute all range queries
for all time steps, including the time it takes to rebuild or
update the index. Preprocessing steps like building the initial
R-Tree for the LUR-Tree as well as the QU-Trade algorithm
and surface index in OCTOPUS are done once the mesh is
loaded into memory and the time spent is shown separately
and not included in the total query response time.
B. Benchmark Evaluation
We compare the performance and memory overhead of
OCTOPUS with the other approaches using four microbench-
marks tabulated in Figure 5 based on three neuroscience use
cases described in Section III-B.
Figure 6(a) shows performance comparison for each bench-
mark, using the most detailed neuroscience mesh dataset
(33GB) and simulating it for 60 time steps. As shown in the
results, the linear scan outperforms spatio-temporal indexing
approaches and lightweight throw away Octree index because
of the high cost of rebuilding/maintaining. Although 99.5% of
the query response time of the Octree is spent for rebuilding
the index, it still outperforms spatio-temporal indexes which
dedicate 80% (LUR-Tree) and 42% (QU-Trade) to maintain
their data structures. LUR-Tree and QU-Trade are slower than
the Octree because their query execution is based on the R-
Tree which suffers from overlap (due to the high density of
the mesh dataset). By using grace windows, QU-Trade spends
less time restructuring the R-Tree and thus performs better
than the LUR-Tree.
OCTOPUS outperforms all other approaches including the
linear scan as shown in Figure 6(a). The speedup relative
to the linear scan depends on the selectivity of the queries,
i.e., OCTOPUS achieves a maximum speedup of 9.2×for the
structural validation use case and a minimum speedup of 7.3×
for the visualization (high quality) use case.
Micro-benchmarks Queries
per Time
step [#]
Range
Volume
[µm3]
Query
Selectivity
[%]
A) Structural Validation 13 to 17 2x10-5 0.11 to 0.16
B) Mesh Quality 7 to 9 2x10-5 0.02 to 0.14
C) Visualization (Low Quality) 22 6x10-5 0.18
D) Visualization (High Quality) 22 5x10-6 0.12
Fig. 5: Neuroscience Benchmarks.
b)
a) 0
1000
2000
3000
4000
5000
6000
7000
8000
9000
Benchmark A Benchmark B Benchmark C Benchmark D
Query Response Time [sec]
OCTOPUS
LinearScan
OCTREE
LUR
-
Tree
QU
-
Trade
0
500
1000
1500
2000
Benchmark A
Benchmark B
Benchmark C
Benchmark D
Footprint [MB]
Fig. 6: Performance evaluation (a) and memory overhead
evaluation (b) of benchmarks.
The linear scan requires no additional data structures and
has thus the least memory overhead. The Octree requires space
to keep the tree structure but still requires less space than
spatio-temporal indexes LUR-Tree & QU-Trade that are based
on an in-memory R-Tree and thus need to store an R-Tree
along with a hash index for quick lookups. OCTOPUS uses
less memory than all other approaches except the linear scan
as shown in Figure 6(b). Its memory footprint mainly depends
on query selectivity as we further explain in Section VI-A.
C. Sensitivity Analysis
In this set of experiments we test OCTOPUS and vary
particular parameters of datasets and query workload (mesh
detail, query selectivity etc.) to analyze its behavior. We also
compare the performance of OCTOPUS to the linear scan in
order to understand how the trend for the speedup changes.
For the following experiments we use the neuroscience
mesh dataset and fix the parameters for each experiment unless
mentioned otherwise, i.e., we use the mesh dataset containing
260 million tetrahedra, simulated for 60 time steps. For each
time step we execute 15 range queries of selectivity 0.1%
located uniform randomly in the mesh.
1) Mesh Detail: Scientists progressively increase the level
of detail of the mesh datasets to improve simulation precision.
To test how OCTOPUS performs with increasing level of
detail, we use meshes of five different levels of detail as
defined in Figure 4. Increasing the level of detail and keeping
the queries constant, however, increases the number of results
0
100
200
300
400
0.01 0.05 0.1 0.15 0.2
0
8
16
24
0.01 0.05 0.1 0.15 0.2
0
8
16
24
20 40 60 80 100
b)
a)
0
350
700
1050
1400
0.13 0.17 0.26 0.52 1.32
LinearScan
OCTOPUS
0
8
16
24
0.13 0.17 0.26 0.52 1.32
OCTOPUS
Mesh Detail
[Tetrahedrals in Billions]
Mesh Detail
[Tetrahedrals in Billions]
Speedup [X]
Total Query
Response Time [sec]
f)
e)
0
100
200
300
400
20
40
60
80
100
Time steps
[Number]
Time steps
[Number]
Query Selectivity [%]
Query Selectivity [%]
h)
g)
0
350
700
1050
1400
0.13 0.17 0.26 0.52 1.32
0
8
16
24
0.13 0.17 0.26 0.52 1.32
d)
c) Mesh Detail
[Tetrahedrals in Billions]
Mesh Detail
[Tetrahedrals in Billions]
Fig. 7: Sensitivity analysis.
per query while the selectivity of the query remains the same.
We thus perform two types of experiments: one where we keep
the size of the range queries the same (and hence the number
of results increases) and one where we reduce the query size
(and thus the number of results remains the same).
First, we execute fixed range queries while increasing the
mesh detail. Figure 7(a) shows how the query response time
for the linear scan increases proportionally with the size of
the dataset. The query response time of OCTOPUS, however,
does not increase in proportion to the size of the dataset
because as the mesh detail increases, the surface-to-volume
ratio of the mesh dataset decreases and hence the time for
the surface probe decreases. The relative speedup therefore
gradually increases for OCTOPUS from 8 to 10×as shown
in Figure 7(b).
Second, we keep the number of results per query fixed by
reducing the volume of each range query when executed on
more detailed meshes. The linear scan query response time
remains the same because its performance solely depends on
the dataset size as shown in Figure 7(c). The query response
time of OCTOPUS on the other hand is decoupled from
the dataset size and the relative speedup of OCTOPUS thus
increases considerably from 8 to 23×as Figure 7(d) shows.
The increasing speedup has two reasons: (a) the surface-
to-volume ratio decreases with increasingly detailed meshes
and hence probing the surface meshes becomes comparatively
faster and (b) the selectivity of the query decreases if the
number of results is kept constant, thereby reducing the share
of time needed for crawling.
2) Time Steps: Simulations typically span from tens to
thousands of discrete time steps. In this experiment we study
the impact of simulating the same deformation of the mesh
in an increasing number of time steps (thus decreasing the
magnitude of the changes in the entire mesh per time step) on
the query execution performance. Figure 7(e) shows how the
query response time of both, the linear scan and OCTOPUS,
increases linearly when the number of time steps is increased
from 20 to 100. Because we execute more time steps with
the same number of queries per time step, the total time for
each datapoint increases. The relative speedup of OCTOPUS,
however, remains constant at 9.5×as shown in Figure 7(f) be-
cause similar to the linear scan, the performance of OCTOPUS
does not depend on the magnitude of change of the vertices’
positions or the number of time steps used in simulations.
3) Query Selectivity: The linear scan does not depend on
the selectivity of the range queries as the entire dataset needs to
be scanned anyway. Increasing the selectivity, however, means
that the share of time OCTOPUS spends during crawling
increases. OCTOPUS’ graph traversal is costly and when we
increase the query selectivity from 0.01% to 0.2% a bigger
share of the total time is spent on traversal and the speedup
drops from 17 to 7×as Figure 7(h) shows.
D. Convex Mesh Simulations
We test OCTOPUS-CON discussed in Section IV-F on
two datasets from the earthquake simulation project using the
Archimedes simulator [3] which uses the mesh of the greater
Los Angeles basin shown in Figure 1(d). Both meshes have
different resolutions (see Figure 8) and are simulated for 60
time steps. 15 uniform random queries are executed per time
step each with an average selectivity of 0.1%.
Figure 9(a) indeed shows how the optimized version
OCTOPUS-CON outperforms OCTOPUS by eliminating the
surface probe and by reducing the time for the directed walk.
Because crawling time depends on the query selectivity it is
the same for both approaches as shown in Figure 9(b).
The relative speedup compared to the linear scan is 5.7×
for OCTOPUS on SF2 and increases to 6.7×on SF1 because
SF1 has a smaller surface-to-volume ratio resulting in a faster
surface probe. Because OCTOPUS-CON skips the surface
probe, it becomes insensitive to the surface-to-volume ratio
and its speedup is 15.5×for both datasets.
Earthquake
Mesh
Dataset
Size
[MB]
# of
Tetrahedrals
[Millions]
# of
Vertices
[Millions]
Mesh Degree
[Avg # of edges
per vertex]
Surface :
Volume
[Ratio]
SF2 64 2.07 0.38 13.3 0.16
SF1 371 13.98 2.46 13.5 0.09
Fig. 8: Earthquake simulation, convex mesh datasets.
Directed Walk
Crawling
0
0.5
1
1.5
2
2.5
SF2 SF1
Time [sec]
Directed Walk
Crawling
Surface Probe
0
4
8
12
16
SF2
SF1
OCTOPUS-CON
OCTOPUS
LinearScan
0
20000
40000
60000
8 216 1000 2744 5832
Directed Walk [# of
vertices accessed]
Grid Resolution
[# of grid cells]
9.36
9.41
9.46
9.51
9.56
8 216 1000 2744 5832
Grid Resolution
[# of grid cells]
Memory Overhead
of Grid Hash [MB]
Query Response
Time [sec]
c)
a)
d)
b)
OCTOPUS
OCTOPUS
-
CON
Fig. 9: Convex Datasets.
The 3D grid index used in OCTOPUS-CON reduces the
time needed for the directed walk. If we use a coarse resolution
grid, the start vertex used for the directed walk may be
further away from the query region compared to using a
fine resolution grid. This is shown with the experiment in
Figure 9(c) where the number of vertices visited during the
directed walk decreases as we make the grid resolution finer-
grained. The memory required to store the grid index, however,
increases with the grid resolution as shown in Figure 9(d).
Choosing the grid resolution is thus a trade-off between
space and time and for the experiments shown in Figure
9(a) and (b) we use a 1000 cell grid. Choosing a good grid
resolution is difficult in practice but at the same not crucial as
it (a) only affects the time required for directed walk which is
a small fraction of the total time and (b) even a very coarse
resolution grid of 8 cells can reduce the time for directed walk
by a factor of 8 compared to using no grid.
VI. OCTOPUS ANALYS IS
In this section we analyze OCTOPUS’ performance for a
neuroscience simulation. We start by quantifying the cost in
terms of time and space and then compare the cost model
developed in Section IV-G with the actual performance.
A. Overhead Analysis
In the first experiment we break down the time for query
execution and measure the execution time of each of the phases
of OCTOPUS. To perform this experiment we execute the
same queries on datasets with increasing size. We use 60 time
steps of simulation for this experiment.
Figure 10(a) shows that OCTOPUS’ query execution is
dominated by the surface probe and crawling, while the
directed walk barely contributes to the execution time. This
is because the directed walk is only used when the query
does not enclose any surface vertex - a rare case. The time
for performing the surface probe increases with dataset size
but not proportionally as larger datasets have proportionally
fewer surface vertices. The time for crawling, on the other
hand, increases proportionally with the dataset size because
by executing the queries of the same size, more vertices and
edges of the mesh will be in the result and thus more time is
spent in the graph traversal.
Computing the surface vertices index used in OCTOPUS is
a one time process. For the most detailed neuroscience dataset
of 33 GB size it only takes 62 seconds. The surface index does
not need to be updated because the transformations during
simulation primarily affect the position of vertices and not the
mesh connectivity, leaving the surface the same. Restructuring
the mesh during simulation is rarely implemented and did
not occur when simulating any of the datasets used for
the experiments. OCTOPUS, however, still supports surface
changes through insert and delete operations on the surface
index as discussed in Section IV-E2.
0
5
10
15
20
25
30
35
40
0 50 100 150 200
Memory Footprint [MB]
Number of Query Results
[10,000]
0
20
40
60
80
100
120
140
0.13 0.17 0.26 0.52 1.32
Time [sec]
Dataset Size
[Billions of Tetrahedrals]
Crawling
Directed Walk
Surface Probe
a) b)
Fig. 10: Performance breakdown (a), footprint (b).
The memory footprint of OCTOPUS includes the surface
index (hash table of pointers to surface vertices) and the data
structures used during crawling (visited vertices and queues
used in the graph traversal). Figure 10(b) shows the direct
correlation between the number of query results and memory
footprint. For example, for executing 15 queries (leading to
480,000 result vertices) on a 33GB dataset OCTOPUS only
uses 1.9MB memory for data structures related to the graph
traversal in addition to the 27MB needed for surface index.
B. Analytical Model
We validate the analytical model described in Equation 3
with experiments on five different datasets (parameters Sand
Mare listed in Figure 4 for each dataset). We use 60 time
steps for each experiment with 15 randomly placed queries
of fixed selectivity of 0.01%, 0.1% and 0.2% per time step.
Runtime constants CSand CRare determined empirically for
the machines used (see hardware configuration) by averaging a
long run of a linear scan and graph traversal over the smallest
dataset. For our hardware CRis 2.7×108and CSis 6.6×
109,CRis thus approximately 4 times slower than CS.
As Figure 11 shows, the analytical model provides estimates
with little error, showing that OCTOPUS behaves predictably.
By using Equation 5 we can also compute the relative speedup
of OCTOPUS over the linear scan. For example, using queries
2
20
200
2000
0.13 0.17 0.26 0.52 1.32
Query Response Time [sec]
Dataset Size [Billions of Tetrahedrals]
LINEAR SCAN
OCTOPUS
MODEL
OCTOPUS
MODEL
OCTOPUS
MODEL
Selectivity 0.01%
Selectivity 0.01%
Selectivity 0.1%
Selectivity 0.1%
Selectivity 0.2%
Selectivity 0.2%
Fig. 11: Validation of the analytical model.
of 0.01% selectivity on a dataset containing 1.32 billion
tetrahedra the expected speedup is 11.1, matching the mea-
surements shown in Figure 7(b).
Figure 7(h) shows how the speedup decreases with the
increase in selectivity. With increasing selectivity the benefit
of OCTOPUS diminishes and we can use Equation 6 to
determine at what point a linear scan is faster. For a dataset
containing 1.32 billion tetrahedra OCTOPUS performs better
if the query selectivity is less than 1.61%. In practice, however,
queries with very high selectivity, i.e., more than 1% are rarely
executed simply because processing the massive number of
results takes too much time. For example, in our visualization
based monitoring tool, a query with a selectivity of 0.01%
already contains nearly 20’000 results and therefore takes
substantial time for rendering.
VII. IMPAC T OF OPTIMIZATIONS
In the following we measure the performance improvement
and overhead of the optimizations proposed in Section IV-H.
A. Surface Approximation
Probing the entire surface is necessary to guarantee accurate
results. Only probing a subset of the surface vertices (uniform
random chosen subset), however, gives surprisingly accurate
results. The results are accurate because the entire result set
can be reached from only a few surface vertices. Figure
12(a) shows that the algorithm can retrieve more than 90%
of the result set although 99.9% of the surface vertices are
ignored (approximation of 0.1%). For approximations higher
than 0.1% the results are accurate as Figure 12(a) shows.
0
5
10
15
20
25
30
35
40
0.01 0.1 1 10
Speedup[X]
Approximation [%]
Selectivity 0.01%
Selectivity 0.1%
0
20
40
60
80
100
0.01 0.1 1 10
Result Accuracy [%]
Approximation [%]
a) b)
Fig. 12: Effect of Surface Approximation.
The bigger the query (the selectivity), the more likely
it is that enough surface vertices are inside the query to
retrieve accurate results, as confirmed by the results for the
approximation of 0.01% and 0.1%. Figure 12(b) shows the
speedup achieved with the approximation when compared to
OCTOPUS without this optimization. The speedup is primarily
achieved because less time is spent in the surface probe. In
case of a very coarse approximation (0.001%), the accuracy
drops considerably because the complete result is no longer
reachable. Consequently also crawling requires less time re-
sulting in a bigger speedup (at the expense of accuracy).
B. Graph Data Organization
Sorting the vertices of the mesh according to the Hilbert-
order as described in Section IV-H1 reduces time for the
crawling because storing neighboring vertices close together
in memory reduces the number of L1 and L2 cache misses.
Sorting, however, has primarily an impact on the crawling
whereas the surface probe does not benefit as Figure 13(a)
shows. In this experiment we use a dataset containing 1.3
billion tetrahedral objects and execute 900 queries of in-
creasing selectivity. The bigger the result, the more time is
spent traversing the graph and hence the bigger is the impact
of the optimization. Figure 13(b) makes the impact more
explicit by showing the speedup comparing the performance
of OCTOPUS with and without Hilbert-sorted data.
Crawling
Surface Probe
0
10
20
30
40
50
60
0.01 0.05 0.1 0.15 0.2
Speedup [%]
Query Selectivity [%]
OCTOPUS
with Hilbert
Layout
Without Layout
With Layout
a) b)
0
50
100
150
200
250
300
350
400
450
0.01
0.05
0.1
0.15
0.2
Time [sec]
Query Selectivity [%]
Crawling
Surface Probe
Fig. 13: Effect of hilbert based data layout.
VIII. APPLICABILITY
While OCTOPUS is very useful for simulations in scientific
disciplines where simulations are based on 3D mesh datasets,
e.g., meteorology, structural mechanics, aeronautics and so on,
it can also be useful for other applications like rendering part
of 3D volumetric models in games and movies.
A. Applicability on Other Datasets
To demonstrate the effectiveness of OCTOPUS on datasets
other than scientific simulations, we use three different de-
forming mesh animation sequences [21] used in 3D volumetric
visualization (Figure 14). For each sequence we execute 15
randomly chosen range queries per time step with an average
selectivity of 0.1%. Not all of these animation datasets feature
the same number of sequences (time steps) and instead of
using the total query response time we thus use the average
query response time per time step.
In all of the animation sequences OCTOPUS outperforms
the linear scan. As expected, the query response time for the
linear scan is proportional to the size of the dataset as shown
in Figure 15(a). OCTOPUS’ performance, on the other hand,
depends on the surface-to-volume ratio of the mesh and the
best performance is therefore achieved for the facial expression
Mesh
Deformation
Time
steps
[#]
Dataset
Size
[GB]
# of
Vertices
[Millions]
Surface:
Volume
[Ratio]
Horse
Gallop 48 3.1 20.0 0.023
Facial
Expression 9 13 83.6 0.010
Camel
Compress 53 6.1 39.8 0.019
Fig. 14: Deforming Mesh Datasets.
0
2
4
6
8
10
Horse
Gallop
Facial
Expression
Camel
Compress
Query Response Time
per Time step [sec]
LinearScan
OCTOPUS
0.0
4.0
8.0
12.0
16.0
20.0
Horse
Gallop
Facial
Expression
Camel
Compress
Speedup [X]
a) b)
Fig. 15: Query Response Time and Speedups for Deform-
ing mesh datasets.
simulation with a ratio of 0.01 as Figure 15(b) illustrates.
Because the datasets used in these experiments have a lower
(better) surface-to-volume ratio than the neuroscience meshes,
the speedup obtained is even bigger.
B. Limitations
Indexing approaches may be able to amortize the mainte-
nance cost, if the number queries are increased massively (in
the order of the dataset size), thereby potentially outperforming
OCTOPUS and the linear scan. Furthermore, based on the an-
alytical model, three main factors may limit the performance:
Surface-to-volume Ratio: the worst case is when the mesh
consists of only surface vertices i.e., the surface-to-volume
ratio (S= 1). OCTOPUS query execution thus scans all
vertices and degrades to a linear scan. The trend in the
simulation sciences, however, is to use ever more detailed
volumetric meshes to model the three dimensional structure
of the phenomena being simulated, thereby reducing S.
Query Selectivity: as we show with Equation 6 in case of
very big queries the linear scan outperforms OCTOPUS. This
is rarely the case in practice but Equation 6 can be used to
decide what approach to use.
Mesh Degree: The higher the mesh degree, the more edges
have to be followed in crawling. In practice the mesh degree
is nearly constant for a particular mesh topology, e.g., in case
of tetrahedral meshes M= 14 [16].
IX. CONCLUSIONS
Traditional indexing approaches and the linear scan do
not provide good query performance on mesh datasets that
undergo massive and unpredictable changes in simulations and
will not scale well to bigger and more detail meshes.
We propose OCTOPUS, a query execution strategy that
uses the surface of the mesh along with mesh connectivity
to retrieve accurate results. With OCTOPUS we achieve a
speedup of the query response time between 7.2 and 9.2×in
a neuroscience simulation and between 15 and 19×for other
simulations compared to the linear scan. More importantly,
OCTOPUS is particularly useful for mesh datasets that un-
dergo massive and unpredictable changes during simulations.
Finally, as our experiments show, OCTOPUS scales well with
increasing mesh detail and is thus ready for substantially more
detailed meshes of the future.
X. ACKNOWLEDGMENTS
This work is supported by the Hasler Foundation (Smart
World Project No. 11031), the Human Brain Project and the
US Department of the Navy (Grant N62909-12-1-7010).
REFERENCES
[1] G. Abdulla et al. Approximate ad-hoc query engine for simulation data.
In Joint Conference on Digital Libraries, 2001.
[2] S. Acharya, V. Poosala, and S. Ramaswamy. Selectivity estimation in
spatial databases. In SIGMOD, 1999.
[3] V. Akelik et al. High resolution forward and inverse earthquake modeling
on terascale computers. In Supercomputing, 2003.
[4] J. L. Bentley. Multidimensional binary search trees used for associative
searching. Communications of the ACM, 18(9):509–517, 1975.
[5] J. Biddiscombe, J. Soumagne, G. Oger, D. Guibert, and J.-G. Piccinali.
Parallel computational steering and analysis for hpc applications. In
Eurographics Conference on Parallel Graphics and Visualization, 2011.
[6] L. Biveinis, S. Saltenis, and C. S. Jensen. Main-memory operation
buffering for efficient r-tree update. In VLDB, 2007.
[7] L. De Floriani, R. Fellegara, and P. Magillo. Spatial indexing on
tetrahedral meshes. In GIS, 2010.
[8] J. Dittrich, L. Blunschi, and M. A. V. Salles. Indexing moving objects
using short-lived throwaway indexes. In SSTD, 2009.
[9] G. Graefe. B-tree indexes for high update rates. SIGMOD Record,
35(1):39–44, 2006.
[10] C. L. Jackins and S. L. Tanimoto. Oct-trees and their use in representing
three-dimensional objects. CGIP, 14(3), 1980.
[11] K. Kim, S. K. Cha, and K. Kwon. Optimizing multidimensional index
trees for main memory access. In SIGMOD, 2001.
[12] D. Kwon, S. Lee, W. Choi, and S. Lee. An adaptive hashing technique
for indexing moving objects. Data Knowl. Eng, 56(3):287–303, 2006.
[13] D. Kwon, S. Lee, and S. Lee. Indexing the current positions of moving
objects using the lazy update r-tree. In Mobile Data Management, 2002.
[14] H. Markram. The blue brain project. Nature Reviews Neuroscience,
7(2):153–160, 2006.
[15] L.-V. Nguyen-Dinh, W. G. Aref, and M. F. Mokbel. Spatio-temporal
access methods: Part 2. IEEE Data Eng. Bull, 33(2):46–55, 2010.
[16] D. R. OHallaron. Properties of a family of parallel finite element
simulations. Technical report, Carnegie Mellon University, 1996.
[17] S. Papadomanolakis, A. Ailamaki, J. C. L´
opez, T. Tu, D. R. O’Hallaron,
and G. Heber. Efficient query processing on unstructured tetrahedral
meshes. In SIGMOD, 2006.
[18] J. M. Patel, Y. Chen, and V. P. Chakka. Stripes: An efficient index for
predicted trajectories. In SIGMOD, 2004.
[19] S. Saltenis, C. S. Jensen, S. T. Leutenegger, and M. A. Lopez. Indexing
the positions of continuously moving objects. In SIGMOD, 2000.
[20] Y. N. Silva, X. Xiong, and W. G. Aref. The rum-tree: supporting frequent
updates in r-trees using memos. VLDB Journal, 18(3):719–738, 2009.
[21] R. W. Sumner and J. Popovi´
c. Deformation transfer for triangle meshes.
ACM Transactions on Graphics, 23(3):399–405, 2004.
[22] T. Szalay et al. Gpu-based interactive visualization of billion point
cosmological simulations. Microsoft eScience Conference, 2008.
[23] F. Tauheed, T. Heinis, and A. Ailamaki. Efficient query execution on
dynamic mesh datasets. Technical Report 190792, EPFL, 2013.
[24] K. Tzoumas, M. L. Yiu, and C. S. Jensen. Workload-aware indexing of
continuously moving objects. In VLDB, 2009.
[25] X. Xiong, M. F. Mokbel, and W. G. Aref. Lugrid: Update-tolerant grid-
based indexing for moving objects. In MDM, page 13, 2006.
[26] O. C. Zienkiewicz, R. L. Taylor, and J. Z. Zhu. The Finite Ele-
ment Method: its Basis and Fundamentals, volume 1. Butterworth-
Heinemann, 2005.
... CNN image directly convolves non-Euclidean structures such as graphs, which can both effectively obtain important information from the edge and reduce the computational complexity. Because of these characteristics, it has recently been widely applied in mesh datasets [16,17] and 3D face datasets [18,19]. Meanwhile, as a texture decoder, GAN has recently shown superpowers in fidelity textures and structural features where they do not exist in the diagram. ...
Article
Full-text available
Recent works based on deep learning and facial priors have performed well in superresolving severely degraded facial images. However, due to the limitation of illumination, pixels of the monitoring probe itself, focusing area, and human motion, the face image is usually blurred or even deformed. To address this problem, we properly propose Face Restoration Generative Adversarial Networks to improve the resolution and restore the details of the blurred face. They include the Head Pose Estimation Network, Postural Transformer Network, and Face Generative Adversarial Networks. In this paper, we employ the following: (i) Swish-B activation function that is used in Face Generative Adversarial Networks to accelerate the convergence speed of the cross-entropy cost function, (ii) a special prejudgment monitor that is added to improve the accuracy of the discriminant, and (iii) the modified Postural Transformer Network that is used with 3D face reconstruction network to correct faces at different expression pose angles. Our method improves the resolution of face image and performs well in image restoration. We demonstrate how our method can produce high-quality faces, and it is superior to the most advanced methods on the reconstruction task of blind faces for in-the-wild images; especially, our 8 × SR SSIM and PSNR are, respectively, 0.078 and 1.16 higher than FSRNet in AFLW.
... In the remainder of this paper we present the data management techniques based on connectivity to support building and simulating large-scale models. The paper is organized along the simulation workflow: we first give an overview over the methods we have developed for building [11] [14] models, for analyzing [15] [17] spatial models and finally for analyzing running simulations [12] [16]. We subsequently conclude and discuss the impact the connectivity-based indexing techniques have on a neuroscience use case. ...
Article
Full-text available
Researchers in several scientific disciplines are struggling to cope with the masses of data resulting from either increasingly precise instruments or from simulation runs on ever more powerful supercomputers. Efficiently managing this deluge of data has become key to understand the phenomena they are studying. Scientists in the simulation sciences, for example, build increasingly big and detailed models, as detailed as the hardware allows, but they lack the efficient technology to update and analyze them. In this paper we discuss how innovative data management techniques we have developed, enable scientists to build and analyze bigger and more detailed spatial models and how these techniques ultimately accelerate discovery in the simulation sciences. These include spatial join methods (in memory and on disk), techniques for the efficient navigation in detailed meshes, an index for range query execution on complex and detailed spatial data as well as in-memory mesh indexes. The evaluation of these techniques using real neuroscience datasets shows a considerable performance improvement over the state of the art, and that the indexes we proposed scale substantially better for the purpose of the analysis of bigger and denser spatial models.
Conference Paper
Simulations have become ubiquitous in many domains of science. Today scientists study natural phenomena by first building massive three-dimensional spatial models and then by simulating the models at discrete intervals of time to mimic the behavior of natural phenomena. One frequently occurring challenge during simulations is the repeated computation of spatial self-joins of the model at each simulation time step. The join is performed to access a group of neighboring spatial objects (groups of particles, molecules or cosmological objects) so that scientists can calculate the cumulative effect (like gravitational force) on an object. Computing a self-join even in memory, soon becomes a performance bottleneck in simulation applications. The problem becomes even worse as scientists continue to improve the precision of simulations by increasing the number as well as the size (3D extent) of the objects. This leads to an exponential increase in join selectivity that challenges the performance and scalability of state-of-the-art approaches. We propose THERMAL-JOIN, a novel spatial self-join algorithm for dynamic memory-resident workloads. The algorithm groups objects in spatial proximity together into hot spots. Hot spots minimize the cost of computing join as objects assigned to a hot spot are guaranteed to overlap with each other. Using a nested spatial grid, THERMAL-JOIN partitions and indexes the dataset to locate hot spots. With experiments we show that our approach provides a speedup between 8 to 12x compared to the state of the art and also scales as scientists improve the precision of their simulations.
Article
Full-text available
For earthquake simulations to play an important role in the reduction of seismic risk, they must be capable of high resolution and high fidelity. We have developed algorithms and tools for earthquake simulation based on multiresolution hexahedral meshes. We have used this capability to carry out 1 Hz simulations of the 1994 Northridge earthquake in the LA Basin using 100 million grid points. Our wave propagation solver sustains 1.21 teraflop/s for 4 hours on 3000 AlphaServer processors at 80% parallel efficiency. Because of uncertainties in characterizing earthquake source and basin material properties, a critical remaining challenge is to invert for source and material parameter fields for complex 3D basins from records of past earthquakes. Towards this end, we present results for material and source inversion of high-resolution models of basins undergoing antiplane motion using parallel scalable inversion algorithms that overcome many of the difficulties particular to inverse heterogeneous wave propagation problems.
Conference Paper
Full-text available
We address the problem of performing spatial queries on tetrahedral meshes. These latter arise in several application domains including 3D GIS, scientific visualization, finite element analysis. We have defined and implemented a family of spatial indexes, that we call tetrahedral trees. Tetrahedral trees subdivide a cubic domain containing the mesh in an octree or 3D kd-tree fashion, with three different subdivision criteria. Here, we present and compare such indexes, their memory usage, and spatial queries on them.
Conference Paper
Full-text available
With the exponential growth of moving objects data to the Gigabyte range, it has become critical to develop effective techniques for indexing, updating, and querying these massive data sets. To meet the high update rate as well as low query response time requirements of moving object applications, this paper takes a novel approach in moving object indexing. In our approach we do not require a sophisticated index structure that needs to be adjusted for each incoming update. Rather we construct conceptually simple short-lived throwaway indexes which we only keep for a very short period of time (sub-seconds) in main memory. As a consequence, the resulting technique MOVIES supports at the same time high query rates and high update rates and trades this for query result staleness. Moreover, MOVIES is the first main memory method supporting time-parameterized predictive queries. To support this feature we present two algorithms: non-predictive MOVIES and predictive MOVIES. We obtain the surprising result that a predictive indexing approach — considered state-of-the-art in an external-memory scenario — does not scale well in a main memory environment. In fact our results show that MOVIES outperforms state-of-the-art moving object indexes like a main-memory adapted Bx -tree by orders of magnitude w.r.t. update rates and query rates. Finally, our experimental evaluation uses a workload unmatched by any previous work. We index the complete road network of Germany consisting of 40,000,000 road segments and 38,000,000 nodes. We scale our workload up to 100,000,000 moving objects, 58,000,000 updates per second and 10,000 queries per second which is unmatched by any previous work.
Conference Paper
Full-text available
Emerging communication and sensor technologies enable new applications of database technology that require database systems to efficiently support very high rates of spatial-index updates. Previous works in this area require the availability of large amounts of main memory, do not exploit all the main memory that is indeed available, or do not support some of the standard index operations. Assuming a setting where the index updates need not be written to disk immediately, we propose an R-tree-based indexing technique that does not exhibit any of these drawbacks. This technique exploits the buffering of update operations in main memory as well as the grouping of operations to reduce disk I/O. In particular, operations are performed in bulk so that multiple operations are able to share I/O. The paper presents an analytical cost model that is shown to be accurate by empirical studies. The studies also show that, in terms of update I/O performance, the proposed technique improves on state of the art in settings with frequent updates.
Article
Deformation transfer applies the deformation exhibited by a source triangle mesh onto a different target triangle mesh, Our approach is general and does not require the source and target to share the same number of vertices or triangles, or to have identical connectivity. The user builds a correspondence map between the triangles of the source and those of the target by specifying a small set of vertex markers. Deformation transfer computes the set of transformations induced by the deformation of the source mesh, maps the transformations through the correspondence from the source to the target, and solves an optimization problem to consistently apply the transformations to the target shape. The resulting system of linear equations can be factored once, after which transferring a new deformation to the target mesh requires only a backsubstitution step. Global properties such as foot placement can be achieved by constraining vertex positions. We demonstrate our method by retargeting full body key poses, applying scanned facial deformations onto a digital character, and remapping rigid and non-rigid animation sequences from one mesh onto another.
Many of the programming techniques used in solving two-dimensional problems can be extended to three dimensions. Here oct-trees are developed as a three-dimensional analog of quad-trees. Oct-trees can be used in geometric modeling and space planning. A fast algorithm is given for 90° rotation of oct-tree representations of objects. A space-efficient algorithm is given for translation in space. A PASCAL program for experimenting with oct-trees is described.
Book
The Finite Element Method: Its Basis and Fundamentals offers a complete introduction to the basis of the finite element method, covering fundamental theory and worked examples in the detail required for readers to apply the knowledge to their own engineering problems and understand more advanced applications. This edition sees a significant rearrangement of the bookâ??s content to enable clearer development of the finite element method, with major new chapters and sections added to cover: Weak forms Variational forms Multi-dimensional field problems Automatic mesh generation Plate bending and shells Developments in meshless techniques Focusing on the core knowledge, mathematical and analytical tools needed for successful application, The Finite Element Method: Its Basis and Fundamentals is the authoritative resource of choice for graduate level students, researchers and professional engineers involved in finite element-based engineering analysis.
Conference Paper
Recent studies have shown that cache-conscious indexes such as the CSB+-tree outperform conventional main memory indexes such as the T-tree. The key idea of these cache-conscious indexes is to eliminate most of child pointers from a node to increase the fanout of the tree. When the node size is chosen in the order of the cache block size, this pointer elimination effectively reduces the tree height, and thus improves the cache behavior of the index. However, the pointer elimination cannot be directly applied to multidimensional index structures such as the R-tree, where the size of a key, typically, an MBR (minimum bounding rectangle), is much larger than that of a pointer. Simple elimination of four-byte pointers does not help much to pack more entries in a node. This paper proposes a cache-conscious version of the R-tree called the CR-tree. To pack more entries in a node, the CR-tree compresses MBR keys, which occupy almost 80% of index data in the two-dimensional case. It first represents the coordinates of an MBR key relatively to the lower left corner of its parent MBR to eliminate the leading O's from the relative coordinate representation. Then, it quantizes the relative coordinates with a fixed number of bits to further cut off the trailing less significant bits. Consequently, the CR-tree becomes significantly wider and smaller than the ordinary R-tree. Our experimental and analytical study shows that the two-dimensional CR-tree performs search up to 2.5 times faster than the ordinary R-tree while maintaining similar update performance and consuming about 60% less memory space.
Conference Paper
Moving object databases are required to support queries on a large number of continuously moving objects. A key requirement for indexing methods in this domain is to efficiently support both update and query operations. Previous work on indexing such databases can be broadly divided into categories: indexing the past positions and indexing the future predicted positions. In this paper we focus on an efficient indexing method for indexing the future positions of moving objects.In this paper we propose an indexing method, called STRIPES, which indexes predicted trajectories in a dual transformed space. Trajectories for objects in d-dimensional space become points in a higher-dimensional 2d-space. This dual transformed space is then indexed using a regular hierarchical grid decomposition indexing structure. STRIPES can evaluate a range of queries including time-slice, window, and moving queries. We have carried out extensive experimental evaluation comparing the performance of STRIPES with the best known existing predicted trajectory index (the TPR*-tree), and show that our approach is significantly faster than TPR*-tree for both updates and search queries.