Author here! Funny to see this on the front page xD That was the blog post for the initial release, and a lot of things have changed since then (definitely deserves a new blog post ^^). The first big change happened six months after the release, when I rewrote most of the geometrical algorithms (leveraging the excellent geo crate) and got a massive boost in speed and reduction in memory usage which made it applicable…
Harder, Better, Faster, Stronger Version of Uber H3 in Rust
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Re: Harder, Better, Faster, Stronger Version of Uber H3 in Rust
#32I never understood why anyone would prefer the H3 hex tiles over Google’s much simpler S2 system: http://s2geometry.io/ Sure, hex tiles make certain circular nearest neighbour searches slightly more accurate… but still have an error. And then… everything else that’s inconvenient with hex tiling, like that issue that subdivisions of a cell leak into the neighbouring cells and hence don’t add up to 100% of the parent!…
Re: Harder, Better, Faster, Stronger Version of Uber H3 in Rust
#33Re: Harder, Better, Faster, Stronger Version of Uber H3 in Rust
#34I never understood why anyone would prefer the H3 hex tiles over Google’s much simpler S2 system: http://s2geometry.io/ Sure, hex tiles make certain circular nearest neighbour searches slightly more accurate… but still have an error. And then… everything else that’s inconvenient with hex tiling, like that issue that subdivisions of a cell leak into the neighbouring cells and hence don’t add up to 100% of the parent!…
Re: Harder, Better, Faster, Stronger Version of Uber H3 in Rust
#35TIL! What are the advantages of hexagonal spatial indexing compared to e.g. quad trees, r-trees?
The main advantage of hexagonal spherical tiling systems is that they are roughly equal area at a given resolution. This makes them particularly suitable for generating visualizable aggregates when you primarily care about spatial distribution rather than specific boundaries (like borders). The main disadvantage of non-congruent tiling systems like H3 is poor scalability and performance when running analytical comput…
See the following visualizations for an illustration:
Re: Harder, Better, Faster, Stronger Version of Uber H3 in Rust
#36who is using uber h3 and what for? (besides uber of course)
amo is using it quite a lot, mainly for the scratch map feature in the Bump Map application, but not only. Use cases are: - data storage - data aggregation/clustering - spatial indexing - geometrical computation (as long as you're OK with approximation, you can speed up a lot of things by working with CellID instead of actual geometries) - data visualization I've seen it used by Databend, Helium, Breakroom (they did…
https://docs.greptime.com/reference/sql/functions/geo/#h3
These functions encode and decode latitude/longitude to H3 cells and provide utilities for querying cell properties, neighborhoods, distances, and relationships.
Re: Harder, Better, Faster, Stronger Version of Uber H3 in Rust
#37Re: Harder, Better, Faster, Stronger Version of Uber H3 in Rust
#38who is using uber h3 and what for? (besides uber of course)
Re: Harder, Better, Faster, Stronger Version of Uber H3 in Rust
#39I never understood why anyone would prefer the H3 hex tiles over Google’s much simpler S2 system: http://s2geometry.io/ Sure, hex tiles make certain circular nearest neighbour searches slightly more accurate… but still have an error. And then… everything else that’s inconvenient with hex tiling, like that issue that subdivisions of a cell leak into the neighbouring cells and hence don’t add up to 100% of the parent!…
Re: Harder, Better, Faster, Stronger Version of Uber H3 in Rust
#40Author here! Funny to see this on the front page xD That was the blog post for the initial release, and a lot of things have changed since then (definitely deserves a new blog post ^^). The first big change happened six months after the release, when I rewrote most of the geometrical algorithms (leveraging the excellent geo crate) and got a massive boost in speed and reduction in memory usage which made it applicable…
h3o-zip is really impressive! I've been wanting to play around with it more, and I've been meaning to ask you if you have any good references for that encoding approach. I understand how it works in h3o-zip, but I'd be interested to know more about where else that approach has been used.
As such, I don’t have any name/papers to give you nor point you to similar application. But I would also be interested ^^
But don’t hesitate to reach out if you work on something similar and wanna discuss about it.