Why does each cell contain seven finer cells instead of six, resulting in imperfect containment?
H3: Uber’s Hexagonal Hierarchical Spatial Index (2018)
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Re: H3: Uber’s Hexagonal Hierarchical Spatial Index (2018)
#52I did some indexing using elasticsearch and some home grown stuff based on geohashes about seven years ago. At the time Elasticsearch was just adding support for geoshape indexing as well. Initially this was also based on geohashes. Later they added proper quad tree support (instead of indexing the geohash as a term), and recently they revamped the implementation using BKD trees. The current implementation is way fas…
They go into some detail on this talk https://youtu.be/ay2uwtRO3QE?t=712 . What I get from their explanation is that hexagon is a better shape for map grids because they are the most complex shape that can tesselate (the other two are triangles and squares). As they are more close to a circle, distances within a cell are more stable, also computing the distance from a cell center to its neighbours is stable in hexago…
Re: H3: Uber’s Hexagonal Hierarchical Spatial Index (2018)
#53Why does each cell contain seven finer cells instead of six, resulting in imperfect containment?
Re: H3: Uber’s Hexagonal Hierarchical Spatial Index (2018)
#54Why does each cell contain seven finer cells instead of six, resulting in imperfect containment?
Which isn't to say that you couldn't tile the planet with triangles, but they point out that the consistent relationship between neighboring hexagon tiles is useful:
>Using a hexagon as the cell shape is critical for H3. As depicted in Figure 6, hexagons have only one distance between a hexagon centerpoint and its neighbors’, compared to two distances for squares or three distances for triangles. This property greatly simplifies performing analysis and smoothing over gradients.
As you noticed, you can't divide a hexagon into 7 regular hexagons either. But it's apparently close enough:
>H3 supports sixteen resolutions. Each finer resolution has cells with one seventh the area of the coarser resolution. Hexagons cannot be perfectly subdivided into seven hexagons, so the finer cells are only approximately contained within a parent cell.
Re: H3: Uber’s Hexagonal Hierarchical Spatial Index (2018)
#55Why does each cell contain seven finer cells instead of six, resulting in imperfect containment?
Re: H3: Uber’s Hexagonal Hierarchical Spatial Index (2018)
#56Earlier quoted context omitted.
It is complicated, and it depends on the use case. There are roughly three dimensions to what you are optimizing the representation for: presentation, computational geometry, and decomposition (sharding). S2 and H3 are both fundamentally cartography-driven representations, primarily optimizing for presentation. S2 focuses a bit more on sharding and H3 a bit more on computational geometry, there is quite a bit of lite…
What is an example of a 3-space embedding or interesting literature? I'm having difficulties googling the term.
Unlike single-surface representations, these have the advantage of being essentially free of computational edge cases if you design them correctly. They are also amenable to implementations that are extremely computationally efficient to use, which is a bit of an afterthought for most presentation-optimized designs but important for high-scale geospatial analytics.
A common reflexive criticism of these representations is that they use equal volume sharding, which means that sharding them is not a good approximation of equal area on the embedded surface. An equal area decomposition only makes sense in the context of presentation (e.g. tiling) because the underlying data distribution is naturally extremely and unpredictably skewed, leading to non-uniform cell loading no matter how you decompose it. The assumption that equal area decomposition helps to ensure uniform cell loading is trivially false in practice, making it a non-optimization. Therefore, any competent implementation always requires a separate mechanism for ensuring uniform loading independent of the decomposition model.
The term of art for all of this is discrete global grid systems (commonly "DGGS"). The vast majority of the literature is focused on presentation optimized systems, and the design of single-surface representations, but other types of representations are discussed. It has a very rich taxonomy. I have an article I've been sporadically writing which I should probably finish that steps through the design of a state-of-the-art 3-space embedding representation system for scale-out analytics, based on a (currently stalled) effort to produce a formal standard for industry. A good 3-space embedding has a relatively simple description and implementation but there is much technical subtlety as to why it is designed a specific way.
Re: H3: Uber’s Hexagonal Hierarchical Spatial Index (2018)
#57I did some indexing using elasticsearch and some home grown stuff based on geohashes about seven years ago. At the time Elasticsearch was just adding support for geoshape indexing as well. Initially this was also based on geohashes. Later they added proper quad tree support (instead of indexing the geohash as a term), and recently they revamped the implementation using BKD trees. The current implementation is way fas…
But if you look at have they overlay London, you get quite a split higher up and two next to each other don’t look like they are and so I can see where the number of terms would get big.
The new ElasticSearch implementation is now the default and I think they are deprecating the prefix versions like geohash.
Too bad their stuff is not embeddable into an app. Know of lib for this?
Re: H3: Uber’s Hexagonal Hierarchical Spatial Index (2018)
#58I did some indexing using elasticsearch and some home grown stuff based on geohashes about seven years ago. At the time Elasticsearch was just adding support for geoshape indexing as well. Initially this was also based on geohashes. Later they added proper quad tree support (instead of indexing the geohash as a term), and recently they revamped the implementation using BKD trees. The current implementation is way fas…
geohashes are cool, and lopping off a letter reduces precision. But if you look at have they overlay London, you get quite a split higher up and two next to each other don’t look like they are and so I can see where the number of terms would get big. The new ElasticSearch implementation is now the default and I think they are deprecating the prefix versions like geohash. Too bad their stuff is not embeddable into an…
Update with link: https://lucene.apache.org/core/7_1_0/core/org/apache/lucene/...
Re: H3: Uber’s Hexagonal Hierarchical Spatial Index (2018)
#59square and triangle are weird for distance, maybe. but they can all hold precise subdivisions of the shape inside each other. hexagon "bleed", so why exactly they boast so many times in the article that h3 is so great for nesting different details levels? even their diagrams show very bad bleeding (worse than it should be if optimized) and they never mention it on this summary.