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In mathematical analysis and computer science, functions which are Z-order, Lebesgue curve, Morton space-filling curve, Morton order or Morton code map multidimensional data to one dimension while preserving locality of the data points. It is named in France after Henri Lebesgue, who studied it in 1904, and named in US after
Guy Macdonald Morton Guy or GUY may refer to: Personal names * Guy (given name) * Guy (surname) * That Guy (...), the New Zealand street performer Leigh Hart Places * Guy, Alberta, a Canadian hamlet * Guy, Arkansas, US, a city * Guy, Indiana, US, an unincorpo ...
, who first applied the order to file sequencing in 1966. The z-value of a point in multidimensions is simply calculated by interleaving the binary representations of its coordinate values. Once the data are sorted into this ordering, any one-dimensional data structure can be used such as binary search trees, B-trees, skip lists or (with low significant bits truncated) hash tables. The resulting ordering can equivalently be described as the order one would get from a depth-first traversal of a quadtree or octree.


Coordinate values

The figure below shows the Z-values for the two dimensional case with integer coordinates 0 ≤ ''x'' ≤ 7, 0 ≤ ''y'' ≤ 7 (shown both in decimal and binary).
Interleaving Interleaving may refer to: * Interleaving, a technique for making forward error correction more robust with respect to burst errors * An optical interleaver, a fiber-optic device to combine two sets of dense wavelength-division multiplexing (DW ...
the binary coordinate values (starting to the right with the ''x''-bit (in blue) and alternating to the left with the ''y''-bit (in red)) yields the binary ''z''-values (tilted by 45° as shown). Connecting the ''z''-values in their numerical order produces the recursively Z-shaped curve. Two-dimensional Z-values are also known as quadkey values. The Z-values of the ''x'' coordinates are described as binary numbers from the Moser–de Bruijn sequence, having nonzero bits only in their even positions: x[] = The sum and difference of two ''x'' values are calculated by using bitwise operations: x[i+j] = ((x[i] , 0b10101010) + x[j]) & 0b01010101 x[i−j] = ((x[i] & 0b01010101) − x[j]) & 0b01010101 if i ≥ j This property can be used to offset a Z-value, for example in two dimensions the coordinates to the top (decreasing y), bottom (increasing y), left (decreasing x) and right (increasing x) from the current Z-value ''z'' are: top = (((z & 0b10101010) − 1) & 0b10101010) , (z & 0b01010101) bottom = (((z , 0b01010101) + 1) & 0b10101010) , (z & 0b01010101) left = (((z & 0b01010101) − 1) & 0b01010101) , (z & 0b10101010) right = (((z , 0b10101010) + 1) & 0b01010101) , (z & 0b10101010) And in general to add two two-dimensional Z-values ''w'' and ''z'': sum = ((z , 0b10101010) + (w & 0b01010101) & 0b01010101) , ((z , 0b01010101) + (w & 0b10101010) & 0b10101010)


Efficiently building quadtrees and octrees

The Z-ordering can be used to efficiently build a quadtree (2D) or octree (3D) for a set of points.. The basic idea is to sort the input set according to Z-order. Once sorted, the points can either be stored in a binary search tree and used directly, which is called a linear quadtree, or they can be used to build a pointer based quadtree. The input points are usually scaled in each dimension to be positive integers, either as a fixed point representation over the unit range or corresponding to the machine word size. Both representations are equivalent and allow for the highest order non-zero bit to be found in constant time. Each square in the quadtree has a side length which is a power of two, and corner coordinates which are multiples of the side length. Given any two points, the ''derived square'' for the two points is the smallest square covering both points. The interleaving of bits from the ''x'' and ''y'' components of each point is called the ''shuffle'' of ''x'' and ''y'', and can be extended to higher dimensions. Points can be sorted according to their shuffle without explicitly interleaving the bits. To do this, for each dimension, the most significant bit of the exclusive or of the coordinates of the two points for that dimension is examined. The dimension for which the most significant bit is largest is then used to compare the two points to determine their shuffle order. The exclusive or operation masks off the higher order bits for which the two coordinates are identical. Since the shuffle interleaves bits from higher order to lower order, identifying the coordinate with the largest most significant bit, identifies the first bit in the shuffle order which differs, and that coordinate can be used to compare the two points.. This is shown in the following Python code: def cmp_zorder(lhs, rhs) -> bool: """Compare z-ordering.""" # Assume lhs and rhs array-like objects of indices. assert len(lhs)

len(rhs) # Will contain the most significant dimension. msd = 0 # Loop over the other dimensions. for dim in range(1, len(lhs)): # Check if the current dimension is more significant # by comparing the most significant bits. if less_msb(lhs sd^ rhs sd lhs im^ rhs im: msd = dim return lhs sd< rhs sd
One way to determine whether the most significant bit is smaller is to compare the floor of the base-2 logarithm of each point. It turns out the following operation is equivalent, and only requires exclusive or operations: def less_msb(x: int, y: int) -> bool: return x < y and x < (x ^ y) It is also possible to compare floating point numbers using the same technique. The less_msb function is modified to first compare the exponents. Only when they are equal is the standard less_msb function used on the mantissas. Once the points are in sorted order, two properties make it easy to build a quadtree: The first is that the points contained in a square of the quadtree form a contiguous interval in the sorted order. The second is that if more than one child of a square contains an input point, the square is the ''derived square'' for two adjacent points in the sorted order. For each adjacent pair of points, the derived square is computed and its side length determined. For each derived square, the interval containing it is bounded by the first larger square to the right and to the left in sorted order. Each such interval corresponds to a square in the quadtree. The result of this is a compressed quadtree, where only nodes containing input points or two or more children are present. A non-compressed quadtree can be built by restoring the missing nodes, if desired. Rather than building a pointer based quadtree, the points can be maintained in sorted order in a data structure such as a binary search tree. This allows points to be added and deleted in time. Two quadtrees can be merged by merging the two sorted sets of points, and removing duplicates. Point location can be done by searching for the points preceding and following the query point in the sorted order. If the quadtree is compressed, the predecessor node found may be an arbitrary leaf inside the compressed node of interest. In this case, it is necessary to find the predecessor of the least common ancestor of the query point and the leaf found.


Use with one-dimensional data structures for range searching

Although preserving locality well, for efficient range searches an algorithm is necessary for calculating, from a point encountered in the data structure, the next Z-value which is in the multidimensional search range: In this example, the range being queried (''x'' = 2, ..., 3, ''y'' = 2, ..., 6) is indicated by the dotted rectangle. Its highest Z-value (MAX) is 45. In this example, the value ''F'' = 19 is encountered when searching a data structure in increasing Z-value direction, so we would have to search in the interval between ''F'' and MAX (hatched area). To speed up the search, one would calculate the next Z-value which is in the search range, called BIGMIN (36 in the example) and only search in the interval between BIGMIN and MAX (bold values), thus skipping most of the hatched area. Searching in decreasing direction is analogous with LITMAX which is the highest Z-value in the query range lower than ''F''. The BIGMIN problem has first been stated and its solution shown in Tropf and Herzog. This solution is also used in UB-trees ("GetNextZ-address"). As the approach does not depend on the one dimensional data structure chosen, there is still free choice of structuring the data, so well known methods such as balanced trees can be used to cope with dynamic data (in contrast for example to
R-tree R-trees are tree data structures used for spatial access methods, i.e., for indexing multi-dimensional information such as geographical coordinates, rectangles or polygons. The R-tree was proposed by Antonin Guttman in 1984 and has found sign ...
s where special considerations are necessary). Similarly, this independence makes it easier to incorporate the method into existing databases. Applying the method hierarchically (according to the data structure at hand), optionally in both increasing and decreasing direction, yields highly efficient multidimensional range search which is important in both commercial and technical applications, e.g. as a procedure underlying nearest neighbour searches. Z-order is one of the few multidimensional access methods that has found its way into commercial database systems (
Oracle database Oracle Database (commonly referred to as Oracle DBMS, Oracle Autonomous Database, or simply as Oracle) is a multi-model database management system produced and marketed by Oracle Corporation. It is a database commonly used for running online t ...
1995,
Transbase Transbase is a relational database management system, developed and maintained by Transaction Software GmbH, Munich. The development of Transbase was started in the 1980s by Rudolf Bayer under the name „Merkur“ at the department of Computer S ...
2000 ). As long ago as 1966, G.M.Morton proposed Z-order for file sequencing of a static two dimensional geographical database. Areal data units are contained in one or a few quadratic frames represented by their sizes and lower right corner Z-values, the sizes complying with the Z-order hierarchy at the corner position. With high probability, changing to an adjacent frame is done with one or a few relatively small scanning steps.


Related structures

As an alternative, the Hilbert curve has been suggested as it has a better order-preserving behaviour, and, in fact, was used in an optimized index, the S2-geometry.


Applications


Linear algebra

The
Strassen algorithm In linear algebra, the Strassen algorithm, named after Volker Strassen, is an algorithm for matrix multiplication. It is faster than the standard matrix multiplication algorithm for large matrices, with a better asymptotic complexity, although t ...
for matrix multiplication is based on splitting the matrices in four blocks, and then recursively splitting each of these blocks in four smaller blocks, until the blocks are single elements (or more practically: until reaching matrices so small that the Moser–de Bruijn sequence trivial algorithm is faster). Arranging the matrix elements in Z-order then improves locality, and has the additional advantage (compared to row- or column-major ordering) that the subroutine for multiplying two blocks does not need to know the total size of the matrix, but only the size of the blocks and their location in memory. Effective use of Strassen multiplication with Z-order has been demonstrated, see Valsalam and Skjellum's 2002 paper. Buluç ''et al.'' present a sparse matrix data structure that Z-orders its non-zero elements to enable
parallel Parallel is a geometric term of location which may refer to: Computing * Parallel algorithm * Parallel computing * Parallel metaheuristic * Parallel (software), a UNIX utility for running programs in parallel * Parallel Sysplex, a cluster of IBM ...
matrix-vector multiplication.


Texture mapping

Some GPUs store texture maps in Z-order to increase spatial locality of reference during
texture mapped rasterization Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping ...
. This allows
cache lines A CPU cache is a hardware cache used by the central processing unit (CPU) of a computer to reduce the average cost (time or energy) to access data from the main memory. A cache is a smaller, faster memory, located closer to a processor core, whic ...
to represent rectangular tiles, increasing the probability that nearby accesses are in the cache. At a larger scale, it also decreases the probability of costly, so called, "page breaks" (i.e., the cost of changing rows) in SDRAM/DDRAM. This is important because 3D rendering involves arbitrary transformations (rotations, scaling, perspective, and distortion by animated surfaces). These formats are often referred to as ''swizzled textures'' or ''twiddled textures''. Other tiled formats may also be used.


N-body problem

The Barnes–Hut algorithm requires construction of an oct-tree. Storing the data as a pointer-based tree requires many sequential pointer dereferences to iterate over the oct-tree in depth-first order (expensive on a distributed-memory machine). Instead, if one stores the data in a hashtable, using
oct-tree hashing An octree is a tree data structure in which each internal node has exactly eight children. Octrees are most often used to partition a three-dimensional space by recursively subdividing it into eight octants. Octrees are the three-dimensional ana ...
, the Z-order curve naturally iterates the oct-tree in depth-first order.


See also

* Geohash * Hilbert R-tree * Linear algebra *
Locality preserving hashing In computer science, locality-sensitive hashing (LSH) is an algorithmic technique that hashes similar input items into the same "buckets" with high probability. (The number of buckets is much smaller than the universe of possible input items.) Since ...
*
Matrix representation Matrix representation is a method used by a computer language to store matrix (mathematics), matrices of more than one dimension in computer storage, memory. Fortran and C (programming language), C use different schemes for their native arrays. Fo ...
* Netto's theorem *
PH-tree The PH-tree is a tree data structure used for spatial indexing of multi-dimensional data (keys) such as geographical coordinates, points, feature vectors, rectangles or bounding boxes. The PH-tree is space partitioning index with a structur ...
*
Spatial index A spatial database is a general-purpose database (usually a relational database) that has been enhanced to include spatial data that represents objects defined in a geometric space, along with tools for querying and analyzing such data. Most spa ...


References

{{reflist


External links


STANN: A library for approximate nearest neighbor search, using Z-order curve
Sean Eron Anderson, Stanford University Fractal curves Database algorithms Geometric data structures Database index techniques Linear algebra