Justin - 5 months ago 5x
Java Question

# KD Tree - Nearest Neighbor Algorithm

I'm not quite understanding the O(log n) nearest neighbor algorithm from wikipedia.

1. The algorithm unwinds the recursion of the tree, performing the following steps at each node:

1. ...

2. The algorithm checks whether there could be any points on the other side of the splitting plane that are closer to the search point than the current best. In concept, this is done by intersecting the splitting hyperplane with a hypersphere around the search point that has a radius equal to the current nearest distance. Since the hyperplanes are all axis-aligned this is implemented as a simple comparison to see whether the difference between the splitting coordinate of the search point and current node is less than the distance (overall coordinates) from the search point to the current best.

1. If the hypersphere crosses the plane, there could be nearer points on the other side of the plane, so the algorithm must move down the other branch of the tree from the current node looking for closer points, following the same recursive process as the entire search.

2. If the hypersphere doesn't intersect the splitting plane, then the algorithm continues walking up the tree, and the entire branch on the other side of that node is eliminated.

It's 3.2 that is confusing me and I have seen this question. I'm implementing the algorithm in Java and not sure if I got it right.

``````//Search children branches, if axis aligned distance is less than current distance
if (node.lesser!=null) {
KdNode lesser = node.lesser;
int axis = lesser.depth % lesser.k;
double axisAlignedDistance = Double.MAX_VALUE;
if (axis==X_AXIS) axisAlignedDistance = Math.abs(lastNode.id.x-lesser.id.x);
if (axis==Y_AXIS) axisAlignedDistance = Math.abs(lastNode.id.y-lesser.id.y);
else if (axis==Z_AXIS) axisAlignedDistance = Math.abs(lastNode.id.z-lesser.id.z);

//Continue down lesser branch
if (axisAlignedDistance<=lastDistance && !set.contains(lesser)) {
searchNode(value,lesser,set,K);
}
}
if (node.greater!=null) {
KdNode greater = node.greater;
int axis = greater.depth % greater.k;
double axisAlignedDistance = Double.MAX_VALUE;
if (axis==X_AXIS) axisAlignedDistance = Math.abs(lastNode.id.x-greater.id.x);
if (axis==Y_AXIS) axisAlignedDistance = Math.abs(lastNode.id.y-greater.id.y);
else if (axis==Z_AXIS)axisAlignedDistance = Math.abs(lastNode.id.z-greater.id.z);

//Continue down greater branch
if (axisAlignedDistance<=lastDistance && !set.contains(greater)) {
searchNode(value,greater,set,K);
}
}
``````

Does the code above accomplishing the 3.2 aspect of the algorithm? Specifically where I populate the "axisAlignedDistance" variable.

You can find the full source code of the KDTree here.

Thanks for any help/pointers.

I am adding this, hoping it helps others that have search out the same problem. I ended up addressing 3.2 with the following code. Although, I am not sure if it is 100% correct. It has passed all the tests I have come up with. The original code above has failed on a number of the same test cases.

More explicit solution using Point, Line, Rectangle, and Cube objects:

``````int axis = node.depth % node.k;
KdNode lesser = node.lesser;
KdNode greater = node.greater;

//Search children branches, if axis aligned distance is less than current distance
if (lesser!=null && !examined.contains(lesser)) {

boolean lineIntersectsRect = false;
Line line = null;
Cube cube = null;
if (axis==X_AXIS) {
line = new Line(new Point(value.x-lastDistance,value.y,value.z), new Point(value.x+lastDistance,value.y,value.z));
Point tul = new Point(Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tur = new Point(node.id.x,Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tlr = new Point(node.id.x,Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tll = new Point(Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY);
Rectangle trect = new Rectangle(tul,tur,tlr,tll);
Point bul = new Point(Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY);
Point bur = new Point(node.id.x,Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY);
Point blr = new Point(node.id.x,Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY);
Point bll = new Point(Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY);
Rectangle brect = new Rectangle(bul,bur,blr,bll);
cube = new Cube(trect,brect);
lineIntersectsRect = cube.inserects(line);
} else if (axis==Y_AXIS) {
line = new Line(new Point(value.x,value.y-lastDistance,value.z), new Point(value.x,value.y+lastDistance,value.z));
Point tul = new Point(Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tur = new Point(Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tlr = new Point(Double.POSITIVE_INFINITY,node.id.y,Double.NEGATIVE_INFINITY);
Point tll = new Point(Double.NEGATIVE_INFINITY,node.id.y,Double.NEGATIVE_INFINITY);
Rectangle trect = new Rectangle(tul,tur,tlr,tll);
Point bul = new Point(Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY);
Point bur = new Point(Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY);
Point blr = new Point(Double.POSITIVE_INFINITY,node.id.y,Double.POSITIVE_INFINITY);
Point bll = new Point(Double.NEGATIVE_INFINITY,node.id.y,Double.POSITIVE_INFINITY);
Rectangle brect = new Rectangle(bul,bur,blr,bll);
cube = new Cube(trect,brect);
lineIntersectsRect = cube.inserects(line);
} else {
line = new Line(new Point(value.x,value.y,value.z-lastDistance), new Point(value.x,value.y,value.z+lastDistance));
Point tul = new Point(Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tur = new Point(Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tlr = new Point(Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tll = new Point(Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY);
Rectangle trect = new Rectangle(tul,tur,tlr,tll);
Point bul = new Point(Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY,node.id.z);
Point bur = new Point(Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY,node.id.z);
Point blr = new Point(Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY,node.id.z);
Point bll = new Point(Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY,node.id.z);
Rectangle brect = new Rectangle(bul,bur,blr,bll);
cube = new Cube(trect,brect);
lineIntersectsRect = cube.inserects(line);
}

//Continue down lesser branch
if (lineIntersectsRect) {
searchNode(value,lesser,K,results,examined);
}
}
if (greater!=null && !examined.contains(greater)) {

boolean lineIntersectsRect = false;
Line line = null;
Cube cube = null;
if (axis==X_AXIS) {
line = new Line(new Point(value.x-lastDistance,value.y,value.z), new Point(value.x+lastDistance,value.y,value.z));
Point tul = new Point(node.id.x,Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tur = new Point(Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tlr = new Point(Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tll = new Point(node.id.x,Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY);
Rectangle trect = new Rectangle(tul,tur,tlr,tll);
Point bul = new Point(node.id.x,Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY);
Point bur = new Point(Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY);
Point blr = new Point(Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY);
Point bll = new Point(node.id.x,Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY);
Rectangle brect = new Rectangle(bul,bur,blr,bll);
cube = new Cube(trect,brect);
lineIntersectsRect = cube.inserects(line);
} else if (axis==Y_AXIS) {
line = new Line(new Point(value.x,value.y-lastDistance,value.z), new Point(value.x,value.y+lastDistance,value.z));
Point tul = new Point(Double.NEGATIVE_INFINITY,node.id.y,Double.NEGATIVE_INFINITY);
Point tur = new Point(Double.POSITIVE_INFINITY,node.id.y,Double.NEGATIVE_INFINITY);
Point tlr = new Point(Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY);
Point tll = new Point(Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY);
Rectangle trect = new Rectangle(tul,tur,tlr,tll);
Point bul = new Point(Double.NEGATIVE_INFINITY,node.id.y,Double.POSITIVE_INFINITY);
Point bur = new Point(Double.POSITIVE_INFINITY,node.id.y,Double.POSITIVE_INFINITY);
Point blr = new Point(Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY);
Point bll = new Point(Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY);
Rectangle brect = new Rectangle(bul,bur,blr,bll);
cube = new Cube(trect,brect);
lineIntersectsRect = cube.inserects(line);
} else {
line = new Line(new Point(value.x,value.y,value.z-lastDistance), new Point(value.x,value.y,value.z+lastDistance));
Point tul = new Point(Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY,node.id.z);
Point tur = new Point(Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY,node.id.z);
Point tlr = new Point(Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY,node.id.z);
Point tll = new Point(Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY,node.id.z);
Rectangle trect = new Rectangle(tul,tur,tlr,tll);
Point bul = new Point(Double.NEGATIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY);
Point bur = new Point(Double.POSITIVE_INFINITY,Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY);
Point blr = new Point(Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY);
Point bll = new Point(Double.NEGATIVE_INFINITY,Double.POSITIVE_INFINITY,Double.POSITIVE_INFINITY);
Rectangle brect = new Rectangle(bul,bur,blr,bll);
cube = new Cube(trect,brect);
lineIntersectsRect = cube.inserects(line);
}

//Continue down greater branch
if (lineIntersectsRect) {
searchNode(value,greater,K,results,examined);
}
}
``````

I think this simpler code should also work, it has passed all the same tests as the above code.

``````int axis = node.depth % node.k;
KdNode lesser = node.lesser;
KdNode greater = node.greater;

//Search children branches, if axis aligned distance is less than current distance
if (lesser!=null && !examined.contains(lesser)) {

double p1 = Double.MIN_VALUE;
double p2 = Double.MIN_VALUE;
if (axis==X_AXIS) {
p1 = node.id.x;
p2 = value.x-lastDistance;
} else if (axis==Y_AXIS) {
p1 = node.id.y;
p2 = value.y-lastDistance;
} else {
p1 = node.id.z;
p2 = value.z-lastDistance;
}
boolean lineIntersectsCube = ((p2<=p1)?true:false);

//Continue down lesser branch
if (lineIntersectsCube) {
searchNode(value,lesser,K,results,examined);
}
}
if (greater!=null && !examined.contains(greater)) {

double p1 = Double.MIN_VALUE;
double p2 = Double.MIN_VALUE;
if (axis==X_AXIS) {
p1 = node.id.x;
p2 = value.x+lastDistance;
} else if (axis==Y_AXIS) {
p1 = node.id.y;
p2 = value.y+lastDistance;
} else {
p1 = node.id.z;
p2 = value.z+lastDistance;
}
boolean lineIntersectsCube = ((p2>=p1)?true:false);

//Continue down greater branch
if (lineIntersectsCube) {
searchNode(value,greater,K,results,examined);
}
}
``````
Source (Stackoverflow)