I am trying to implement a Kd tree to perform the nearest neighbor and approximate nearest neighbor search in C++. So far I came across 2 versions of the most basic Kd tree.
They seem to be fundamentally the same, having the same asymptotic properties.
My question is: are there some reasons why choose one over another?
I figured two reasons so far:
delete data
function Are there some other reasons I should consider before deciding which one to make?
A K-D Tree (also called as K-Dimensional Tree) is a binary search tree where data in each node is a K-Dimensional point in space. In short, it is a space partitioning (details below) data structure for organizing points in a K-Dimensional space. A non-leaf node in K-D tree divides the space into two parts, called as half-spaces.
A non-leaf node in K-D tree divides the space into two parts, called as half-spaces. Points to the left of this space are represented by the left subtree of that node and points to the right of the space are represented by the right subtree. We will soon be explaining the concept on how the space is divided and tree is formed.
Because the kd-tree is the binary tree, and every leaf and internal node uses O(1)storage, therefore the total storage is O(n). Lemma 1 A kd-tree for a set of n-points uses O(n) storage and and can be constructed in O(n logn).
The main difference is the consideration of multiple planes or dimensions or spaces while constructing it. In a KD tree or K-NN problems, each traversal is able to divide a particular plane into 2 equal sub planes. As the traversals go deeper, the combination of division of planes is used to reach the point in space that was being searched for.
You can just mark nodes as deleted, and postpone any structural changes to the next tree rebuild. k-d-trees degrade over time, so you'll need to do frequent tree rebuilds. k-d-trees are great for low-dimensional data sets that do not change, or where you can easily afford to rebuild an (approximately) optimal tree.
As for implementing the tree, I recommend using a minimalistic structure. I usually do not use nodes. I use an array of data object references. The axis is defined by the current search depth, no need to store it anywhere. Left and right neighbors are given by the binary search tree of the array. (Otherwise, just add an array of byte
, half the size of your dataset, for storing the axes you used). Loading the tree is done by a specialized QuickSort. In theory it's O(n^2)
worst-case, but with a good heuristic such as median-of-5 you can get O(n log n)
quite reliably and with minimal constant overhead.
While it doesn't hold as much for C/C++, in many other languages you will pay quite a price for managing a lot of objects. A type*[]
is the cheapest data structure you'll find, and in particular it does not require a lot of management effort. To mark an element as deleted, you can null
it, and search both sides when you encounter a null
. For insertions, I'd first collect them in a buffer. And when the modification counter reaches a threshold, rebuild.
And that's the whole point of it: if your tree is really cheap to rebuild (as cheap as resorting an almost pre-sorted array!) then it does not harm to frequently rebuild the tree.
Linear scanning over a short "insertion list" is very CPU cache friendly. Skipping null
s is very cheap, too.
If you want a more dynamic structure, I recommend looking at R*-trees. They are actually desinged to balance on inserts and deletions, and organize the data in a disk-oriented block structure. But even for R-trees, there have been reports that keeping an insertion buffer etc. to postpone structural changes improves performance. And bulk loading in many situations helps a lot, too!
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