However, it was always clear that the performance and memory-usage characteristics left something to be desired. This is particularly evident in cases which involve large buffer distances and/or complex geometry. These shortcomings are even more apparent in GEOS, which is less efficient at computation involving large amounts of memory allocation.
I'm pleased to say that after a few years of gestating ideas (really! - at least on and off) about how to improve the buffer algorithm, I've finally been able to implement some enhancements which address these problems. In fact, they provide dramatically better performance in the above situations. As an example, here are timing comparisons between JTS 1.9 and the new code (the input data is 50 polygons for African countries, in lat-long):
Buffer
Distance JTS 1.9 JTS 1.10
0.01 359 ms 406 ms
0.1 1094 ms 594 ms
1.0 16.453 s 2484 ms
10.0 217.578 s 3656 ms
100.0 728.297 s 250 ms
1000.0 1661.109 s 313 ms
Another tester reports that a buffering task which took 83 sec with JTS 1.9 now takes 2 sec with the new code.
But wait, there's more! In addition to the much better performance of the new algorithm, the timings reveal a further benefit - once the buffer distance gets over a certain size (relative to the input), the execution time actually gets faster. (In fact, this is as it should be - as buffer distances get very large, the shape of the input geometry has less and less effect on the shape of the buffer curve.)
The algorithm improvements which have made such a difference are:
- Improved offset curve geometry - to avoid some nasty issues arising from arc discretization, the original buffer code used some fairly conservative heuristics. These have been fine-tuned to produce a curve which allows more efficent computation, while still maintaining fidelity of the buffer result
- Simplification of input - for large buffer distances, small concavities in the input geometry don't affect the resulting buffer to a significant degree. Removing these in a way which preserves buffer distance accuracy (within tolerance) gives a big improvement in performance.
This code will appear in JTS 1.10 Real Soon Now.
Very nice! Love the graphic.
ReplyDeleteHi, I had some trouble finding the jts website that was currently being maintained. I had thought 1.8 was the newest version until a few days ago, imagine my surprise when I found out 1.10 was on the way. Which site do we use for reporting bugs/problems for the different versions? I have a question regarding the Closest Points function...
ReplyDeleteUnfortunately due to circumstances JTS has moved around a bit. I'm now maintaining the home page here: http://tsusiatsoftware.net/jts/main.html
ReplyDeleteFor bug reports etc it's best to use the mailing list. Or, you can file on the SourceForge site.
Great work!
ReplyDeleteI am interested in a 3d version of the buffer algorithm. The idea is to apply it to a Java3d mesh. I hope its possible to share a few of the ideas for the algorithm.
hazlorealidad,
ReplyDelete3D buffering sounds like it would be much, much more complicated than 2D. Also, I'm not sure how many of the various heuristics used in JTS buffering would apply in the 3D case, since from what I have read about 3D spatial algorithms assumptions that hold in 2D often don't in 3D.
But sounds like an interesting project - good luck with it!