Google S2 CellID Generation: A Deep Dive

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Hey guys! Ever wondered how Google's S2 library generates those unique CellIDs for spatial indexing? Well, buckle up because we're about to dive deep into the fascinating world of S2 and unravel the mystery behind CellID generation. This article will break down the process step-by-step, making it easy to understand even if you're not a spatial indexing guru. We'll explore the underlying algorithms, the code implementation, and the key transformations involved. By the end of this guide, you'll have a solid grasp of how S2 CellIDs are created and why they're so effective for spatial data management.

What is a Cell in Google S2?

To really understand CellID generation, we first need to grasp the concept of a "Cell" within the Google S2 framework. Think of it as a way to divide the Earth's surface (or any sphere, really) into a hierarchical grid system. Each cell is basically a quadrilateral defined by geodesic lines – imagine curved lines that represent the shortest distance on a sphere. This is super important for accurate spatial calculations!

The S2 hierarchy starts by projecting the six faces of a cube onto the unit sphere. These become the top-level cells. Then, each cell is recursively subdivided into four smaller child cells, creating a hierarchical structure. This subdivision can happen multiple times, resulting in cells at different levels. The level indicates how many times a cell has been subdivided, starting from 0 for the original cube faces. This hierarchical structure is a core component in spatial indexing. The S2 Level ranges from 0 to 30. At level 30, we're talking about tiny cells, roughly 1cm on the Earth's surface. Imagine the precision! There are a staggering 6 * 4^30 of these smallest cells, which are also known as leaf cells. This hierarchical subdivision is crucial for efficient spatial indexing and search operations. By using cells at different levels, S2 can represent areas with varying degrees of granularity, making it adaptable to diverse spatial data needs. The ability to zoom in and out using the hierarchical cell structure makes it an ideal solution for large-scale spatial data management.

S2 Levels are super useful for spatial indexing and approximating regions using a collection of cells. We can represent points and areas using Cells. Points are usually represented by leaf nodes (the smallest cells), while areas can be represented by a set of Cells at any level. For example, imagine representing the Hawaiian Islands. You could approximate their shape using a collection of about 22 cells. It's a neat way to break down complex shapes into manageable units. The ability to represent spatial data at different levels of detail is one of the key advantages of the S2 framework. It allows for efficient storage and retrieval of spatial information, making it a powerful tool for various applications, such as mapping, location-based services, and geographic information systems (GIS).

From Latitude and Longitude to 3D Coordinates: S(lat,lng) -> f(x,y,z)

Let's get into the nitty-gritty of CellID generation. The first step involves converting our familiar latitude and longitude coordinates into a 3D Cartesian coordinate system. This is essential because it allows us to represent points on the sphere as vectors in 3D space, making geometric calculations much easier.

First, it's important to remember that latitudes range from -90° to +90°, while longitudes span -180° to +180°. These are angular measurements, and we need to translate them into something that represents a position in 3D space. The first step in the CellID generation process involves transforming these spherical coordinates into three-dimensional rectangular coordinates. Here's a snippet of Go code that kicks things off:

func makeCell() {
 latlng := s2.LatLngFromDegrees(30.64964508, 104.12343895)
 cellID := s2.CellIDFromLatLng(latlng)
}

See? With just two lines of code, we can create a 64-bit CellID. Magic, right? Well, there's a bit more to it under the hood. The LatLngFromDegrees function converts degrees to radians, because computers love radians for trig calculations. This conversion is crucial as it bridges the gap between human-readable angular measurements and the mathematical representation required for spatial computations. Radians are the natural unit for angles in mathematics, particularly in calculus and trigonometry, making them the ideal choice for S2's internal calculations. The use of radians ensures accuracy and consistency in subsequent transformations and operations, which are critical for the reliability of the S2 system.

func LatLngFromDegrees(lat, lng float64) LatLng {
 return LatLng{s1.Angle(lat) * s1.Degree, s1.Angle(lng) * s1.Degree}
}

We're turning those degrees into radians. Think of it as speaking the computer's language. Since there is a const value definition for this conversion.

const (
 Radian Angle = 1
 Degree = (math.Pi / 180) * Radian
)

LatLngFromDegrees converts latitude and longitude to a LatLng struct, which is defined as follows:

type LatLng struct {
 Lat, Lng s1.Angle
}

Once we have our LatLng struct, we can use the CellIDFromLatLng method to convert the latitude and longitude radians into our coveted 64-bit CellID. This method is a key step in the CellID generation process, as it leverages the spatial properties of the input coordinates to determine a unique identifier within the S2 sphere. The transformation is not merely a simple encoding; it's a sophisticated mapping that preserves spatial locality, meaning that points close to each other on the Earth's surface will tend to have CellIDs that are numerically close as well. This property is crucial for efficient spatial indexing and searching, as it allows S2 to quickly identify and retrieve nearby cells based on their CellID values. This is the core of spatial indexing!

func CellIDFromLatLng(ll LatLng) CellID {
 return cellIDFromPoint(PointFromLatLng(ll))
}

This method does the conversion in two steps: first, it converts latitude and longitude to a point in our coordinate system, then it converts that point to a CellID. This two-step process simplifies the overall transformation and makes the code more modular and easier to understand. The separation of concerns allows for optimizations and modifications to be made to one stage without affecting the other, enhancing the flexibility and maintainability of the S2 library. For example, the PointFromLatLng function could be replaced with an alternative coordinate transformation method without requiring changes to the cellIDFromPoint function, and vice versa.

Want to know how latitude and longitude turn into a point in our coordinate system? Check out my article about S2 algorithms. It walks you through converting a point on a sphere to a Hilbert curve point. It's like magic, but with math! To understand how spherical coordinates are transformed into a point on the Hilbert curve, it's essential to dive into the mathematical foundations of S2. This involves concepts like spherical projections, space-filling curves, and the mapping of 3D space onto a 1D index. The transformation process ensures that the proximity of points in 3D space is preserved in the 1D representation of CellIDs, which is critical for efficient spatial indexing and searching.

func PointFromLatLng(ll LatLng) Point {
 phi := ll.Lat.Radians()
 theta := ll.Lng.Radians()
 cosphi := math.Cos(phi)
 return Point{r3.Vector{math.Cos(theta) * cosphi, math.Sin(theta) * cosphi, math.Sin(phi)}}
}

This function converts latitude and longitude to a vector point in 3D space. The vector starts at the origin and ends at the point on the sphere. Here's the breakdown:

  • θ is the latitude, represented by phi in the code.
  • φ is the longitude, represented by theta.

Imagine a globe. We're finding the x, y, and z coordinates of a point on that globe. To perform this conversion, the function first calculates the radian values of the latitude (phi) and longitude (theta). The use of radians ensures that trigonometric functions like math.Cos and math.Sin operate correctly, as these functions expect input in radians. Then, the cosine of the latitude (cosphi) is computed, which is a key component in determining the x and y coordinates in the 3D space. The resulting 3D vector represents the direction from the center of the Earth to the point on its surface, effectively converting the spherical coordinates into a Cartesian representation. The choice of the unit sphere (radius r = 1) simplifies the calculations without loss of generality, as the vector direction is the primary concern, and the magnitude can be adjusted if necessary for specific applications.

The relationship is shown in the image below:

[Image of 3D Coordinate Conversion]

Using trigonometric functions, we get the 3D coordinates:

x = r * cos θ * cos φ
y = r * cos θ * sin φ
z = r * sin θ

Since the radius of our sphere, r, is 1, our final vector looks like this:

r3.Vector{math.Cos(theta) * cosphi, math.Sin(theta) * cosphi, math.Sin(phi)}

(x, y, z) are direction vectors, and they don't need to be unit vectors. (x, y, z) ranges from [-1,+1] x [-1,+1] x [-1,+1] in 3D space. They can be normalized to get the corresponding point on the unit sphere.

So, we've successfully transformed our point from spherical coordinates S(lat,lng) to 3D Cartesian coordinates f(x,y,z). This is a fundamental step in CellID generation. This transformation sets the stage for projecting the 3D point onto a 2D plane, which is necessary for the Hilbert curve mapping that follows. The resulting 3D vector encapsulates both the direction and the relative position of the original point on the Earth's surface, making it a versatile representation for spatial computations. The Cartesian coordinates provide a standardized framework for further geometric operations, such as distance calculations and spatial indexing.

Projecting to a Face: f(x,y,z) -> g(face,u,v)

Next up, we're projecting our 3D point onto one of the six faces of a cube that's circumscribed around our sphere. Think of it like wrapping a cube around the Earth. This projection helps us map the 3D space onto a 2D surface, which is easier to work with for generating the CellID.

func xyzToFaceUV(r r3.Vector) (f int, u, v float64) {
 f = face(r)
 u, v = validFaceXYZToUV(f, r)
 return f, u, v
}

The key idea here is projection. First, we choose the longest axis (x, y, or z) as our main axis. This is a crucial step in the CellID generation process, as it determines which face of the cube the point will be projected onto. The choice of the longest axis ensures that the projection is as distortion-free as possible, minimizing the errors that can arise from mapping a spherical surface onto a flat plane. This step is not just about mathematical convenience; it's about maintaining the accuracy of spatial relationships as we transition from 3D space to a 2D representation. The determination of the main axis effectively divides the sphere into six regions, each corresponding to one of the cube faces, providing a structured way to partition the Earth's surface for spatial indexing.

func (v Vector) LargestComponent() Axis {
 t := v.Abs()

 if t.X > t.Y {
 if t.X > t.Z {
 return XAxis
 }
 return ZAxis
 }
 if t.Y > t.Z {
 return YAxis
 }
 return ZAxis
}

By default, the x-axis is 0, the y-axis is 1, and the z-axis is 2.

const (
 XAxis Axis = iota
 YAxis
 ZAxis
)

The face value is the longest axis, but it's limited to the range [0, 5]. If it's a negative axis, we add 3 to correct it. Here's the code:

func face(r r3.Vector) int {
 f := r.LargestComponent()
 switch {
 case f == r3.XAxis && r.X < 0:
 f += 3
 case f == r3.YAxis && r.Y < 0:
 f += 3
 case f == r3.ZAxis && r.Z < 0:
 f += 3
 }
 return int(f)
}

So, we've determined the value for face. It represents which of the six cube faces our point is closest to. This value effectively divides the Earth's surface into six distinct regions, each corresponding to one of the cube faces. This partitioning is a key element in the CellID generation process, as it simplifies the mapping of points onto a 2D plane. The use of cube faces as the base for the spatial index allows S2 to leverage the inherent symmetry of the cube, making computations more efficient and reducing the complexity of the overall system. The adjustment for negative axes ensures that the face value is consistently mapped to a positive integer, which is crucial for indexing and lookup operations.

The face values for the 6 faces are: x positive half-axis, face = 0; y positive half-axis, face = 1; z positive half-axis, face = 2; x negative half-axis, face = 3; y negative half-axis, face = 4; z negative half-axis, face = 5.

Once we've picked the main axis, we project the coordinates from the other two axes onto the face. We basically do a projection or a coordinate system conversion. This process is essential for mapping the 3D point onto a 2D plane, which is necessary for the subsequent steps in CellID generation. The choice of projection method affects the accuracy and efficiency of the spatial indexing, and S2 uses a projection that balances these considerations. By projecting the 3D point onto the chosen face, we effectively reduce the dimensionality of the problem, making it easier to apply space-filling curves and other indexing techniques. The resulting 2D coordinates on the face serve as the basis for mapping the point to a specific cell within the S2 hierarchy.

func validFaceXYZToUV(face int, r r3.Vector) (float64, float64) {
 switch face {
 case 0:
 return r.Y / r.X, r.Z / r.X
 case 1:
 return -r.X / r.Y, r.Z / r.Y
 case 2:
 return -r.X / r.Z, -r.Y / r.Z
 case 3:
 return r.Z / r.X, r.Y / r.X
 case 4:
 return r.Z / r.Y, -r.X / r.Y
 }
 return -r.Y / r.Z, -r.X / r.Z
}

The code above does the coordinate system conversion for the 6 faces. To visualize the 6 faces, imagine a cube. face = 0 is the front, face = 1 is the right, face = 2 is the top, face = 3 is the back, face = 4 is the left, and face = 5 is the bottom.

Our 3D coordinate system follows the right-hand rule. If you rotate your fingers from the x-axis to the y-axis, your thumb points in the positive direction of the other axis. The use of the right-hand rule ensures consistency in the coordinate system across all six faces of the cube. This consistency is critical for maintaining the accuracy of spatial relationships and calculations within the S2 framework. The orientation of the coordinate system affects how points are projected onto the faces, and adhering to the right-hand rule guarantees that the spatial relationships are preserved throughout the CellID generation process.

For example, on the front face of the cube, if you rotate your right hand from the positive y-axis to the positive z-axis, your thumb points in the positive x-axis direction (which is the front). Another example: on the bottom face, rotating your right hand from the negative y-axis to the negative x-axis points your thumb in the negative z-axis direction (the bottom).

(face,u,v) represents a cubic coordinate system where each axis ranges from [-1,1]. To ensure uniform cell sizes, we need to transform these values in the next step.

So, we've completed the transformation from f(x,y,z) to g(face,u,v). We now have a face and a 2D coordinate on that face. This projection onto the cube faces is a critical step in the CellID generation process, as it allows us to leverage the geometric properties of the cube to simplify spatial indexing. By mapping the spherical surface onto a set of flat faces, we can apply space-filling curves and other techniques that are more easily implemented in 2D space. The choice of a cube as the projection surface is not arbitrary; it provides a good balance between minimizing distortion and maintaining computational efficiency.

Transforming UV Coordinates: g(face,u,v) -> h(face,s,t)

Now, we need to transform the u and v coordinates into s and t coordinates. This transformation uses a quadratic function. In the C++ version, there are three transformations, but the quadratic one was chosen for the reasons explained here. The use of a quadratic transformation in this step is a critical design choice in the CellID generation process. The transformation ensures that the cells on the cube faces have a more uniform distribution of area when projected back onto the sphere. This uniformity is crucial for maintaining the accuracy and efficiency of spatial indexing, as it prevents cells near the corners of the cube faces from being significantly larger or smaller than cells near the center. The quadratic transformation effectively counteracts the distortion that arises from the initial projection of the sphere onto the cube, resulting in a more balanced and predictable cell structure.

u = 0.5 * ( u + 1)

u = 2 / pi * (atan(u) + pi / 4) = 2 * atan(u) / pi + 0.5

u >= 0,u = 0.5 * sqrt(1 + 3*u)
u < 0, u = 1 - 0.5 * sqrt(1 - 3*u)

In Go, we directly use the quadratic transform. The other two transforms aren't implemented in the Go version. This simplified implementation highlights the efficiency and effectiveness of the quadratic transformation in balancing spatial accuracy and computational cost. The elimination of other transformation options streamlines the code and reduces the complexity of the CellID generation process, making it easier to maintain and optimize. The quadratic transformation is a cornerstone of the S2 spatial indexing system, providing a robust and efficient way to map 2D coordinates onto a uniform cell structure.

func uvToST(u float64) float64 {
 if u >= 0 {
 return 0.5 * math.Sqrt(1+3*u)
 }
 return 1 - 0.5*math.Sqrt(1-3*u)
}

(face,s,t) represents a cell coordinate system where s and t range from [0,1]. They represent a point on a face. For example, (s,t) = (0.5,0.5) is the center of the face. This point is also a vertex if we subdivide the face into 4 smaller cells.

So, we've transformed g(face,u,v) to h(face,s,t). The s and t coordinates now represent a position within a face, normalized to the range [0, 1]. This normalization is a critical step in the CellID generation process, as it allows for a consistent representation of positions across all six faces of the cube. The normalized coordinates make it easier to subdivide the faces into smaller cells and to map points to specific cells within the S2 hierarchy. The range [0, 1] is a common choice for normalized coordinates, as it simplifies calculations and comparisons, making the overall spatial indexing system more efficient.

Mapping to Integer Coordinates: h(face,s,t) -> H(face,i,j)

Next, we transform our s and t coordinates into integer coordinates i and j. This step is crucial for mapping our continuous coordinates onto a discrete grid, which is essential for the Hilbert curve mapping that follows. The use of integer coordinates allows for efficient indexing and searching within the S2 system, as integer operations are typically faster than floating-point operations. The transformation to integer coordinates effectively quantizes the space, dividing each face of the cube into a grid of cells that can be easily addressed and manipulated.

Check out this article to read about how coordinate systems transform. The coordinate system transformation is a fundamental step in the CellID generation process, as it bridges the gap between continuous coordinates and the discrete indexing scheme used by S2. This transformation involves scaling and quantization, effectively mapping the normalized coordinates (s, t) onto a grid of integer coordinates (i, j). The density of this grid, and the method used to map continuous values to discrete integers, directly impacts the resolution and precision of the resulting CellIDs. A higher-resolution grid allows for finer-grained spatial indexing, but also increases the memory and computational overhead. The choice of quantization method and grid density is a critical design decision in the S2 system, balancing the trade-offs between accuracy, efficiency, and resource consumption.

func stToIJ(s float64) int {
 return clamp(int(math.Floor(maxSize*s)), 0, maxSize-1)
}

s and t are in the range [0,1], and we're expanding that range to [0,230-1]. This is just for one face, though. The expansion of the coordinate range to [0, 2^30 - 1] is a significant step in the CellID generation process. This range corresponds to the maximum resolution of the S2 system, where each face of the cube is effectively divided into a grid of 2^30 x 2^30 cells. This high resolution allows for precise spatial indexing and representation, enabling S2 to distinguish between very closely spaced points. The use of a large integer range also provides ample space for the Hilbert curve mapping that follows, ensuring that CellIDs can uniquely identify a vast number of distinct locations on the Earth's surface. The choice of 2^30 as the maximum size reflects a balance between the desired level of precision and the practical limitations of integer representation and computation.

Encoding with Hilbert Curve: H(face,i,j) -> CellID

Before we dive into the final conversion, let's recap our journey so far:

func CellIDFromLatLng(ll LatLng) CellID {
 return cellIDFromPoint(PointFromLatLng(ll))
}

func cellIDFromPoint(p Point) CellID {
 f, u, v := xyzToFaceUV(r3.Vector{p.X, p.Y, p.Z})
 i := stToIJ(uvToST(v))
 j := stToIJ(uvToST(v))
 return cellIDFromFaceIJ(f, i, j)
}

We've gone through 5 transformations: S(lat,lng) -> f(x,y,z) -> g(face,u,v) -> h(face,s,t) -> H(face,i,j) -> CellID.

After these transformations, we've essentially mapped our latitude and longitude point onto a point on the Hilbert curve. This is a crucial step in the CellID generation process, as the Hilbert curve is a space-filling curve that provides a unique and continuous mapping between 2D coordinates and a 1D index. This property is essential for spatial indexing, as it ensures that nearby points in 2D space are mapped to CellIDs that are numerically close to each other. The use of a space-filling curve like the Hilbert curve is a key technique for preserving spatial locality, which is critical for efficient spatial searching and retrieval. The curve effectively orders the cells in a way that minimizes the distance between adjacent cells in the 1D index space, making it possible to quickly identify and access neighboring cells during spatial queries.

[Image of Hilbert Curve Mapping]

Before we explain the final CellID transformation, we need to talk about orientation. Understanding the concept of orientation is crucial for comprehending the Hilbert curve mapping used in the CellID generation process. Orientation refers to the direction in which the Hilbert curve traverses the cells within a given level of the S2 hierarchy. The orientation is not fixed; it changes as the curve moves from one cell to another, ensuring that the curve fills the space in a continuous and efficient manner. The orientation is encoded using a small number of bits, typically 2 bits, which allows for four possible orientations within each cell. These orientations correspond to the four possible rotations of the basic Hilbert curve pattern. The dynamic nature of the orientation is what allows the Hilbert curve to maintain its space-filling properties and to preserve spatial locality as it maps 2D coordinates to 1D CellIDs.

We have two constant arrays:

ijToPos = [4][4]int{
 {0, 1, 3, 2},
 {0, 3, 1, 2},
 {2, 3, 1, 0},
 {2, 1, 3, 0},
}
posToIJ = [4][4]int{
 {0, 1, 3, 2},
 {0, 2, 3, 1},
 {3, 2, 0, 1},
 {3, 1, 0, 2},
}

These arrays can be visualized as follows:

[Images of posToIJ and ijToPos]

The top image is posToIJ. The i and j here are coordinate values. This is a first-order Hilbert curve, so i and j are just the coordinate values. posToIJ[0] = {0, 1, 3, 2} represents the shape in image 0. Similarly, posToIJ[1] represents image 1, posToIJ[2] represents image 2, and posToIJ[3] represents image 3.

We can see that **the four images in posToIJ are