Is there a spatial lookup grid or binning system that works on the surface of a (3D) sphere? I have the requirements that
The bins must be uniform (so you can look up in constant time if there exists a point
r
distance away from any spot on the sphere, given constantr
.)†The number of bins must be at most linear with the surface area of the sphere. (Alternatively, increasing the surface resolution of the grid shouldn’t make it grow faster than the area it maps.)
I’ve already considered
Spherical coordinates: not good because the cells created are extremely nonuniform making it useless for proximity testing.
Cube meshes: Less distortion than spherical coordinates, but still very difficult to determine which cells to search for a given query.
3D voxel binning: Wastes the entire interior volume of the sphere with empty bins that will never be used (as well as the empty bins at the 6 corners of the bounding cube). Space requirements grow with
O(n sqrt(n))
with increasing sphere surface area.kd-Trees: perform poorly in 3D and are technically logarithmic complexity, not constant per query.
My best idea for a solution involves using the 3D voxel binning method, but somehow excluding the voxels that the sphere will never intersect. However I have no idea how to determine which voxels to exclude, nor how to calculate an index into such a structure given a query location on the sphere.
† For what it’s worth the points have a minimum spacing so a good grid really would guarantee constant lookup.