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arXiv:2611.01879 · v1

Graphs Have Structure: Declarative Manifolds, 3D Z-Order Monoid Roll-ups, and Zero-Simulation Visual Analytics in a Graph DBMS

首次提交 2026-11-01 21:15
版本更新 2026-11-01 21:15
雷达观测 2026-11-04 23:43
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摘要

Every real-world graph is embedded in an ambient structural manifold: proteins fold in Euclidean space ($R^3$), telecom networks sit on a planetary surface ($S^2 \times R$), and ontologies and calendars form discrete subsumption posets ($(V, \sqsubseteq)$). Yet property graph databases treat node coordinates as opaque payload scalars, leave spatial proximity edges unindexed, and force visualizers into $O(V^2)$ client-side force-directed simulations that destroy true geometry and truncate hierarchy roll-ups. We elevate ambient manifold structure to a first-class primitive in Samyama Graph. First, we introduce a declarative and auto-detected structural convention contract (samyama.structure/1) persisted in .sgsnap headers that binds node labels to Euclidean 3D, Geo-Spherical, Causal Spacetime, or Poset Hierarchy manifolds. Second, we show that both discrete posets (via Order-Embedded Hierarchy $[tin, tout]$ DFS intervals) and continuous 3D manifolds (via a 63-bit 3D Morton Z-order Structural-Geometric Index, SGI) reduce regional aggregation to 1D rank-interval monoid folds answered directly from index-resident Fenwick trees (SUM, COUNT) and Segment Trees (MIN, MAX). At $100,000$ 3D nodes, SGI builds in $28.14$ ms and answers Morton-interval SUM and MAX roll-ups in $0.048\,μ$s and $0.104\,μ$s---$8,345.1\times$ and $3,824.4\times$ faster than property scans. Third, we introduce 3D voxel-hashed virtual contact edges weighted by Topological--Geometric Stress $σ(u,v) = d_{graph}(u,v) / d_{manifold}(u,v)$ to isolate long-range tertiary folds, plus manifold-guided $A^*$ shortest-path search that cuts explored states by up to $3.80\times$ over Dijkstra. Fourth, we replace client layout simulation with server-computed 3D Cone-Tree/Ribbon coordinates and a non-WebGL 2.5D Isometric projection with painter's-order depth sorting and sub-millisecond Level-of-Detail (LoD) macro-cuts.

作者备注:7 pages, 1 figure, 4 tables. Companion to arXiv:2606.24677 (OEH). Code: https://github.com/samyama-ai/structural-manifold-index and https://github.com/samyama-ai/samyama-graph/pull/2038

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v1 · 2026-11-01 21:15 · 最新观测版本

Graphs Have Structure: Declarative Manifolds, 3D Z-Order Monoid Roll-ups, and Zero-Simulation Visual Analytics in a Graph DBMS

Every real-world graph is embedded in an ambient structural manifold: proteins fold in Euclidean space ($R^3$), telecom networks sit on a planetary surface ($S^2 \times R$), and ontologies and calendars form discrete subsumption posets ($(V, \sqsubseteq)$). Yet property graph databases treat node coordinates as opaque payload scalars, leave spatial proximity edges unindexed, and force visualizers into $O(V^2)$ client-side force-directed simulations that destroy true geometry and truncate hierarchy roll-ups. We elevate ambient manifold structure to a first-class primitive in Samyama Graph. First, we introduce a declarative and auto-detected structural convention contract (samyama.structure/1) persisted in .sgsnap headers that binds node labels to Euclidean 3D, Geo-Spherical, Causal Spacetime, or Poset Hierarchy manifolds. Second, we show that both discrete posets (via Order-Embedded Hierarchy $[tin, tout]$ DFS intervals) and continuous 3D manifolds (via a 63-bit 3D Morton Z-order Structural-Geometric Index, SGI) reduce regional aggregation to 1D rank-interval monoid folds answered directly from index-resident Fenwick trees (SUM, COUNT) and Segment Trees (MIN, MAX). At $100,000$ 3D nodes, SGI builds in $28.14$ ms and answers Morton-interval SUM and MAX roll-ups in $0.048\,μ$s and $0.104\,μ$s---$8,345.1\times$ and $3,824.4\times$ faster than property scans. Third, we introduce 3D voxel-hashed virtual contact edges weighted by Topological--Geometric Stress $σ(u,v) = d_{graph}(u,v) / d_{manifold}(u,v)$ to isolate long-range tertiary folds, plus manifold-guided $A^*$ shortest-path search that cuts explored states by up to $3.80\times$ over Dijkstra. Fourth, we replace client layout simulation with server-computed 3D Cone-Tree/Ribbon coordinates and a non-WebGL 2.5D Isometric projection with painter's-order depth sorting and sub-millisecond Level-of-Detail (LoD) macro-cuts.

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