In article <38BDFCEF...@bayarea.net>,hi i am really interested in knowing more about your code as i am trying to do a local bicubic surface interpolation of (x,y,z) data set that would give me the resulting control points as well as the knot vecotors in the u and v direction. Hope you could
ras...@bayarea.net wrote:
Hi,similar
I'm looking for C/C++ bivariate surface fit code. I've posted a
request previously but the lack of responses lead me to believe I haddifficult
not well-stated my request, or perhaps it is indeed something
to find, so I apologize if this is redundant for some, and many thanks
to those who are able to reply, esp. via email as my ISP removes
messages
every day or so.
Puzzle:data
Given a set of data points randomly positioned over a 2D area and
of random value (or height, as you prefer)....
** How do I generate a regular mesh (say, 50x50 etc) of polygons
or triangles such that the surface is
A) a bicubic interpolation *through* the points with the
"tightest"
curve, and/or "least" warped by the choice of coefficients
* again, I'm looking for that regular 50x50 mesh... I did
get
a couple of emails from people prescribing tesselators,
surface
subdivision etc, but that isn't what I had requested or
what I'm
looking for since, unfortunately, it doesn't fit the
as prescribed :)Is there a reason you have to form a regular rectangular mesh?
and/or
B) well approximated as near the points as possible with "good"
curvature, and perhaps by selection of some limit of error,
eg. possibly using least squares and I could only guess as
what kind of rational spline to use, whether bicubic or
whatever..
Forming the Delaunay triagulation and then interpolating that
triangulated network would be less costly in both time and memory.
I have some triangulation and linear interpolation code in C that
you might be interested in.
If you need to do a spline interpolation, again I would encourage
you to check out Dave Eberly's site. Paul Bourke has some helpful
source code too, I think:
http://www.swin.edu.au/astronomy/pbourke/
If you're interested in my code, please reply by email.
Bob
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